Highwayman is relatively the same - a solid all-rounder who can fit in anywhere, complimented by the crit-changes. Being able to stealth, however, remedies some of her low-health survival issues when it comes to any fight involving single-target attacks specifically and can make for some interesting strategies. GraveRobber's changes bug me - she was one of my top picks for the longest time, yet the range-nerf on Pick to the Face and the changes to Shadow Fade have ruined how I used to play her, yet the buff to Poison Darts is quite nice, as is the ease of marking by others since the DLC, thus her Daggers (which were always good) can squeeze out more. However, he's still the same-old no-reach R1-2 stunner up front, but a class I still find plenty of use for even if there are better options. While I typically hate putting Withstand on my bar, having it for endless modes means he'll become borderline unkillable for the duration (at the cost of one round).Ĭrusader got some love - Holy Lance now hitting R2-4 is sexy - making him a bit more flexible as a back-rank stress-healer with burst options now that lance has been spread by an extra rank. He still falls behind most alternatives in a generic sense, but he's far more usable now than before. Leper still has most of his previous problems, yet the inclusion of stealth in the past pushed him up a tiny bit, and the changes with CoM have further added to him. Until then, everyone has their pros and cos, facilitated (or hindered) depending on what else your group contains. If there was a thing such as solo-missions, that is where such discussions would be worth having. Which makes him a guy you can stick an acc trinket or two on and mindlessly take on every run you do (probably even most boss runs if not all of them).Īs some have said, it's a game of compositions, not individual classes. And he's just got straight up damage, so he doesn't care about monster types, either. Oh, and his attack is always just physical, so he doesn't care where he is or who resists what there, and his self-buff and camping buff skills get all his resistances up so he doesn't care who attacks with what. If he can hit stuff at all, he just chops away doing his thing while the team does whatever it's supposed to be doing. He likes passive speed buffs, too, but they're not necessary. The only thing he's really looking for in terms of singery is a companion with a mark/debuff which reduces protection, and possibly pulls (in other words he's better used with an Occultist in the back than with a Vestal). As long as you can get his acc up with trinkets he's very context independent, meaning he can front any party. The thing with the Leper is that he's fat, hits like a tuck and heals his own health and stress. ![]() The same thing with the Arbalist/Musketeer - they're far from bad, it's just that they're competing for backrow slots with the Vestal/Occultist, Houndmaster and Jester (default stress healer for most folks), and you can easily find DPS guys for the front which means you don't really need them in the back most of the time. I personally think the most difficult characters to find room for in a party is the Grave Robber, even though she does have her uses. ![]() If you can fix his accuracy with trinkets, the Leper is the most unversally useable frontliner (always was, honestly).Įveryone else is context dependent to some degree, with the Houndmaster, Highwayman and Bounty Hunter being easy to stick into any lineup (but they all do profit from having more than one guy in a party who can mark things for them). Plague Doctor does some powerful and universaly useful things noone else can do and can fit into any lineup for any run You want either a Vestal or an Occultist on every run, for the heals. ![]() The right question to ask is not who to ignore but who to prioritize because some guys are much more universaly useful than others. But some are dependent on having specific other guys in the party to get the most out of them.
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