Vambrace: Cold Soul

Vambrace: Cold Soul

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Alias_V May 29, 2019 @ 9:57pm
Class Thoughts!
Greetings! Loving my time with the game and sadly none of my IRL friends appreciate a hard game and I just really wanted to share my thoughts and receive thoughts from others on classes and just finally get it out of my head!

Dragoon. So far my favorite class and I really like what it brings to the game. Flourish to taunt is fantastic, but it also deals a smidge of damage to first three targets AND lowers their combat by 1 and only takes one turn to fill up?! Fantastic way to keep my party actually safe. I threw on the awareness Rod to help with the only weakness I felt he really had so he can lead the party.

Celestine. I want to like and have the paladin I really really really do but I can't really recommend this class to anyone. Awareness is only 3 so not high enough I want to lead just off of that. Combat is only a 2 so not getting much damage from it either. Flourish is just that 3 dmg absorb shield which isn't fantastic either given the other options you can take. High Merchant is a thing but not what i'm looking for in a tank. You can use your relic slot to cover one issue but that leaves others still open.

Berserker. Is okay if you want just a single target combat class. I personally don't use them i'm sure someone else might. My reasons for not taking them is the combat is nice at 4 and rage is not bad, but I feel I can get good dmg from fencer/scoundral instead. Mainly CC/scouting or still have rage like skill plus AOE hits and both have slieght as a bonus while this class doesn't bring anything but combat.

Fencer. A well balanced class in my opinion. 3 in combat and 4 in sleight and can scout. Not too squishy. Flourish being a CC move is fantastic loved it against bosses to just make them skip a turn. Not to slow in turn order either. Best part is since they do what they do well enough you can add any relic you want to make strengthen your favorite part of them addin in damage or more sleight if farming or whatever you like.

Scoundrel. Hits 2 enemies near each other with basic attack giving them a constant AOE option which I love. Good speed, Good sleight as well, plus flourish just heals them a tiny amount and gives them bonus to damage as well. Their base combat is 2 which is low, but I find putting on an attack buff relic really makes them shine. Hitting that 3 in combat and they do AOE plus getting rage means they can be very good damage dealers. REALLY need that added damage though to shine.

Shadowmancer. I'm sure others will like and use this class... ... but I just don't care for them. They have poison on their flourish and basic attack along with high awareness for turn order isn't bad and the stacking poison can shine against bosses, however you spend far more time not fighting bosses and fighting regular mobs and for me that is why I don't take Shadowmancer. They take a bit to get going and don't deal a lot of damage. Flourish gives 1 poison tick but no damage on its own so it slow burn. High awareness, but not someone I want right on front line of my team. While this class has its niche i'm sure I just find other classes more effective over all.

Blood Mage. Nothing wrong with this class just not my style personally. Ranged damage and not so squishy is good. The flourish buffs 2 allies combat by a good bit however also drains 3 hp. I kinda like my HP and given I don't always have a camp and that healers only can heal 1 hp to 2 targets a turn and one 3 Hp + regen like every 5 turns I don't like the risk Vs the reward with this class, but others might really find this to be their jam.

Arc Caster. Solid 4 overwatch for camping. Flourish is 2 true damage to every enemy. Decent merchants as well as a small bonus. Base combat is a 2 though at long range so not too strong for dealing damage. I really loved arc caster at the start of the game 2 damage to every enemy in an encounter is pretty nice. If you want overwatch and some damage arc caster is a great choice. Early on the overwatch boost relic is nice to improve camping, but a combat relic also helps her stay a bit more relevant damage wise as things progress and they get more HP.

Fullslier. I spelled that wrong XD. Dwarf ranged attacker. Is okay I guess. Stronger single target damage over Arc caster at long range, but doesn't really offer much else. Kinda a theme with the dwarves. Brings damage, but not really anything much else to your team compared to other classes. That being said though Your main character I feel can cover this roll once you have some perks into her damage and does it a bit better so not thrilled about taking this class myself.

Hedge Mage. Pooor POOOR healers in these style of games. I WANT to use a healer so much! Great Overwatch stat and merchant which isn't bad just not that useful the main issue is they don't really heal for much and it comes at the cost of damage you could be doing to also just shrink the damage you take. 1 HP heal to two targets is just not much. And the 3 HP plus 1 hp regen flourish would be okay if it didn't take SOOOOO many turns to charge up. If it was just a couple turns shorter on charge I think it would really improve the healer.

That being said as a side note... ... I love healers too much and take one anyways so here are a few things that might help if you want to use one. Pair with Dragoon. The taunt setup means they will be taking most hits and you can get more from your healing focusing it on the dragoon. Try out the relic that changes her flourish to binding vines. It takes away your stronger heal, but it is some cc which is rare but useful. If you don't like that just more overwatch for better camping can work.

