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Max Virtue chance is capped at 70%. You start at 25% by default and this trinket gives us +3% every time we use a friendly skill. Now, we could use his limited skills for this, but it only lasts for 4 Battles, so that means we have a time limit on how long we have to get there which means going for the only Friendly Skill he has that isn't limited. So we have to cast Solemnity to build this up.
So to get from 25% to 70%, we need to cast 15 Friendly Skills. Oh, but we can pop the Leper into slot 1 for +10% Virtue, so we can chop off 3 casts. Which means casting Solemnity 12 times. Which means getting -5 Stress 12 times and unless you're really playing super dumb and going infinite-stall on a fight trying to sit here and let your Leper use Solemnity 12 times in 1 fight, that means we're doing this over a couple of battles, so the buff will start to trickle away and expire only a fight or two after we've maxed it out.
So you're telling me, that you want me to have my Leper spend 2-3 fights doing NOTHING but casting Solemnity over and over, and then you want him to somehow go from 0 to 100 Stress in 1-2 fights? While wearing this trinket that's giving him MINUS TEN PERCENT STRESS.
Nothing about this trinket works. The stats this trinket gives you flies directly in the face of what the other stats are trying to achieve. This is just a big paradox machine that takes a member of your party out of the running for half of the dungeon so you can get a 70% chance to maybe get some pretty decent buffs for the last half of the dungeon. But oh wait, maybe you do all of this work and STILL GET AFFLICTED! So all that work was for literally ♥♥♥♥-all!
The only stipulation to this (and the reason it avoids FFF-tier), is that you can just choose to ignore most of the design of this trinket. You can slap it on and put him in slot 1 to get a free +10% Virtue and a little less Stress. But honestly, going from 25% to 35% is not worth the trinket slot and the lessened Stress doesn't matter as much on a class with a Stress Heal. You're better off bumping up his ACC and DMG with other trinkets so he can perform his intended role better.
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Man-at-Arms - A - This is a great trinket (with a typo in the name in the Google Doc, assuming you didn't use the same name in-game, in which case both have a typo). The downside is -SPD, but our MAA is already one of the slowest characters in the game, so it's not like it's going to make him go more-last than he already is. Then the upsides just make him overall better at his job. He's tankier, he guards for longer, and now, he can sit back and stress heal between Guard casts! It's almost entirely upsides with nearly no appreciable negatives.
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Occultist - A - This is also a great trinket. +15% DMG is a nice extra few points in the conditions you take the Occultist (Cove) when stacked with his +DMG against Eldritch passives. Extra ACC is a great boost since he's hanging out in the lower-third of the ACC-tier-list. Just that +10 pushes him up into the upper-third of ACC. The downside of losing health from Wyrd means doesn't really affect him terribly much. It can stack up a lot on him, especially in earlier dungeons, but it's not like you're taking an Occultist without characters who have secondary heals you can use to mitigate stuff like this. Turning his heal into a DMG buff just kind of helps this along because you can make back a little of the lost DMG by using a secondary healer through your new DMG and ACC buff you just gave out. I hesitate to say this trinket has almost no downside... but it has almost no downside.
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Plague Doctor - B - This just barely missed out on A-tier for me and only because you have to wait around for DOTs to tick for it to really kick in and the other upside doesn't really help its case. Extra ACC doesn't mean much here, PD is in the top quarter of ACC characters. -HP hurts a tad, but translates to losing 2-4 HP in most cases, so not that bad of a downside. Blight Others is a pretty decent combo piece and you can really chain an entire enemy group to death in one go if you're properly setting them up to fall by manipulating where you're applying DOTs and DMG. I've played with another trinket from a different mod that has a similar effect and I know that this has the potential to 1-turn combo out an entire enemy team if you play it right.
The Hero-Killed effects are negligible. If a character dies, you're probably ditching the mission anyways. If you're ditching the mission, the stress and now new Diseases you'd get from this just means you're dismissing the entire party and hiring new ones instead of paying through the nose to treat them.
The only time that doesn't apply is a part of Level 5-6s, but why are you even losing characters at that stage of the game anyways? You should have your upgrades and trinkets locked down at that point that you're just grinding away to finish the game.
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Vestal - S - This is basically a different flavor of Junia's Head. Same Stress penalty, -5% Healing comparably, and in exchange you can more free Torchlight. Junia's Head is a top-tier trinket, so this is right alongside it. Basically a choice between whether you want 1-2 more points of Healing versus 2-3 more points of Torchlight. The correct choice might even just be to run both of them and get stupid amounts of Healing AND extra Torchlight.
Like the PD, the Hero-Killed effects are negligible for the same reasons, though even less harsh in this case.
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Ghost's Puzzlebox - S - Based on the Trivia description, I can only assume you've made some normalized bell-curve distribution for getting the buffs where we're most likely to get the middle buffs and least likely to get either extreme. This review only applies in that case. If there's some other distribution of buffs that you've chosen, consider this moot. As I said earlier on, adding extra layers of RNG to a game about managing RNG is usually bad form, but since the extra layer doesn't have any downsides (outside of potential opportunity cost in the event you roll the extreme low end), it's one of the few times that's actually not a bad idea. If we're assuming a normal distribution and we're getting median buffs, that's basically a +10% boost to all of your combat stats, which is pretty solid. The extra DMG and PROT will usually result in 1-4 points difference for most classes, but the potential for an extra +10% CRIT is a big one. That doubles and even triples many class's CRIT potential. The +ACC brings low ACC characters into the average brackets, and makes high ACC characters incredibly likely to hit. Since this also has the potential for every attack to boost your Torch, you'll likely be leaving every single fight with a filled Torch too. The extra Stress is equivalent to a Collector trinket, but the upsides are definitely much greater.
@2ScoopsPlz
Do you feel the Shieldbreaker trinket is too powerful/weak? Or maybe just too weird or specific?
I've only just recently purchased the class itself and managed to snag the trinket as well, so I've only gotten to use them both a handful of times. But so far I'm liking it.
I haven't yet had the chance to make use of the additional blight vs bleeding on enemies that have a high enough HP to not just die to my party, but I'm looking forward to trying it out against something like a boss, seems like it'll be effective. Right now I'm mainly using it for the +10 Dodge, but I can see this trinket being useful when paired with other characters with some decent bleed abilities. I've been getting by with a houndmaster with a trinket to increase their bleed chance, seems to be working well, though the additional blight still hasn't seen much use. It's helped with killing a few enemies that wouldn't have died that turn otherwise though, so I think there's plenty of incentive to use it right now.