I just started the game from scratch because I haven’t touched it in a good long while. Ngl, I was looking for a place to talk about how CRAZY OP the new “Favour of the Frozen” is. I don't recall the DLC chars enough to comment off the top of my head without the wiki to refresh me, although I do remember a good few runs with Ice Cream Monk. So that means I also disagree with your Barbarian ranking. Cartomancer is the tier OP pick, of course. It's down to luck if the card effects do anything good, so it's pretty inconsistent.įor completeness, I think Ranger/Alchemist are the tier 2 picks, and Artificer/Troubador are the tier 3 picks. Not much damage out of the gate, but has a lot of utility that lets them bypass enemy defenses, and can achieve early Fire 3 which is an "I win" button nearly all of the time. Bruiser doesn't scale well later, but I think they are top-tier while they are relevant.Īpprentice is strong too. Sure, it is only a physical block, but as you've already pointed out, lots of the early dungeons have enemies that have only a single damage physical attack. Yeah, but isn't that why Artificer is so strong? Tons of defensive and heal options, card draw, and a nuke to keep up with a strong card that you can't counter. I still think relying on blocks for extra damage is sub-optimal and the 1 damage-1 block skill is only a physical block. Arcane is really the only set that doesn't help Bruiser at all. Most other sets add early strong damage so you can hopefully avoid getting stuck playing an Oi card for a single damage. Holy 1, Crush 1, and Armor 1 all benefit from Spikey and are easy to get in starting gear. Plus, given that he starts with an attack/block card in deck, you actually end up doing 2 damage and taking none in some circumstances. Every time Spikey procs, that's putting you ahead in the race. Keeping your health up is more important, even if the net damage difference is the same, because in a health race, you'll lose in the final round unless you pick up a quick attack. I'd prefer blocking an attack and dealing 1 damage, actually, especially because blocking can also make you avoid any "on hit" effect of an enemy card. Maybe if they had more "on hit" power or a way to recycle in their own cards, or transfer their own own Stupidity cards to the opponent, or some attack/block combos, it would be a stronger set. Their attacks seem on par with having Fire 2, but without getting you closer to Fire 3, the OP Ignite. Measure Trajectory is just Holy 3 and is their only defense. Low Tier (Below average, but can still work): Yodeller, Most Holy Grail KnightĬhump Tier (I mean the devs have said that the Chump is tier 0, so…): ChumpĮdit: Mathemagician moved down from High Tier, Bruiser moved up from Low TierĮdit 2: Cartomancer moved from Top Tier because replaying him, I don’t think Artificer’s OP-ness can compare to his.Įdit 3: Bruiser moved up from Mid Tier something similar happened- once I got the hang of his blocks and steered clear of magic enemies he was pretty good. Mid Tier (Meh): Cat Burglar, Shapeshifter, Snowitch, Drunken Sailor, Swashbuckler, Troubador, Mathemagician High Tier (All-around great picks): Bruiser, Mime, Apprentice, Ranger, Barbarian, Alchemist, Ice Cream Monk God Tier (Pretty much a win button): Cartomancer If you want my explanation on any of these, just comment and I’ll get to it- explaining every one of these at once would be a clog. Note these rankings are weighted by tier- for this list the Pirate’s Cove and Ice Cream Headaches Dungeoneers will be Tier 2.
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