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#or even 'target this exact party slot' because trying to target a warlock when you have a druid in the party is pain
slanax · 2 months
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I wish the Unicorn Overlord tactics menu had an option for "if there is two thieves maybe wait with the AoE ailment cure spell until the second one did his poison thing instead of shotgunning your entire action economy at a status that's about to be reapplied anyways"
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tigerkirby215 · 3 years
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5e Skree, the Mechanical Shaman build (Awesomenauts)
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(Artwork from the Microsoft Store.)
Reject modernity; embrace indie.
Basically screw you my birthday is on the 28th (🥳) so I wanted to do a build for one of my favorite games of all time. And it was basically either Awesomenauts, an Atlas Reactor build (for a game that’s essentially dead btw check out Atlas Rogues it’s great and I love it), or like... an XCOM build? Unless I wanted to make a Killing Floor character build instead. (Also a possibility.)
Oh also: the game is free, so if you want a new MOBA to try out I highly recommend it. It may not be as popular as it was in its hayday and it may be dated, but the characters and gameplay are still top-notch.
As for why Skree? I had a few mains in Awesomenauts and Skree was my... second most played character. My most played was Chucho but believe it or not Chucho is simultaneously too easy and too difficult to make a build for. Like getting a turret and sticky bombs is easy (Artificer lol) but for the life of me I can’t figure out how to get him to ride Ramona. So you get Skree because he’s easier to make. Also because I get to stick every spell with the word “wall” into this build which is fun.
GOALS
I ascend, inta' da 'eaven! - Awesomenauts isn’t your standard top-down MOBA, which means we’ll need to be able to hover for some advanced movement in a platform fighter!
Uhhh... Dat make a big mess - Skree’s a master of continuous damage, with a lightning wand that will bounce to nearby targets... oh and a giant sawblade.
Dey is after me lucky shrines! - Not a day goes by that you shouldn’t pray to your lord. So set down a massive wall to block your foes!
RACE
The great thing about Awesomenauts (as opposed to League) is that since everyone’s an alien I can choose just about any race I want within reason. The downside of this is that it makes choosing races really hard. There’s only one trait that’s well defined about Skree and it is this: he is small.
So how about we powergame like an asshole? Tasha’s has made Mountain Dwarf one of the strongest races in the game for a number of reasons! You can get a +2 in two ability scores of your choice: Charisma and Intelligence will both be key in this build, so increase both of those to start out. You also get Dwarven Combat Training but seeing as we’ll be using magic a lot more than weapons I opted to take Origin Proficiencies instead: this means you’ll get a ton of different tool proficiencies, on top of Mason’s Tools from Dwarven Tool Proficiency. I’m not going to tell you every tool to take (because my god you get 5 total) but I’d recommend Drums and Carpenter’s Tools as those are some of Skree’s upgrades in Awesomenauts.
Of course on top of all of that you have Dwarven Resilience for advantage against poisons and resistance to poison damage, and Stonecunning for expertise on History checks related to shrines! (Or other stonework.) And finally as a Mountain Dwarf you get Dwarven Armor Training, for Light and Medium armor proficiency!
ABILITY SCORES
15; INTELLIGENCE - Even if Skree doesn’t make it known he built all his tools and weapons out of the scrapped Starstorm station. Accidental genius of turning the entire station on is still genius.
14; DEXTERITY - Skree is known for flying around constantly in a game where you constantly have to move to dodge attacks. Also “something something Medium Armor” from our race.
13; CHARISMA - Weazel’s a good voice actor, and even if Skree is a little... stoned out of his mind he’s still got the lovable 80s cartoon personality that Awesomenauts is famous for.
12; WISDOM - You mostly work with machines and a lot of the Awesomenauts are machines, but you still need Wisdom to read that Book of Medicine or to convince a Skroggle to let you harvest their weedlings.
10; CONSTITUTION - Skree is hardly a tank, focusing on backline damage dealing with magic.
