Finally catching up on a few lists

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Monster Sanctuary -- Teams

Monster Sanctuary offers a lot of room for building individual monsters and teams, with equipment, "shifts", skill trees and passive auras. Here are the three teams I mostly used: my starting team plus two I put together for the late-game. It took some iterating and picking the right team for each challenge, but I managed to take on all of the "legendary keepers" and collect all of the champion monsters.

There were plenty of other builds to try -- for example, an Age team or a hard-hitting Beast or Warrior-type team also sound cool. It's relatively easy to max out a monster in Monster Sanctuary but acquiring the eggs, shifts, skill potions, level badges and equipment adds up (especially when testing 6+ monsters for a full new team).

Wolf / Chill

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My first team was mostly built around Spectral Wolf, starting with several early-game monsters. It's a mix of a Chill/Congeal team with decent attack coverage. Yowie/Frosty/Wolf was a frequent lineup. Grummy was for general support and provided Cleanse, debuffs, regeneration and Restore.

This team originally started with Magmapede and Catzerker, but Imori and Molebear replaced them to help with earth/fire coverage. Imori also added a backup Congeal.

This team was pretty versatile, but fell off towards the end-game. More specialization probably would have helped, possibly building more towards Chill/Bleed or setting up the Spectral Wolf's attacks.


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A dodge team seemed a little cheeky, but it was actually strong in a lot of match-ups. This team was directly inspired by Kanko, which would set up Shroud, spread a lot of buffs and hit surprisingly hard with its Buff Mastery and high Critical Damage. Kongamato/Kanko/Glowdra was my default lineup. Kongamato started combos and could apply Weakness, Glowdra often used either Restore or magic attacks (which also applied Blind) and Draconoir made use of Buff Mastery for big physical attacks.

Aerial types synergized with the dodge theme (although going pure Aerial limited some of my options). My first version of the team tried D. Mad Eye and D. Frosty, but the debuffs didn't really fit the team. Draconov and Ornithopter worked better as supports (though I could imagine trying L. Glowfly or L. Dodo instead).

This team wasn't a great match against debuff-focused teams. (Debuffs ignore dodge and the current build doesn't have a lot of sustain.) It also struggled against some of the guaranteed-hit builds, like Catzerker using Long Slash.


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Sutsune is probably a bit obvious as a build-around. It's dangerous to ignore in a protracted battle -- Blood Magic, Buff Steal and even the occasional Mass Restore add up quickly. My default lineup was Caraglow/Sutsune/Arachlich. Shockhopper was a bit squishy but provided support against debuffs.

I picked Mage-type monsters for this team (although D. Sutsune arguably supports more of a Bleed build). My first version was too squishy -- replacing a Plague Egg with Caraglow and building Shockhopper more defensively helped a lot. Thanatos and Manticorb were still more hit-or-miss than I would have liked.

This team would usually win a battle of attrition, especially against teams which couldn't cleanse buffs or remove bleed stacks. It struggled against teams which could burn down a monster (like Sutsune or Shockhopper) in a single round.

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Wildermyth -- Character Spotlights

I originally planned to write about my first two Wildermyth campaigns, but there so many character relationships and mini-stories to choose from. A brief summary would barely scratch the surface. Instead I'm highlighting one interesting character from each of those campaigns.


Lathlof was the starting warrior from my first campaign (Age of Ulstryx).

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Lathlof fell in love with the "Warmdrink Trio's" fourth member, a young woman named Igwit, while fighting Gorgons together.

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He took two big hits in a relatively early battle, falling in battle and losing an eye. (This change, early in my playthrough, was sort of an "a-ha" moment for me about Wildermyth.)

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Lathlof's spear is actually the Gorgon relic from that campaign. Lathlof and Igwit's son, Lathbor, also joined the company late in the campaign.


Yanissa wasn't the first recruit to join the "Ravens of the Scarf" in The Enduring War campaign, but she underwent two surprising transformations. She was full of self-confidence in her joining story. (Though later she seemed more introspective and battle-weary.)

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First, Yanissa tried touching a spellfount. This caused her skin to turn blue.

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Later she touched and absorbed a magical column of fire. This made her limbs fiery, starting with her left arm.

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Yanissa was also interesting from a gameplay perspective. Potency supported her new fire attacks, which is uncommon for warriors in Wildermyth. (Potency also works well with Zealous Leap, which helped with her lack of mobility.)

