Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They do! The Pyrokineticist, Cryokineticist, Photokineticist, Skiakineticist, Psy Healer and Mentalist return, along with the new Kineticist class (which takes the push/pull abilities of TTL's Mentalist class, leaving Mentalists to specialize more in pure mental effects).
I didn't mention them as I would put them somewhere in C tier. Spriggats are going to be better in most situations and survivability is too low. I like Ice Mage who has multiple purposes, its armor and later AoE armor is particularly strong.
I don't think there is any battle where large AoE is a necessity but if it is, having that combined with extra mobility is usually a way to go (... spriggat)
Initially I tried to field the lizards to combine with ice mage for more damage but I never needed more damage or mobility they provide. They just die which is a problem for me.
Assassin is extremely expensive and also goes down way easier than more durable options. Cavalry specifically fields its role well.
You really have to go the dodge tank route with assassin from my experience. I've found that it's best to just create a custom assassin character and give them nimble and a few extra points into evasion just for good measure (I split the points between evasion and strength). You still have to watch out for attacks that never miss and the blind status ailment (give them something that makes them immune to this when you can), but with high evasion they are usually safe on the front lines. Basically, what I'm saying is with high evasion, assassin is extremely strong, but without it, they're quite bad.
The same thing applies to the lizard classes in my opinion.
Ye, this is like cheating yourself ice mage with sharp eyes to always freeze except you are just making him survivable not excellent.
When such approach is necessary to just make it somewhat viable and you still have to pay at least 500+ for him, then I think F-tier is perfectly justified. And don't forget that cavalry does the same thing with little less damage but proper armor & stun and also costs less.
Besides, dodge is chance based. Armor and hitting range can guarantee the survival.
True, it is pretty much a cheat to create an assassin with a dodge build set up by default, but the odds of it happening naturally are pretty low. Sometimes a high dodge assassin can show up randomly but don't count on it. I guess you could reclass someone with nimble to one if that character has the option to do so. The price is still an issue though (tbh, the cost for assassins should probably be dropped by like 10-15%).
Anyway, point is, if you see an assassin with nimble, decent stats and a not horrid negative trait, it might be worth taking a look at if you want one. Ones with anything else? Probably not worth bothering with.
Also, dodge does eventually stop being RNG. You can get rates so high that nothing can hit you except attacks that can't miss. Though you don't need to be an assassin to do that (I had a 100% dodge spearman once thanks to nimble and a lot of evade gear; that was funny lol).
I don't think retraining raises the costs, so you can have assassin with heavy armor for the price of a spearman and play that way which makes more sense. I think assassin has so high costs, because it will destroy low difficulty modes too easy.
For instance what stats are important for a Golem? Would you give it energy? HP? or Strength?
The game can be played in multiple ways, here is what I like to prioritize.
Well, Golem only needs large hitpoints. I prefer to take one with negative property that gives him negative dodge as they don't need it. They are used either to hold the ground (bronze) or to kill with its toss (stone), so strength isn't as critical.
Everything else that is meele should have large hitpoints or good enough hitpoints + dodge.
Wizards depends if you play them as supports or as damage. Accuracy is usually most critical followed by movement or HP (blood orb). For ones that can be played as a support almost entirely such as Ice or Kineticist or Mentalist, PSY is less relevant but depends how you use them.
For Archers, you may need extra hitpoints to survive hits from high movement wizards (shadowlings) but also high damage. Depends on how critical their contribution is to your strategy.
Crossbowmen only need damage, so I always pick "muscle".
For medic, psy power and energy are most critical. You won't need HP as it should be kept out of range and gets ability to boost its health pool later on.
For cavalry, I actually like energy. I use it to hold the ground, or give it Steamcopter and make it fly to collect loot chests.
I hire assassin only if its really cheap and prioritize health, then put gear that increases movement speed and flying, so they collect the chests.
Lastly engineer - can be played in many ways but usually has good stats from the beginning except strength, so I'd always prioritize muscle trait. If you get Tough trait, you can multiclass him into a bowman, but I found multiclassing to be quite narrative breaking.
I didn't get to play Ghost for very long, so not sure about them but likely similar to wizard.
Yeah, that's true. Traps, motivate and so on are useful pretty often so having free access to those can make a huge difference regardless of class. If you get those along with good traits than even a so-so class can be great. Of course the opposite is also true, bad traits can drag down even the best classes (looking at you lethargic magic classes).