These are all the classes I have come across and hope you had fun reading or just looking at your favorite class! Tell me what you think!
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Showing 1-13 of 13 comments
glenn3e May 29, 2019 @ 10:04pm 
Celestine is awesome, and I finished Chapter 2 with her. Later on, can get a Relic that changes her Flourish to a 2 turn stun which is very good.
Alias_V May 29, 2019 @ 10:07pm 
Originally posted by glenn3e:
Celestine is awesome, and I finished Chapter 2 with her. Later on, can get a Relic that changes her Flourish to a 2 turn stun which is very good.

I don't plan to change anyone's mind just my thoughts ^ ^ I also hate how she is a paladin tank like character but screams like a 3 year old when she gets hit. She is too bad ass to sound like that XD

I have used her a good deal even though I don't think she is the strongest. Celestine and Dragoon together is a crazy awesome front line. Lets her shield get some more use too covering the dragoon who spams taunt. Got to love a good taunt.
Rognar May 30, 2019 @ 12:30am 
in this game with healing being as crap as it is, its most important to deal high damage quickly to single targets. The sooner something dies, the less damage your dragoons is eating for his taunt. I've been running Arc/Fus/Drag and thats my dream team for now on.

Arcaster is great for her camping skills one of the 3 major stats in the game, slap a camping items and you can heal a whooping 5-6 hp/vigor per campfire, merchantile is a nice bonus to get rare items instead of crafting them and her aoe skills come in handy when my lyric and the gunner set out to kill enemies with 6-8 hp.

Fusilier has enough awareness to dodge most traps and brings so much needed damage. This high in awareness means he's going to act first or second in most occasions and if it enables my dragoon to kill some ghostly policeman on his turn then its all the better. I usually use a sleight item for him since he got awareness covered and got medium stats in it to begin with.

Dragoon is great because 3 in combat and his flourish is simply the best, even tho it has drawbacks of being the most needy when at a campfire. 1 damage to 3 targets is still 3 damage and may help my Lyric or my Fusilier to finish off enemies with odd hp values. Added bonus of being able to carry more weight than most is most welcome. I usually equip him with an adventuring jacket since it makes him more likely to survive until the next camp given the sheer weight of attacks coming his way but bracers also works wonders with him, making him a whooping 4 combat.

Honorable mention to Shadowmancer, has both single target and aoe damage and when your average fight takes about 3-4 turns, 1 damage to all per turn is still 12-16 damage from a single skill. I prefer making him use sleigh items since bracers doesnt really benefit him and usually I dont have anyone else with high enough sleight.

personal advice: build your Lyric for damage early, completely replaces blood mage and since lyric will always be in your party, combat is the best and most versatile skill.

Avoid healers at all costs. The spent healing would have been better spent doing damage as plain healing just drags fight over many more turns and you'll likely wont heal more than you're eating damage. With each turn increasing the Terror meter and increasing the damage you're taking, you're better off with AT LEAST some damage the arcasters provide ontop of high overwatch, where the actual healing takes place.

I also avoid scoundrel and berserker for a couple reasons. First their ability to buff themselves costs them a turn, if you add up the numbers then sure you're actually dealing more damage over time, but that turn of idleness could be spent on quickly killing/stunning an enemy. The spread damage from scoundrel bothers me a bit, first I usually use divining stick with her since if you dont have someone with at least 4 awareness you're going to have a bad day, making her damage subpar and its usually better to hit 1 enemy for 3 than two for 2 each as you are more likely to kill something quickly and dead enemies dont attack you. As for berserker their stats other than arent high enough to warrant bringing them and dragoon outclasses their utility in combat by leagues. 4-5 combat in melee range is good but my Lyric is already filling that role.
At range.
With a better flourish.
Crafty Croft May 30, 2019 @ 2:58am 
I think it's only worth to bring healer if the party size is 5, with size 4 you lose a lot of damage. But then they may have to change the whole game.
Ryan May 30, 2019 @ 3:28am 
My current party has carried me through Chapter 4 without issue. I run Scoundrel, Dragoon, Lyric, Blood Mage. Dragoon has legendary War Cry trinket (hits all enemies 1 dmg, taunt, -2 combat, 2 turn charge), Blood Mage has Magick Explosion (2 turn charge 2 true dmg 3 enemies long range).

I've tinkered with the CC flourish for mage (2 true dmg stun mid-range) but prefer the AoE. I haven't messed with the Scoundrels flourish yet but once I find a proper trinket I will definitely change it to something direct damage or CC.

I haven't found much use for Sleight/Mercantry/Overwatch. I keep my Scoundrel at 5 Awareness with the blue diving rod and Lyric has 5 combat (2 from perks, 1 from arena belt trinket).