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Romancing SaGa 2 -- Emperors and Retinues

The way Romancing SaGa 2 plays out, you could build a timeline of emperors and their deeds. Like Empress Amethyst defeating the termite queen and recruiting Cumberland, Emperor Theseus defeating Bokhohn then running away with a mermaid or Empress Gertrude eventually falling to the false hero Dantarg. For the sake of brevity I'm just listing out each of my emperors and their retinues.

My parties were all built around the Imperial Cross and Imperial Arrow formations. Many of the characters' effectiveness tracked with the quality of weapons or magic I had available, or with using the class correctly. (Beaver, for example, was really weak until I started using the Feint skill.) The early classes did seem to taper off compared to some of the later ones, though.


  1. Leon (First Emperor)
  2. Gerard (Second Emperor), Bear (Heavy Infantry), James (Light Infantry), Therese (Ranger), Aries (Court Mage)
  3. Amethyst (Court Mage), Fritz (Brawler), Orion (Mercenary), Beaver (Vagabond), Remulus (Mage for Hire)
  4. Theseus (Mercenary), Agatha (Crusader), Magellan (Armed Merchant), Siero (Mole), Taurus (Court Mage)
  5. Gertrude (Crusader), Bruiser (Brawler), Ulysses (Mercenary), Mudyug (Hunter), Boyue (Strategist)
  6. Wallenstein (Imperial Guard), Minerva (Imperial Guard), Barbara (Crusader), Anne (Ranger), Garnet (Court Mage)
  7. Davout (Imperial Guard), Juno (Imperial Guard), Alia (Nomad), Shion (Ninja), Lysianassa (Nereid)
  8. Hannibal (Imperial Guard), Aurora (Imperial Guard), Nazuna (Ninja), Tambora (Salamander), Gongjin (Strategist)
  9. Turg (Final Emperor), Gustav (Imperial Guard), Awe (Salamander), Sophia (Crusader), Windie (Iris)
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Griftlands -- Runs

Griftlands has an interesting mix of combat and negotiation with a sort of social feedback system. I haven't played enough to break down the various mechanics, but my diplomacy decisions shaped each run in an interesting way.


My first run was combat-focused -- I rarely asked for help or tried to talk my way out of situations. Some of the fights were tough going solo, but I ended with a strong battle deck using Sal's combo mechanic.

At first, I didn't hesitate to kill. Violence has consequences, though, and I found myself with several social banes. This led to more killing in some cases. My negotiation deck was already unpracticed and the violence status cards sometimes further weakened any attempts at diplomacy.

I only "lost" one encounter -- near the very end I needed to provoke someone. Unfortunately he hated me (which boosted his resolve) and with my weak negotiation skills, I couldn't pull it off.


My run with Rook was almost the opposite of Sal's. I tried to be diplomatic in most situations. Not killing a defeated enemy backfired once, but this approach led to a lot of friends and a lot of social boons.

My battle deck was weak early on, but the boons and extra resources really added up. Also, tougher battles often have an option to talk your way into a better position.


I thought of Smith as more of a brawler than a killer, but fighting sometimes leads to killing. By the time I ran into his family members I decided to kill them as well (including double-crossing his sister during the "ambush").

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My battle deck had stuns, adrenaline, trauma and threshold cards, plus a powerful "free item" graft. I switched my negotiation deck to hostility. It took some work, since a lot of Smith's early boons and card choices involve the Reason or Influence diplomacy mechanics.

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Bravely Default 2 -- Jobs and Abilities

Bravely Default 2's jobs and passive abilities allow for a lot of possible character and party builds. Here are a few personal observations and anecdotes, including the build I landed on in the post-game.

Mastering Jobs

The main advantages of mastering jobs are learning passive abilities, unlocking a job's second specialty and powering up the Freelancer's "Late Bloomer" specialty.

Mastering jobs is more of a grind in the main game. The most efficient way I found was chain battles with both "JP Up" passives equipped (especially chains of 5 or more). It's definitely worth picking up a few key passive abilities, but fully mastering a lot of extra jobs isn't really necessary for the main story.

The process is quicker in the post-game. Growth Eggs (which double JP gains), the job trials (which can drop Giant JP orbs) and the Obliterate passive (which speeds up chain farming) are all available.