8; STRENGTH - See above. Even if you’re fighting with heavy metal it does all the fighting for you.
BACKGROUND
Religion is still religion, even if it’s not accepted universe-wide. The Acolyte background will let you do whatever crazy ritualistic shaman stuff you wish (within reason.) You get proficiency in Insight and Religion as well as two languages of your choice: there’s tons of languages in the universe so pick whichever ones you think will help you communicate with your allies!
Your feature Shelter of the Faithful will let you find others who believe in the god of the machines. (You should probably pick a god from your DM’s setting instead of just worshiping robots.) You and your party can receive service from others in your faith, and you can lead ceremonies in honor of the mechanical gods!
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(Artwork by Katonator on DeviantArt.)
THE BUILD
LEVEL 1 - WIZARD 1
Starting off this build as a Wizard because if there’s one thing I am it’s inconsistent, so of course I’m starting the “easy fun build for my birthday” with one of my least favorite classes to build. But the main reason for the Wizard starting level is to get access to the Medicine skill thanks to your Book of Medicine, as well as the Arcana skill because you understand the spirit in the machines.
Regardless Wizards get access to spellcasting at level 1. You learn 3 cantrips and 6 spells from the Wizard list:
CANTRIPS
For a close-ranged zapping wand Shocking Grasp will let you taser your foes to keep them away.
Mage Hand will let you make sure that you aren’t losing any solar pickups.
If you need to hide in a bush Minor Illusion can make a bush to hide in. Consider it a tiny totem!
SPELLS
You fly around on a floating disk but unfortunately Tenser’s Floating Disk won’t let you do that. It will give you an easy way to carry either loot or your tools around, however.
To launch either a sawblade or some scrap at your foes Catapult will give you the option to do so!
For some damage overtime look no further than Tasha’s Caustic Brew to cover your foes in acidic Skroggle spit that will Gnaw away at them!
Knockback is a big thing in Awesomenauts; if you need some space then use Thunderwave!
People don’t really like blinds in ‘nauts but Color Spray is still useful if you’re in a pinch.
Silent Image will let you make a bigger illusion, such as a large totem that your enemies will hesitate to run past. It won’t be solid yet but it’s a good place to start with wall creation.
You also get Arcane Recovery, letting you recover spell slots equal to half your Wizard level. The exact details of how this works are detailed in the ability’s description so read that for more details.
LEVEL 2 - WIZARD 2
Second level Wizards can choose their Arcane Tradition and when in space gravity... is a harness. We’ll be going for the Graviturgy subclass from Wildemount to harness that harness! As a Graviturgy Wizard you can Adjust Density of objects (and creatures!) as long as they’re size Large or smaller. You can make an object either twice as heavy or half as heavy: when a creature is twice as heavy they move 10 feet slower and can’t jump as far but have advantage on Strength checks and saving throws, and the opposite is true if they’re light: 10 feet faster and greater jumps but they’ll have a tough time when it comes to Strength. Using this feature does require Concentration however, and will only last for a minute if you manage to concentrate on it for the full duration.
Yeesh that’s a mouthful to say “you can make things light or heavy.” How about some more spells then? The dunamancy Wizards unlock new spells based on their school, so we should probably grab Magnify Gravity since it’s a subclass-specific spell. You should also probably grab Shield seeing as I didn’t give you any ranged cantrips yet. Oops?
LEVEL 3 - WIZARD 3
Third level Wizards can learn second level spells like Misty Step for Fla... right Flash is a League thing... Well you can also grab Flaming Sphere to finally have a “sawblade” that you can move around! Be careful not to hit your allies though!
LEVEL 4 - WIZARD 4
4th level gives us our first Ability Score Improvement: you may notice that we have two uneven Ability Scores, so increase both your Charisma and your Intelligence by 1 to round those numbers up!
