![]() Houndmaster is the single most versitile class in the game,Ĭrusader is the ultimate generalist seeing as he can heal + stress-heal others, whereas Houndmaster can only heal himself and has the purely RNG stress-heal. The real question is the entire comp rather than individuals, except maybe FLA vs Ruins, and that'll purely depend on how many unbleedables you find. TLDR: I wouldn't put too much emphasis on classes vs zones. There's only one real exception - FLA - who's main source of damage is almost exclusively bleed, but he can still serve as your off-healer, stress-healer, or even main sustain in the Ruins if you're that way inclined. For the most part, the zone I'm going to will only be considered against quirks, not classes. It's only really apparent in terms of hard min-maxing or ultimate risk reduction. ![]() Furthermore, there's a ridiculous amount of bleedable enemies in the ruins (Bandits, Spiders, Maggots, Ghouls, Corpse Eaters, Cultists, etc), and so forth - similar for blight in some cases. Simply put, having a DoT doesn't mean it's all you would use, and most bleed-capable heroes are formed by some of the best generalists and specialists in the entire game. For example, full-on bleed comps, even in the Ruins, still work very well. Some zones are more suitable for some buttons, but I'm always against categorizing heroes as zone-specific (outright). She definitely works better in Cove/Ruins So he's better choice for Warrens and Weald. Having said that, she's not very high on the proverbial tier list either, but infinitely more usable and flexible compared to the likes of the Leper (who is bottom of the barrel). As someone who held GR's as their favourite pre-DLC and as a usable class even after the questionable rework, you'd have a hard time claiming she's useless. They can lunge almost all priorities to death with a single high-speed button and win most fights in the first round - and thanks to the crits and trap-disarm, as well as Gallows Humour, stress is rarely a problem. Using comps like GR-GR-GR-GR or GRx3 + VES are one of my favourite ways of passing a dud-week during the early + mid-game. Taking an ARB over a GR can cause a lot of grief in static comps, whereas a GR won't care where you put her or where you end up. If all you care about is party utility, then GR is not the pick for you - but using your ARB example as a counter-point > ARB is an inverse Leper who can barely function at all except in R3-R4. On the topic of TDagger, it passively increases her ACC, which has some early-game benefits when looking for trinkets. Her AoE is serviceable vs ranks 2-3, but you'd usually prefer to have Pick, TDagger, Lunge and Fade. There's less blighters than bleeders, but hers (while one of my least favourite buttons) can be used against any target from any position other than R1. She can function pretty well from almost any position - though you obviously don't want her upfront for prolonged periods - and one of the best for realigning groups after shuffles. She has the highest speed and crit in the game last I checked, making her one of the best picks for blowing up targets as soon as a fight begins (and even more potential for passive stress reduction) via Lunge groups. She has the highest trap disarm in the game, practically 100% guaranteed without needing trinkets, providing her a good source of stress-reduction. She is the only other class with passive armor pierce (first being ShB), and also the only class who can outright stealth. They replaced her stun with stealth, which had to be rebalanced because she could solo whole bosses by herself, such as the Shrieker and even TTFTStars. Her only real weaknesses are her low health pool and the fact that a lot of class-based trinkets are highly questionable.
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