Post Al5bhWurDImpBWQPw0 by Jens_Rasmussen@nicecrew.digital
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(DIR) Post #Al5bhWurDImpBWQPw0 by Jens_Rasmussen@nicecrew.digital
2024-08-18T11:00:00.922927Z
1 likes, 1 repeats
Having nearly completed Unicorn Overlord I feel like making some comments on the game's classes. I won't go over all of them, but I will mention most of the standard human classes that you see in the earlier part of the game. I will judge units on their ability to deal damage, survive enemy attacks and any utility they might have. Most of these comments are focused on the experience a new player might have in the earlier part of the game, as most players will have grasped the game's mechanics quite well after 40+ hours, and therefore advice on lategame stuff does not make much sense.Also worth mentioning is that all cavalry would score at least a "good" in utility if I considered their strategic movement speed a part of the utility they have to offer. It is always worthwhile to have cavalry, scouts or flying units as squad leaders for the movement speed boost alone.>FighterDamage: PoorSurvivability: OKUtility: LowThe fighter wants to be a tank but it doesn't quite have the defense to actually take that much punishment, not to mention that the class uses regular shields instead of greatshields, which further reduces their defensive potential. The fighter's attacks boosts their defense to an acceptably high level, but the low initiative of the fighter means that most enemies will already have made their attacks by the time the fighter makes his, and therefore he doesn't benefit from the defense boost unless you have improved his initiative. Their limited utility comes from being able to completely block a ranged physical attack targeting an ally. This ability is made better by the fact that flying attacks are considered ranged attacks in the game, but it also loses a lot of its utility from the fact that he can only do it once or twice, and an enemy squad will likely have more than one or two ranged attackers in total.I might consider fighter to be the worst class in the game, but I wouldn't dream of benching Lex.>SoldierDamage: Below averageSurvivability: Very poorUtility: HighThe soldier is a support unit that doesn't shine all that brightly until way into the game. The increased damage potency against cavalry, and later flying units, and the ability to attack full columns early in the game makes the soldier seem quite impressive, but the low attack stat puts a damper on the effectiveness of these bonues. The soldier's utility skills give many squads either a bit of survivability with the first aid, or a bit of oomph when you unlock guarateeing critical hits. In my experience the latter goes well with spellcasting classes, that generally have a lower crit chance. The game's "unit skill coding" does allow for the soldier to only give the buff to, for example, casters.>HopliteDamage: PoorSurvivability: Very highUtility: HighThe hoplite is the most defensive class in the game, at least in terms of physickal defense. The hoplite's attack is quite weak, and while it gets stronger when at low HP, that rarely happens to this class. Either enemies do minimal damage, barely even scratching the armor, or the enemies do magical damage and absolutely shreds the hoplite.Being equipped with great shields gives both a more effective guard and also a higher guard rate.For utility the hoplite has the Heavy Cover skill which can protect any ally in the squad and guaratees a heavy guard. This makes the hoplite a great tank on its own, but also a great co-tank, which can protect another conventional tank that might be getting a little too low on HP, not to mention that it can shield flyers from arrows almost just as well as the fighter can.>KnightDamage: ExcellentSurvivability: AverageUtility: Low (+cavalry movement)Early in the game, the knight is quite possibly the strongest class you can get your hands on. All cavalry get their final damage value doubled against infantry units, which is by far the most common unit type in the game. This makes the knight able to one-shot many enemies with lower defense, and the fact that their most common attack allows them to attack again after killing an enemy means that a single knight can often wipe entire enemy squads, just with his damage.To do this, the knight has to survive the enemies' attacks though, so the class is often a good match with something that can help it survive, in one way or the other. Thanks to the quick guard skill, the knight can handle one incoming attack pretty well, but after that it is quite vulnerable.The little utility the knight has is that it eventually gives a buff to itself and other cavalry in the same row. This buff works great with the "extra attack on finishing blow". The knight also has an ability to attack a full column and stun said column, but that is more useful later in the game, as AP is by that point easier to come by.