You can also learn another cantrip along with two more spells! For your cantrip Sapping Sting is a dunamancy-specific cantrip that can make you trip! It does very little damage but it knocks people prone, finally giving you a ranged damage option! As for leveled spells Levitate is a good way to start making yourself (or others) hover around, and Immovable Object will allow you to turn a nearby object into an unmovable totem to block your foes!
LEVEL 5 - WARLOCK 1
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(Video by denkles on TikTok. Twitter link.)
What? Did you really not expect it? Warlocks get to choose their subclass at level 1 and to zap with some Magic Sunballs go for none other than The Genie patron. There’s four different Genie Kind you can choose from, which will alter your powers in various ways. Since you’re zapping people go for Djinni, because Thunder damage is the closest we can get to Lightning.
Regardless you get two benefits at level 1 thanks to your Genie’s Vessel. Firstly you carry around a container of some sort that’s meant to contain your patron; I don’t think saying that they’re contained within a little gem atop your staff is too out of the question. Regardless Bottled Respite will let you teleport into your vessel as an action. The inside of the Drop Pod is cozy, if admittedly a little tight. While inside, you can hear the area around your vessel as if you were in its space.
You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. The vessel’s AC equals your spell save DC, and its hit points are equal your warlock level plus your proficiency bonus. Do note that you can only enter the vessel once per Long Rest, even if you only go inside for a few minutes to buy Space Air Max and some Power Pills.
The more important benefit however is Genie’s Wrath. Once on each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. Since you have a Djinni patron the damage type is Thunder.
Speaking of attack rolls: Warlocks get access to Pact Magic! Eldritch Blast is an Eldritch Blast which lets you roll an attack roll for a blast of Eldritch. Since it can hit multiple targets at higher levels you can consider this your lightning bouncing between targets. For a close-range Sawblade Sword Burst will slice up anyone near you, but it isn’t an attack roll so do note that Shocking Grasp will be able to benefit from Genie’s Wrath, even though it’s a Wizard spell.
As for leveled spells Hex is a good way to amp up the damage, and Distort Value from Acquisitions Incorporated can be a good way to get a bit of solar off your next purchase.
LEVEL 6 - WARLOCK 2
Second level Warlocks get Eldritch Invocations like Agonizing Blast to agonize your blasts. You can also get Eldritch Mind because hey we’re multiclassing two spellcasters so advantage on Concentration would be nice; thank you Tasha!
You can also learn another spell like Protection from Evil and Good, because you are still a priest (well, Shaman) who needs to ward off dark spirits.
LEVEL 7 - WARLOCK 3
Third level Warlocks get to choose their Pact Boon and honestly... the only one that makes sense is Pact of the Tome for even more freaking cantrips. To start off Sacred Flame will attack your foes with the light of God, even if they’re hiding behind their turret. Thaumaturgy will let you spook some folk with thunder and lightning as you praise the spirits. And channeling good vibes with Guidance is always helpful.
You can also learn second level spells like Phantasmal Force from the Genie Warlock list, for a totem that only one foe can see. But for that one enemy they’ll believe it to be real!
LEVEL 8 - WARLOCK 4
Level 4 earns you another Ability Score Improvement. Seeing as we’re doing Warlock stuff more Charisma would help.
But even without Charisma you can still cast spells like Mirror Image to keep yourself safe. And you can also cast Prestidigitation for more small magic tricks. "I and I is gonna find ya man!"
LEVEL 9 - WARLOCK 5
5th level Warlocks can learn another invocation. Sitting around in base to chat isn’t a good idea, but you can chat with your allies regardless of where they are thanks to Far Scribe. You can write names in your Book of Shadows, and write messages to those people through Steam Chat to cast Sending on them!
You can also pick up third level spells and we’ll be getting the first of many walls with Wind Wall from the Djinni list to block projectiles!
LEVEL 10 - WARLOCK 6
As a 6th level Genie Warlock you can finally fly! Elemental Gift will let you activate flight for 10 minutes as a Bonus Action. You can fly up to 30 feet and can activate this ability a number of times equal to your proficiency bonus. Oh and you get to resist Thunder damage, which is always nice.