Main game

I changed jobs a lot in the main game, although each character's role was usually consistent: Seth was "tanky" physical offense, Gloria was healing, Elvis was magic damage (or support) and Adelle was focused physical damage. (I didn't actually do a lot of tanking in my playthrough, though I did use Shieldmaster with dual shields for the Phantom boss fight.)

The early jobs Vanguard, White Mage and Monk actually scale pretty well. Attention Seeker grants the Vanguard an impressive physical attack boost, White Mage is basically the only active healer job, and the Monk's Pressure Points skill and unarmed damage bypass some physical damage resistances. (Odd job combinations like Thief/Monk or bare-handed Freelancer can also take advantage of unarmed attacks.)

Magic damage in Bravely Default 2 seems very situational. It's powerful when used "correctly", but is often absorbed/negated, reflected or punished in some other way. Magical attacks are also tied to unpredictable jobs like Oracle and Arcanist. Elvis (unlike Adelle) was forced to switch into support roles like Bard on several occasions (or limiting Oracle to using Haste and Elemental Enhancement).

A lot of the passive abilities are nice to have (depending on the role, situation, etc.), but I found myself using a few consistently in the main game: Solar/Lunar-Powered early on to keep casters in MP, Unshakeable Will and Counter-Savvy (for dedicated attackers). Dual Wield and Thrust and Parry are also a strong combination in the late-game.

Post-game Team

The post-game adds a lot of new options: an additional job (Bravebearer), Sub-Job Specialty 2, new passive abilities for every job and the "job trial" weapons. Builds are no longer limited to a single job mastery or five passive abilities.

Really, leveling past 70 or so seemed kind of like overkill. The job trial bosses and maybe a powerful overworld enemy or two presented some resistance in the 60s. (It is possible that I missed an optional boss or some other challenge, though.)

I decided to have each hero dual wield the same type of weapon. Mainly to keep things a little simpler, but I was also unsure how an enemy's resistance to either weapon applied to the overall attack.


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Equipped Passives: Dual Wield, Thrust and Parry, Sub-Job Specialty 2, Surpassing Power, Spear Lore

Seth's build gave up some of the Freelancer's survivability, but still had high offense plus access to the Bravebearer's BP skills and the Vanguard's Neo-Cross Slash. I went with spears for the Guardian/Beastmaster passive abilities, although the (non-Berserker) axes also had potential. (I'm not sure if the Beastmaster's "Raw Power" and "Brute Force" passives actually provide any benefit at 999 Physical Attack. MP Saver is still nice to have.)


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Equipped Passives: Dual Wield, Thrust and Parry, Sub-Job Specialty 2, Auto Guard, MP Saver

Gloria's build had much lower base stats than a Bravebearer or Freelancer, but both healing job specialties helped with survivability. This build leaned into passive healing. Her low speed limited her actions, but often she only topped up HP or MP (using Devotion). The Wavesong Necklace's substantial -12 weight helped a lot with the gear.


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Equipped Passives: Dual Wield, Sub-Job Specialty 2, Surpassing Power, Aspir Attack, Brute Force

I finally dropped magic damage jobs on Elvis and was pleasantly surprised by the Phantom. The job's speed and ability to ignore defenses were a nice compliment to Seth and Adelle's offense. The Thief's dagger (Givampalui) didn't add much in the way of passive abilities, but its speed and critical chance stats fit the build.


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Equipped Passives: Dual Wield, Thrust and Parry, Brute Force, Critical Amp, Counter-Savvy

Adelle's job combination also worked well in the late main game. Fourfold / Ninefold Flurry could pretty reliably pummel anything without a resistance to swords or physical damage. Freelancer was primarily for the stats, but Treat, Purge, Lucky Charm and Body Slam were situationally useful.

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Monster Hunter: Rise -- Mixed Sets

One aspect of Monster Hunter I've enjoyed is the option to pick from armor skills. They can have a big impact on the game's mechanics with some surprising synergies. I didn't write about mixed sets in World, but I played a lot of fun ones. A handful I can remember include: a support Sword and Shield set, a super regen Lance set, a KO Bow set and a hit-and-run Great Sword set.

With Rise I focused on two weapon types (as of Update 3.0). That's not too much to cover for a quick look.

Long Sword

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The Long Sword was new to me (though it has changed since World). Its attacks aren't as committed as the Great Sword's, but the setup and attack range felt somewhat familiar. The Spirit Gauge can only be charged in specific ways, like finishing a combo or performing a counterattack, which leads to deliberate (or risky) plays.