(DIR) Post #Al5hK3cEaKZzNMuAUK by Jens_Rasmussen@nicecrew.digital
2024-08-18T11:35:07.025445Z
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>ThiefDamage: NegligibleSurvivability: GoodUtility: OkayThe thief class is the first dodgetank the game introduces. When stacked with evasion-boosting accessories and their Evade passive skill, they can effectively tank quite well, especially in the early game. Their weakness lies in multi-hit abilities, as the evade skill can only trigger on one hit per "beat" of combat, and in enemies with true strike skills. Their attack damage is negligible, but the fact that they can get more passive points from the attack, so they can evade even more, further improves their actual role of being dodge tanks. A weakness is against hoplites and enemies with guard skills, as the thief's attack doesn't give them more pp when the enemy blocks the attack.Later in the game dodge tanking becomes less useful as there will be more attacks, and more hits, coming the way of the thief. This is made up for with abilties that debuff enemies, pushing the class into more of a utility role.>HuscarlDamage: GoodSurvivability: Very poorUtility: Below averageThe huscarl is supposed to be a combined de-buffer and damage dealer, but the debuffs reduce the enemy's defense by a percentage while attacking the enemy. This means that the huscarl can waste their decently strong attack on a high defense enemy, to attempt lowering the defense with a significant amount, or they can attack a lower defense unit, but where the debuff isn't really needed. In my experience the latter is the better choice by far, assuming you have a choice. The huscarl, just like the soldier I've mentioned earlier, is one of the classes with poorest survivability in the entire game, and doubly so in the earlier parts of the game. The saving grace of the huscarl in the early game is the passive ability to make an extra attack at the end of combat, meaning that the squad with the huscarl is great for softening up enemy formations that need multiple rounds of combat. Just remember to keep the huscarl out of danger, so he can live long enough to give that extra blow at the end of combat.>HunterDamage: OkaySurvivability: Very poorUtility: Very poorThe hunter's rating initially looks quite bad, but the class fulfills important roles. Being able to truestrike dodge tanks and hard-counter flying units means that there are only few maps where the hunter, despite the somewhat poor stats, doesn't belong. The hunter will also eventually learn the pursuit ability, allowing them to give an extra follow-up attack mid-combat, which is just plain better than the huscarl's similar ability to do so at the end of combat.The ability to do ranged attacks also means that the hunter can target more vulnerable units at an enemy formation's rear without having to go though the front row first.Aside from hard-countering thieves and flying units, the hunter sports little to no utility.>BerserkerDamage: GoodSurvivability: OkayUtility: PoorThe berserker hits hard and hits a lot, (an entire row, in fact) with decently high attack and a high-potency move the berserker can do good damage to all but the heaviest enemies. Just remember to equip accuracy boosting items, to alleviate the extremely poor base accuracy.When it comes to survivability the berserker has a high HP pool, and some decent self-heal, but because the berserker's attack wants the character to be at full health you will likely want to keep the class protected in the back row, so he is safe and able to hit hard without any trouble.The berserker has no utility skill to speak of, but since the self-healing ability is rarely needed if kept safe in the back row you can give the berserker an accessory that will allow them to perform a utility skill, without sacrificing much.
(DIR) Post #Al5hK4aqwx4KPNGZyS by Jens_Rasmussen@nicecrew.digital
2024-08-18T12:05:54.745949Z
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>ClericDamage: NoneSurvivability: OkayUtility: GoodThe cleric is the first dedicated healing class of the game, and has no offensive abilities at all. Surprisingly the cleric has better survivability than some classes like soldiers and huscarls, thanks to higher evasion odds and a quite significant magick resistance.Early in the game, the cleric feels a bit like a waste of space, because in a three-character squad putting a cleric in means the squad has one third fewer damage dealers than a squad without a cleric, and many battles are decided before the enemy can deal too much damage anyway. The cleric does support a squad's survival and long-term fighting ability quite effectively, and as you get four characters per squad and more AP-pendants, the damage output drop from bringing a cleric is far outweighed by the increased survivability. Later in the game, when more healers are introduced, the cleric stands out for being the healing class that does the best job of dispelling debuffs that enemies might apply.>WitchDamage: Very goodSurvivability: Very poorUtility: GoodThe witch is a strong magick damage-dealer that can blow away enemies with low magick-defense and thanks to her ice magick possibly also deny enemies that survive her attack to have any turn at all, if they haven not acted yet. As one might expect of spellcasters, however, their survivability is quite poor, so put them in the back row and give them some nice and tanky frontliners to support them. Fortunately there are as far as I know no conventional enemies with ranged attacks that target specifically casters, so simply keeping them in the rear should be sufficient protection.The witch also has good utility, her starting buff is to give a physickal attacker in her squad (for one move) a low-potency magick buff to their attack. This magick buff is based on the witch's magick-attack stat, and because it is a per-hit buff it goes very well with multi-hit attacks such as the thief's steal, the soldier's thrust or the berserker's wide swing.>WarriorDamage: ExcellentSurvivability: Below averageUtility: Very poorThe warrior is possibly my favorite class in the game because of it's universal usefulness against many enemy types, they just need some accuracy-boosting items to make up for their low base-accuracy.Warriors have a high attack stat, combined with an attack that cannot be guarded against, and possibly even ignores enemy defense if they are an "armored" class means that the warrior will always deal good damage, so long as they hit their target. When warriors get their second attack skill, they can even regain ap after getting a kill, just like a knight, making them real killing machines.Warriors have little to offer in the way of defense though, and aside from an above average HP-pool, they can be defeated somewhat easily, so keep them protected.For utility the warrior has little to offer for most of the early game, but when they get their self-buff quite late, they only make their already strong strengths even stronger, making them pure killing machines against everything other than dodge tanks.>WizardDamage: ExcellentSurvivability: Very poorUtility: LowThe wizard is magick-wielder like the witch, but whereas the witch has both good damage and utility, the wizard is all-out on damage, which might make him an even stronger unit depending on your preferences and elaborate tactics. Where the witch wields ice-magick, the wizard wields fire-magic which applies the burning debuff, that is quite damaging in the early game, but only burns units that have yet to act which is quite rare since the wizard is quite slow.Being an unarmored spellcaster, the wizard needs protection, just like the witch, so put him in the back row and protect him will, his damage will reward you for it, unless you want to live on the edge and work around his magick counter skill and healing.Utility is not something the wizard really has to offer, his passive skills are generally focused around attacking even more.
(DIR) Post #Al5hK54z8vAhupMdwO by MeBigbrain@poa.st
2024-08-18T12:10:31.126532Z
0 likes, 1 repeats
@Jens_Rasmussen >clerics now: "Waaaaah I have no damage output" :cheems: >clerics back in my day: "I have been chosen by a god, I will solo your entire party"