You can also learn more spells: to perform more Shamanistic duties Remove Curse will let your friends help themselves.
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(Sun Wukong Skree artwork owned by Ronimo Games.)
LEVEL 11 - WARLOCK 7
7th level Warlocks get another Eldritch Invocation but there honestly isn’t much I want from the 7th level. We’re probably going to swap this out later but for now take Undying Servitude to Animate Dead. Who doesn’t love having a couple of zombies?
But are you sick of your teammates never being around to help you? Then make your own! Summon Aberration will let you summon either Nibbs (Slaad), Max Focus (Beholderkin), or Snork Gunk (Star Spawn) to help you! They’ll stick around as long as you keep your concentration, and have a variety of abilities that you can read in the spell’s description. Just remember that money makes the world go around, and mercenaries don’t fight without being paid in Solar first. (What I mean is you need a 400 gold component.)
LEVEL 12 - WARLOCK 8
Level 8 will get you another Ability Score Improvement, so you should max out that Charisma since the majority of your levels are in Warlock! There actually isn’t much I want from the Warlock spell list anymore, so for now you’ll have to wait until...
LEVEL 13 - WARLOCK 9
Hey would it be redundant to get a 20 foot fly speed when we already have a 30 foot fly speed? Well Ascendant Step lets you cast Levitate on yourself at will. While this can be used an unlimited amount of times it does also require your Concentration, so be mindful of that. I’d also suggest replacing Undying Servitude with Otherworldly Leap, because jumping is easy in low gravity! (Unless you’re on AI 404.)
You can also learn 5th level spells like Creation to make an actual real totem! Though it’ll only be 5 feet tall... You can also pickup Seeming from the Djinni list. Skins for everyone! "Shopping Skree!"
LEVEL 14 - WARLOCK 10
10th level Genie Warlocks can send everyone to the shop in their Sanctuary Vessel. When you use Bottled Respite you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
Anyone (including yourself) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there. You can eject any number of creatures from the vessel as a bonus action, and everyone is ejected if you leave or die or if the vessel is destroyed. 
Did you want more spells as well? Too bad; you get the Mind Sliver cantrip. What do you mean we have too many cantrips?
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(Skree Announcer artwork owned by Ronimo Games.)
LEVEL 15 - WIZARD 5
Finally hopping back to Wizard to maybe use that Intelligence modifier of yours. 5th level class means third level spell slots, and third level spells in your book! Part of the reason we got rid of Undying Servitude is because you can just get Animate Dead from the Wizard spell list. Other than that I did say I’d grab every spell with “wall” in the title so go take Wall of Sand! People can walk through it, but it blocks vision!
LEVEL 16 - WIZARD 6
6th level Graviturgy Wizards can grab some Pills for the Mind and apply some slows. (Or well, technically knockback.) Gravity Well will cause anyone you affect with a spell to be moved 5 feet wherever you wish! Sure it doesn’t sound that impressive, but this does affect your Warlock spells too!
Speaking of spells: ha ha wall spells go brrrr. Wall of Water is, as the name implies, a wall of water! It slows projectiles, stops fire, and can be frozen solid! If you want to play more with knockback however Pulse Wave is a Dunamancy spell that can either knock enemies away from you or pull them closer!
LEVEL 17 - WIZARD 7
7th level Wizards can get some 4th level spells but I’m going to quickly grab Slow from the third level for a Voodoo Doll... or an Alien Hula Girl. And of course I’m going to take Wall of Fire because... wall.
LEVEL 18 - WIZARD 8
8th level Wizards can get another Ability Score Improvement which means finally you can max out your Intelligence modifier! This means you can prepare more spells like Gravity Sinkhole from the Dunamancy list for a deadly “sawblade” with the pull of a phone booth, and Dimension Door for a quick escape back to base!
LEVEL 19 - WIZARD 9
Hey look at that more spells! 5th level spells too like Wall of Stone and Wall of Force, both of which will be quite a challenge for enemies to get past!