It takes some practice to feel fluid (like many Monster Hunter weapons), especially building and spending the Spirit Gauge. Landing a well-timed counter feels great, and expertly chaining together combo/sheath/counterattack into Helm Breaker is even better. (I "expertly" take plenty of hits trying to set this up.)

I liked the Deepest Night (Nargacuga LS) for its high affinity and white sharpness. This reddit discussion suggested Master's Touch to make the small amount of white sharpness last. (The decorations were a pain to farm, though.) Quick Sheath is a staple of Rise Long Sword sets, since Special Sheath cancels certain attack animations and sets up the stance for iai attacks.

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Sword and Shield

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I'd experimented using the Sword and Shield with support sets in World, and had an idea of how to keep simple combos going. One thing I enjoy is the weapon's low-commitment attacks. I regularly found myself up-close, poking and circling. Some hunts had this funny pattern of Sliding Slash at (or past) the target monster, tripping them up with quick hits and using the shield or Windmill to block anything unavoidable.

You can get by with poking, but that isn't really fully utilizing the weapon. In Rise I tried to practice the full combos, including Perfect Rush and the Spinning Reaper finisher. Rise also adds the Silkbind attacks and Switch Skills. I enjoyed using Windmill aggressively, but Metsu Shoryugeki is really powerful (and satisfying to land as a counterattack).

I favored shield attacks for the relative simplicity and for access to a blunt weapon. The Hi-Ninja sword added in 2.0 fit pretty well with keeping things simple: 100% affinity, non-elemental damage and only green sharpness. I went with one of these Arekkz Gaming sets. Rather than trying to squeeze out blue sharpness with Handicraft, I went with Bludgeoner, Critical Boost and (more optionally) Slugger as core skills.

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Trials of Fire -- Gameplay Notes

I played quite a few Trials and all of the lore quests. Take these notes with a grain of salt -- my runs were all on Medium difficulty (which usually wasn't too punishing), and there are plenty of artifacts and class cards which I never tried. (Some of the classes also feel very different after unlocking certain cards.)


I slightly favored balanced parties to take advantage of more equipment types. It didn't seem like a big deal, though, and the Warrior and Warlord actually make a good team. (It just means you might have to pick one who gets the epic mace.)

There's usually a strict upgrade for each of the "Basic" starter deck cards -- it's often worth looking for replacements during a level up. I usually removed 1 or 2 cards from each party member for deck thinning, but the upgraded class cards tend to be pretty good.

I wasn't impressed with many of the followers. Sandra is quite good for removing unwanted cards from equipment. Otherwise, the equipment followers are especially situational and upgrading them rarely seemed worth it.


  • The Warrior is probably what you'd expect. Strong melee attacks, good block options and some pulls. She appreciates movement and WP support, but doesn't need a lot of help to hit hard (especially with a Star Mace or cards like Crush). Her Sheltered power is also a solid support card to play on other DPS.
  • The Hunter can be a little tricky. Ranged combat can be restricted by adjacent enemies or line of sight (which the enemy AI actively uses). An inexpensive ranged attack build (Quick Shot, Snap Shot, etc.) seemed fairly easy to set up. His class ability gives him a solid hit in any mode (but watch out for counterattacks if you go melee).
  • The Elementalist was probably my favorite of the magic users. Her class ability is versatile -- reduced card costs are almost always useful -- and she leans into magic equipment. The elemental builds are good when they come together, but it is valid (and usually easier) to just pick up powerful spells.
  • The Warlord is probably the most versatile party member. Her class ability will help any party, and her support cards can help other builds come together. Cards like Show the Way are also useful in most situations. The Warlord can tank and melee pretty well, although she has fewer melee options than the Warrior.
  • The Alchemist is a solid damage-dealer, and probably my favorite party member to play. (It's also really funny to imagine him performing all those random actions.) The fail case on the Alchemist's random effects are often still a reasonable play -- a card like Unstable Flask+, for example, gives you two reduced-cost cards before any synergies. (The Witch's Shared Soul power works really well with the Alchemist's card creation, too.) A Controlled Chaos build is also strong but requires more setup than Experiments.
  • The Witch is tricky to play and wasn't my favorite. His starting deck seems pretty bad, and you should pay attention to the (complicated list of) status effects caused by his class ability. That doesn't mean I think he's necessarily bad -- I had at least one powerful build. A few of his unlockable class cards (like Dominate) also seemed useful.
  • The Assassin's stealth offers powerful movement and damage buffs, but the enemy AI will sometimes aggressively target her. Close-range can also be risky for a squishy damage-dealer (similar to the Hunter). I had a successful all-melee party (with a Warrior and Warlord) where my Assassin managed some serious hits using a weapon with Critical Strike. A ranged build based on Hidden Shot and Lethality also worked well.