If I have enough items nothing can stop my team short of horrible RNG; offense is the best defense. Every other class seems to specialize in one of the stats I've deemed sub-par (secondary skills like merchant, sleight, overwatch).
HaHaR May 30, 2019 @ 4:42am 
chapter 7
3x gloves for trinket (+2combat +12max hp) for my blood mage lyric and scoundrel
4th char is dragoon with +3 awareness and 15max hp trinket (didn't bother to farm gloves for him)

lyric covers camping and traps
lyric stats
33hp 6combat 5 awareness 5 camping
Hepburn May 30, 2019 @ 9:05am 
I've basically gone through the whole game using just 2 lineups. For chapters 2 and 3, I went with (from "left" to "right"):

Hedge Mage (for overwatch), Lyric, Scoundrel (for awareness/sleight), Dragoon

It could be a bit slow at times; Hedge Mage could have "wasted" turns if the party was at full health of if only 1 person was taking damage. For chapters 4-5, I switched it up and tried out:

Arc Caster (for overwatch), Lyric (high combat), Fencer (for sleight), Celestine (for awareness)

I really thought the Fencer's flourish (flashbang) was going to be more impactful, but it has a very slow recharge. I couldn't even find opportunities to use it every encounter. The "out-of-combat" stats for the Arc Caster and the Celestine seemed really insane when paired with complementing relics (+2/3 to overwatch/awareness). I was constantly getting critical successes while resting at campfires and avoiding traps. And since a critical success avoiding a trap (as the Celestine) also fills her flourish meter, I basically went into every single fight with her flourish available and taking the first action.

Ultimately, for chapter 6, I switched out the Fencer for a Blood Mage (with the AoE damage relic) just to try something different. I lost a high sleight character, but I gained a ton of constant damage against all ranks. Because I already had most of the items/supplies I needed, it wasn't a big deal losing the ability to open chests.

I am now at what I suspect is the "point-of-no-return," and I think I'm going to continue with this lineup for chapter 7. In my experiences, the seven classes I tried all had their merits. The Hedge Mage and the Fencer performed slightly worse than expected. The Celestine ended up being the surprise all-star for me. The others more-or-less just filled the roles I needed them to. I'm sure most classes could be great given the proper line-up, rank position, and relic.
Last edited by Hepburn; May 30, 2019 @ 9:11am
HaHaR May 30, 2019 @ 9:11am 
Originally posted by Hepburn:

I am now at what I suspect is the "point-of-no-return," and I think I'm going to continue with this lineup for chapter 7. In my experiences, the seven classes I tried all had their merits. The Hedge Mage and the Fencer performed slightly worse than expected. The Celestine ended up being the surprise all-star for me. The others more-or-less just filled the roles I needed them to. I'm sure most classes could be great given the proper line-up, rank position, and relic.

Are you able to continue after the shield spell was broken and you enter the shade kings palace?
I get stuck on something that looks like a glitched cutscene.
Hepburn May 30, 2019 @ 9:31am 
Originally posted by HaHaR:
Are you able to continue after the shield spell was broken and you enter the shade kings palace?
I get stuck on something that looks like a glitched cutscene.

I didn't "accept" the quest yet after defeating Lanvil during chapter 6. So, technically, I haven't started chapter 7 yet. I just got the system message that says "you won't be able to interact with people after continuing" (paraphrasing). I stopped there for the day. I might test out a few more lineups before accepting that quest and moving on to what I assume is chapter 7.
HaHaR May 30, 2019 @ 9:42am 
Originally posted by Hepburn:
Originally posted by HaHaR:
Are you able to continue after the shield spell was broken and you enter the shade kings palace?
I get stuck on something that looks like a glitched cutscene.

I didn't "accept" the quest yet after defeating Lanvil during chapter 6. So, technically, I haven't started chapter 7 yet. I just got the system message that says "you won't be able to interact with people after continuing" (paraphrasing). I stopped there for the day. I might test out a few more lineups before accepting that quest and moving on to what I assume is chapter 7.

I found the glitch that happens to me reported in the bug thread,i was just wondering if im the only one with the glitch but as it seems there are more of us stuck in an endless empty cutscene.
what does the beresker flurish do?
Alias_V Mar 24 @ 4:59pm 
Originally posted by Lord Killian Warstand:
what does the beresker flurish do?

I'm gonna be honest I made this post near 6 years ago to the day. I honestly do not remember anymore friend. Didn't want you to be kept waiting though best of luck.
awg Mar 25 @ 1:41am 
Originally posted by Lord Killian Warstand:
what does the beresker flurish do?
It heals Berserker for 10 health points and give +1 Combat each turn for few turns, as far as I can remember. This can be modified if you acquire one of the Berserker specific items, one of which can be purchased in Chapter 2 and another one closer to the end of the game.
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