LEVEL 20 - WIZARD 10
Our final level is the 10th level of Graviturgy Wizard for a few things. Firstly your Adjust Density ability from level 2 can now affect Huge objects and creatures, but more importantly you now have Violent Attraction. When another creature you can see in 60 feet hits with a weapon, you can use your reaction to amplify the damage to do an extra 1d10! Alternatively, if someone falls you can actually enable fall damage and make them take 2d10.
You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest. Is this a little weak for a capstone? Maybe, but what we’re really here for are spells! You can learn your final two spells... and one more cantrip! So why not grab Mold Earth, for a tiny totem you can spring from the ground at any time. For leveled spells we’ll be grabbing our last wall: Wall of Light... and the other spell with “wall” in its name: Passwall!
There are other spells at 5th level that are probably stronger but I’m sure you can spend some time consulting the spirits to let you learn more spells... as long as you’ve got the Solar for it.
FINAL BUILD
PROS
Ah, it be time to get Jammin - Do you like having a lot of options? Well with tons of spells you can prepare, plenty of options for movement and utility, and 12 different cantrips you won’t ever be lacking in an option for any situation.
I want to kill you, everyday and every night - You are easily the king of Short Rests. Warlock slots and Arcane Recovery can allow you to get a lot of your magic back whenever you see fit, so you can adjust your magic as needed.
Dat be epic wit da Capital Epic - You’re sturdier than the average spellcaster too. Good saves for all 3 mental saves and good AC thanks to being a Dwarf.
CONS
I don't remember dat being part of the Metal! - You’ve got a rather silly amount of Concentration spells, notably with some at-will abilities like Guidance and Levitate. Options are nice and all but you can only have one wall up at a time.
Dem play a card on me! - Speaking of walls: we took at lot of spells (especially at 5th level) that were more for flavor than actual practicality. Sure you can pick up new Wizard spells as you adventure along but... Look I’m not saying I’d prefer to cast Haste over Wall of Sand; just that Wall of Sand isn’t exactly an impressive spell.
Weakless fools, why ya makin me do everyting alone? - Half your levels being in Wizard plus a 0 Constitution modifier means your health is likely somewhere around 100. One-shots are cheap and Power Word Kill isn’t fun, so maybe buy some Power Pills Turbo before heading out.
But you can bring a great deal of mechanical magic to any adventuring party or band of mercenaries. Consult the spirits and let your foes see the voodoo you do! Put up walls to protect your friends as you cut through your enemies; if battle is what you need, you’d best see da Skree! And happy (soon to be) birthday to me!
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(Skreelator promotional artwork from the Microsoft Store. Artwork owned by Ronimo Games.)
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acradaunt · 5 years
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EON Playthrough - Week 4
As suggested by last week, ever since getting subclasses, the rotation pool has grown ever larger. Perhaps too large, slowing down levelling to where I'm well below what it expects. This resulted in me making the rather dubious decision to fight the 9th stratum boss at a meager level 50-53, when I imagine the recommended is about 58-60, as all three regional FOEs remained as red.
Still, my stubbornness made me take four attempts to kill the guy, trying different tactics of varying offense and defensive. In the end, Laura frontline Combat Medic-ing beat out actually trying to block his nasty moves with Protector or Zodiac. I don't think Protector was by any means a bad choice, it's just that when the assface panics four of the five party members, your options are to use Healing Touch or to just wipe.
My reward for that was to be greeted by another full-on boss within about twenty minutes. So my efforts to get better gear before doubling back and taking out those FOEs was punched right in the face. Barf. Honestly, I've spent the majority of EO-time this week running around and cleaning things up and getting those awkward tiles on the map in FOE territory, so forward progress has been fairly minimal.