I didn't play the Spirit Speaker or Occultist enough to explore many builds.

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Slay the Spire -- Gameplay Notes (Watcher)

Rather than appending my recent Watcher run to my earlier notes, I'm creating a small new entry. It's been long enough and I'm not sure how much has changed. (Though I didn't notice any obvious differences, aside from playing a new class.)

My successful Watcher build was, hilariously, a Snecko Eye build. I was more willing to trade the Watcher's starting relic. (The single extra energy per battle felt replaceable, rather than role-defining.) Snecko Eye synergizes really well with Wheel Kick's card draw, as well as cards like Sands of Time and Ragnarok. This build was more about explosive offense than longevity -- a Medical Kit and a double Wish+ (using a duplication potion) helped to push through the Heart of the Spire.

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It's also really funny picturing a confused Watcher wheel kicking everything.

My next most successful Watcher build used a combination of cards like Talk to the Hand, Flurry of Blows, Tantrum and Fear No Evil in a small deck to string together constant attacks and stance changes. That said, stumbling or getting stuck in Wrath stance can immediately end a run. Swivel and Vault seemed like good picks for most decks, and I liked using Wallop. The other builds I tried (like Scry, which does nothing when your deck is empty) seemed more miss than hit for me.

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Octopath Traveler -- Gameplay Notes

I only plan to put down a few highlights here about Octopath Traveler's systems. The combat in particular offers a lot of possible character, job and skill combinations, and I found myself changing tack depending on the fight.

I managed to clear the final encounter, Galdera. It took me a few attempts and some grinding, even after clearing every side quest up to that point.

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One thing I had to look up was how weapons stats are applied. Elemental attack is based on the highest value among equipped weapons while other effects are based on the weapon in-hand. This makes sense for casters like Ophelia and Cyrus, whose starting jobs can only equip a staff.

It may or may not be obvious, but Boost affects nearly every action. Even into post-game battles I had an occasional "oh, really?" moment for actions like Defend and Sidestep.


My party for the main game was Ophelia (Scholar), Cyrus (Cleric), Tressa (Dancer) and Olberic (Hunter) (although the secondary jobs occasionally changed). Tressa is helpful for buying good gear and items, and support skills like Evasive Maneuvers, Evil Ward and Grows on Trees are handy for exploration. Combat often involved pumping up Cyrus and Olberic using buffs and Donate BP.

My successful party for Galdera's first form was Alfyn (Cleric), Tressa (Runelord), H'aanit (Thief) and Primrose (Scholar). Starseer or Sorcerer would have probably been a better fit for Primrose as a dedicated elemental attacker. Runelord pulled a lot of weight here. (The job isn't intuitive at all, but runes hit incredibly hard for characters like Primrose even without BP.) This form also has a nasty multi-status attack which only the Apothecary's Rehabilitate skill can handle efficiently.

My successful party for Galdera's second form was Olberic (Warmaster), Therion (Hunter), Ophelia (Starseer) and Cyrus (Sorcerer). This party was all about high damage output and break. Galdera's second form has three appendages and it's dangerous to leave any one alive (especially Blade of the Fallen). Ophelia and Therion both had respectable offense, but also powerful synergy plays with Aelfric's Auspices and Armor Corrosive.

Support Skills

Patience was one of the strongest support skills overall. The extra turns are useful for breaks, heals, buffs and debuffs. My dedicated attackers would usually forgo Patience in favor of skills like Augmented Elements or Surpassing Power.

SP Saver was another powerful skill for most casters. It enables regular casting without needing turns off for SP items. (Inspiration can serve a similar role for physical attackers, while a Thief can just use Steal SP.)

I used a lot of buffs until the post-game, which made Persistence one of my most common support skills for a while. The Show Goes On is also relevant (and I used it with Runelord in the post-game).


My most interesting encounter was the Warbringer fight, where I was probably just on-level (50-52) and on-gear. I actually had Olberic tank using Incite. This was also probably the first fight where I seriously started using Aelfric's Auspices.

