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I have to agree with Razorblade though; Faceless is pretty bad, alongside Death Knight.
Yes; we're talking about starting classes here, even though Faceless is pretty bad regardless of time spent in-game. If you were to start off a melee damage class right away, you're probably better off with a monk or bladesman (though personally I've also found that Death Knight isn't the best down the road either, although I'm pretty conservative with my pawns so it may just be me).
They might not have the big animations that makes them look cool and stuff, yes.
but in my opinion they are quite effective.
If you have problems with the first raids (mostly just one pawn) you take control and strip him for easy weapons (+clothes if youre fast ^^ ) they just walk home then.
I play with several race mods, including AvP - the first raider is often a predator, 1v1 a big nono, they can take out 5 pawns with ease! and i started one pawn tribal start :D
Do not underestimate the Faceless!
let wanted raiders walk in your prison on their own and take him out there lol
Even two or more faceless in your colony are useful, it kind of reduces the raid by the amount of faceless you have. Lategame they can pick out the pawns you want to let join and walk them out of the way of the big attacks.
Tecnomancers are quite strong, can make early game bit easy, not for tribals...
Every colony should have a druid and a wanderer. Never underestimate those.
Ice mage for hot climates, Blood mage if you want problems but a trained medic.
Bloodmage can also be incredibly strong with the proper setup. Hunter is great for tribal playthroughs. The other mages are good for different utilities they bring to the table.
Use the Faceless's mimic ability to copy your chronomancers Accelerate Time, the faceless uses stamina instead of mana to case the spell and stamina regenerates in seconds.
The faceless has now become your best pawn, 4 uses of Accelerate Time makes devil stand ready to harvest immedatly, use it 2 or 3 times and corn is ready to harvest, 1 cast for cotton ect.
Cast it a few times on animals to kill them with heart attacks or use them on your own animals (make sure to reverse time afterwards with chronomancer) to age them into adulthood faster.
The technomancer's tech-bit once fully maxed out can give a 150% increase to crafting, as well as other skills the speed and quality boost is insane.
This bunch make for a solid starting tribe. Other can be selected and recruit later. Chroma as craft/researcher. Bard as warden. Priest as household. Geomancer as miner/builder. And monk as early fighter, hunter, handler. Having a magically gifted pawn to make wanderer is another early priority (for the upgraded extinction spell). Elemental rift is the only event i've seen destroying a colony early
Fighter is not my focus. Most of fighter class are over op, so just pick some...later. For a good warband Monk, paladin, shadow, pridestalker but all of those are over op...