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Iris the Protector/Imperial: The main idea with her is that she can use free turns to use a Drive attack and use that Heat Guard make her even better as a meatshield. Also, she was literally in EOIV as an Imperial, so it's only fair. However, the fact is, I didn't even HAVE a Drive Blade until like minutes ago. It's definitely a good fit for her, but things just haven't worked out that way yet, partially because I'm a cheapass. Doubly poor for her, both 9th's boss and 10th's midboss suffer from extreme quickening, getting radically more difficult as the fight goes on. Protection just cannot keep up with bosses who suddenly start taking multiple turns per turn midway into the fight. The only viable option is to carefully whittle them down to about 40%, and then just blow the everliving crap outta them in 3-4 turns. Slow and steady just can't mitigate enough or do enough damage. It's annoying because quickening isn't really a thing often in EO; apart from both Nexus' 4th stratum boss and side-region boss both having it to lesser, more reasonable degrees, the only real instance I can think of is friggin' Star Devourer. Possibly Undead King did? He didn't unlive that long to really know what he could do. It's fine when they take a second action after a set amount of turns (5th boss did this), but when they start doing it every turn, with stronger results? Not really fair.
Klein the Hero/Imperial: Regiment Rave is without a doubt absolutely nuts in terms of damage, but thinking about it, it's somewhat fair. It's a turn-end move, AND its damage comes largely from the rest of the party piling on. If anything goings wrong with anyone, it does fairly blah damage. In those regards, it's basically a stronger but more easily stuffed Link. Like Iris, the Drive Blade hasn't come into play yet, and for him, not sure if it will. Regiment Rave might be all or nothing, but when it is, it's likely stronger than a subbed Drive could hope to be. Its upside and downside is being fire-based, and I'm guessing both 10th's midboss and boss are gonna be wholly immune to that. So he's probably taking a break for a while.
Juri the Survivalist/Harbinger: Apart from her usual job of running nighttime gathering jobs (so you can immediately re-harvest those points when midnight strikes), after taking a good hard look at the 9th's enemies, Juri was a perfect fit to counter nearly every last one of them. Adept at avoiding hitting particular (frontline) targets and the toughest two enemies being easily crippled by Leg Bind and Blind made her exemplary towards the end of the stratum. Not to mention nearly every quest as of late has been simply gather crap from resource points. If you have a Survivalist and dumped them when stratums 5/7/8 were awful to them, look at bringing them back for the 9th.
Kahna the Landsknecht/Harbinger: Yeah, she squarely cracked into the main rotation. Linking is great for quickly subduing random monsters, but she's been performing questionably during bosses and FOEs. Yet I still keep using her. Hmm.
Coral the Landsknecht/Protector: Honestly, hasn't seen too much use since subclasses arrived. Dunno why, as while Kahna is definitely better for randoms, when I've taken her to bosses, she always seems stuck using her subpar Shield Breaks to keep things open for Erika and Olga, barely having time to contribute herself. Coral's at an unfortunate position where she's not as strong as Erika/Olga, and not as versatile as Laura. Landy's Force skill is decent enough, but it sure lacks the oomph of perfectly restoring everyone or killing just everything on screen or completely stealing a foe's turn. It's the same 'slow and steady isn't good enough' problem Iris has.
Laura the Medic/Landsknecht: It seems like in pinch situations, she's going to basically be a frontline debuffer, while Leon runs the healing & buff duty. While she's not as good or as durable as Coral, the potency of Healing Touch is somewhat ridiculous, having torpedoed the two brand new bosses strategies utterly.
Adam the Medic/Zodiac: Unlike Laura's reckless nonsense, Adam does so-so damage in the back, and has multi-hit options. Better for random encounters and those with massive physical resistance, but kind of a waste of TP during FOEs and bosses. They both fill niches, so I'm actively using both. Never at the same time, though. Two Landsknechts work great together, but two Medics sure don't.