Sidestep dodges many (if not all) of the Runelord's attacks -- boosted Sidestep made that fight a little easier.

I first used Shackle Foe against M√°nagarmr. Its powerful physical group attacks are hard to survive otherwise, and (unlike many enemies) it can remove party buffs.

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XCOM: Chimera Squad -- Gameplay Notes

XCOM: Chimera Squad has a similar structure to XCOM 2 (though it isn't a direct DLC like War of the Chosen). My playthrough was on Normal difficulty so these observations are pretty casual.


Chimera Squad has four main weapon types, and upgrades need to be researched and purchased separately for each type. It helps to have an upgrade plan (like previous XCOM campaigns). For example, I carelessly started with assault rifles even though only Verge used them. It might even be worth avoiding a weapon tree entirely by not fielding certain agents.

My campaign order was Gray Phoenix, Sacred Coil, The Progeny. This felt like a good progression in terms of enemy mechanics. Gray Phoenix also unlocks research for Venom Rounds (poison hurts enemy aim) and Sacred Coil unlocks the same Dragon Rounds (burning prevents some enemy abilities).

I found intel to be the most important of the three main resources. Upgrade spending and research are often blocked by research time rather than credits or elerium. A bank of intel means the flexibility to make Scavenger Market purchases (which can include elerium), or to upgrade field teams as-needed. "Legwork" was probably my most common spec op.

There are diminishing returns on the field teams, especially the second and third at level 3. (They're still useful for managing district unrest but become almost prohibitively expensive.)


You can only unlock 8 of the 11 agents in a given Chimera Squad campaign so my list doesn't include Axiom, Shelter or Patchwork. (I didn't even see Patchwork as an option.) I've listed each agent here roughly in order of his or her overall power, consistency, and/or usefulness. None of the agents seemed unusable (at least not on Normal). They all have situational strengths, and their overall performance will vary somewhat based on playstyle.

Skipping the tutorial lets you choose your starting agents. The default agents are not bad (but each uses a different weapon type).

  • Blueblood starts off a little weak, but scales quickly with any weapon upgrades. Once he has a superior scope and venom ammo, he can often knock out one or two enemies every round (or more with Faceoff).
  • Claymore is solid in most situations. A handful of tougher enemies? His shotgun packs a punch, or have him blow cover, shred armor and (possibly) inflict rupture. A horde of weaker enemies? There's a good chance he can catch more than one with a blast. (Shrapnel Bomb can also be triggered by an inventory grenade for a powerful chain reaction.) Claymore's mobility is pretty bad, and I did kill at least one civilian with a risky grenade.
  • Godmother is mobile, versatile and scales pretty well into the late-game. Shotguns hit relatively hard on offense, plus skills like Scattershot and Ventilate are easy to overlook. (Though she'll quickly chew through a shotgun's standard three-round clip.) Close Combat Specialist also means free shots, and triggered more often than I expected. Her dodge stat and the (optional) Last Stand ability can help offset the risks of running point.
  • Terminal's main strength is team support. She can Safeguard every turn, which is useful throughout the game. (Agents tend to take chip damage throughout an encounter, and losing an agent can be disastrous.) Cooperation can also help her team take advantage of an offensive opportunity, or escape a dangerous situation.
  • Verge was one of my most useful agents in the early game. A Stupor followed by a neural network-boosted shot can potentially knock two enemies out in a turn. Collar is also a handy way to generate Intel for "free". Verge fell off for me in the late-game -- later encounters have more psi-resistant enemies, plus temporary disruption is less effective against bigger groups of enemies.
  • Cherub's Kinetic Shield playstyle took me some getting used to, but blocking a shot each turn (plus during breaches) is clearly powerful. His basic pistol offense is relatively weak. Charged Bash can help offset this, but it takes some setup work. (I didn't try him after he learned Return Fire.)
  • Torque is solid. She has high base dodge, unique movement options and reliable poison damage. I didn't find a way to break her Tongue Pull or Bind abilities. Aside from Poison Spit, that leaves her mostly with a basic shot each turn.
  • Zephyr is fun to use, but I found her underwhelming overall. She has a few unique advantages -- (most) melee attacks don't miss, and her high mobility is great for picking up mission objectives. My main problem with Zephyr is her damage output (even with Pressure Point). Crippling Blow isn't reliable enough to make up for her relatively weak attacks.
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