Leon the Sovereign/Ronin: As mentioned on Laura, Leon tends to do more HP healing by buffing than the Medic actually does. It's not enough though, as he can't do a thing about ailments or binds, outside of the tremendously unreliable Prevent Order, and even then, it's too late to actually remove the ailment. Or take a mortally wounded character from almost dead to full health. He's more keeping things between okay and good; any critical situation and he's absolutely useless. The idea of Ronin was for him to Air Blade or Arm Bind or at least have SOME kind of offensive move, but he rarely ever has time, and I've also been too much of a cheapass to buy another quality Katana, so he's usually not even using one. He also can't revive at all, which sucks, but I guess not as bad as in IV or V, where Nectars required ultra-rare materials, which are now handed out daily on the world map. By the way, I LOVE map-gathering points. It saves time and money, and actually lets you get useful materials and rare drops without spending weeks running old points and fighting harmless enemies. It just cuts out needless tedium, and you get them only after you're done with the area, so it's not really giving you free stuff until after the prime-time has past, so gathering runs still do have a time and place. Just a lot more dangerous a time and place.
Kagura the Ninja/Ronin: Giving her Ronin suddenly made her do alright damage. Actually, genuinely great damage. Her array of ailments makes her pretty ideal for randoms and getting conditional drops. She would be really good now, if, ironically, Erika hadn't gotten over her own crippling frailness and there wasn't a fight for the back-row slots, with Laura, Leon, and Klein all being row-hoppers. Still, conditionals mean better gear, so I think she's keeping a spot in the rotation.
Erika the Ronin/Gunner: Definitely the workhorse of the entire game so far, Erika's finally getting over her frailty issues and remains a ludicrous source of damage. Gunner subclass and its Double Action is kind of hilarious, as it lets Charging Thrust and Sheath Strike hit twice and get massive Stance refills. I imagine it cuts both ways though, with Helm Splitter/Haze Slash/Horizontal Slash taking 4 Stance points away, but I frankly rarely use them, usually sticking to Arm Strike and Volt Stab and the rare risky Stone Thrust.
Olga the Gunner/Ninja: The other, far more recent, immovable pillar of the party, Ninja hasn't been quite as beneficial as Erika's Gunner, but -2 TP to all moves and better evasion have done plenty for her endurance. I initially planned on Ninja for mass backrow binding, but after learning that creating clones disables your Force meter, I dunno if it's worth it. Double Action and especially Riot Shot are amazing, with the latter being a 'free turn' button, something I'm obviously going to be needing in the extremely near future. I think more than anything though, her being the only person who can use a gun has kept her locked firmly in place, along with getting awesome guns at the exact right time.
Tate the Arcanist/Harbinger: Sorely disappointed. I expected to see pretty big numbers from her shiny new ice Scythe, but, uh, no. After demanding a leg-bind or other evasion down to hit, it still only does barely 60x3 hits. Pretty pathetic. Combined with a form of healing I don't find reliable at all, Arcanists just plain aren't my style. I think she's sitting things out from here, and'll stop getting all that free after-quest XP.
Stella the Runemaster/Protector: Seems like she might be useful for the 10th stratum. The shield helps MASSIVELY with her previously awful survivability, and her TP pool is large enough for her to have some sustain during FOEs/bosses by now, moreso with judicious use of Force. Damage is still iffy, all considered, and the Charges both take a turn and seem to absolutely suck, unlike V's Warlock.
Terra the Highlander/Protector: Like Tate, has been sucking down all the free XP but hasn't done anything since forever ago. Now that she's got ways to handle single targets, she's probably pretty good again, just hasn't found a way in. I'm probably missing out.
Yai the Pugilist/Ninja: Repeat previous statement. Pugilist needs a lot of both Skill Points and TP to be useful, and I'm getting to the point where she's probably almost there. Perhaps like Erika, she's over her ridiculous frailness by now, but I just don't see any circumstances where she'll outperform Olga. Actually, y'know, obvious answer. Olga's stupidly slow. Sure, she binds great, but after I've already been trampled that first turn. As with Terra, it's less about overall usefulness and more about not seeing a great Cestus or Spear come along that's kept them on the benches and Olga off them.
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