Honestly Curse+Wyrd are what makes him so useful. He'll fit anywhere that needs back row cover and damage lowering with Curse though. I always put him in position 3, and he's pretty good as Arbalest/Occultist/Houndmaster/Bounty Hunter, for maximum mark bonuses. Lately I've been using Eldritch killing incense + Eldritch slayers ring, and with weapons maxed for his tier he can reliably one hit pelagic shamans and spear fishers, and his crits are outrageous and probably better with sacrificial stab, as it has the highest natural crit rate in the game. I haven't got that trinket combo since then, so I haven't been able to test with the new, less lucky heals. Back in hound and corpse the demonic pot thing and the cleansing crystal made for a really good position 3 build where he would never bleed on heal and wouldn't roll zeros as far as I recall. I only run him as Debuff/Wyrd/Pull/artillery though, I just don't like him in spot 2 because there are so many better choices. I use him as a healer with wyrd reconstruction and as a debuffer/back row crusher. Again, mainly use them for Cove, but they are great in the other areas too. It also helps that my MaA will mostly use Retribution and Defender on the Hellion so I will have only one person to worry about healing. Just simply Barbaric Yalp, heal with heal with WR and use battle field medicine. It's a general weakness in my team that I am running only 1 huge healer who can fail, but I can sometimes cheese heals if the enemies' backline is gone. Daemon's Pull has the same reasoning (even more so since a Call of the Deep and Barnicle Barrieer on a Grouper is downright terrifying). He's generally a hard hitter now, so you can either Sacrificial Stab a frontliner for a crit, in lower levels, possibly a kill or use Abyssal Artillery to do strong damage to the backliners. Trinkets I run are Cleansing Crystal and Eldrich Killing Incense (if not in the Cove, I use enemy specific rings or Sacrifical Cauldron). Moves are Sacrificial Stab, Abyssal Artillery, Wyrd Reconstruction, and Daemon's Pull (You can replace Daemon's Pull with Weakening Curse because both moves are equally useful especially since most common enemies in the Cove hit hard). Second team is a Cove themed group: Plauge Doctor, Occultist, Hellion, and Man-at-Arms. I go to the Weald and Warrens with this team. It has usually worked, but there were some close-calls. If a teamember gets down to around 25% hp, I will go for a gamble and use Wyrd Reconstruction. If needed (such as an Acolyte), I will use Daemon's Pull to bring them forward and give them no chance to attack (as their stress attack SUCKS). ![]() First round I either, mark an enemy with Vulnerability Hex and let my two front liners decimate the newly marked target, or would Weakening Curse a "Big Dude/Swine King/Prophet" to soften their upcoming attacks. Trinkets I use are Move Amulet and Cursed Incense (Of course, Move Amulet is sort of redundant with Cursed Incense after the Cove patch, but it still works or you can use another trinket instead). A complete rework of all three of The Occultist's hero-specific. But The Occultist will not be affected by it. Moveset I run with him is Weakening Curse, Vulnerability Hex, Wyrd Reconstruction, and Daemon's Pull. Occultist starts with Blood Pact as his positive quirk Occultist starts with no negative quirks Occultist max positive quirks: 4 Occultist max negative quirks: 0 Negative quirks will still be prompted in the inn or the road etc. I have 2 parties that run an Occultist.įirst one is Vestal, Occultist, Houndmaster, and Bountyhunter. In some cases, you can (helps if you have the Very Rare Cleansing Crystal, as it lowers the move's bleed chance), but make sure RNG is on your side. Rank 3 damage Occultists aren't worthless but since he gets paired with Arbalest and BH so often and has pretty bad accuracy with Sacrificial Stab, why bother when you have marks and Finish Him? And rank 4 OCC tends to feel like a crappy version of the rank 1/2 OCC that has slightly less need for defense.He's not meant to be used as a main healer, more as utility. Combined with Hands having better instantaneous prevention and marks generally being a better way of getting damage out of Occultists and I rarely use the backline variants. ![]() It's a pain to get him enough ACC to be on par with other damage heroes while also fixing his squishiness and his debuffs. ![]() There isn't much of a difference between the two ranks as I rarely run Daemon's Pull and both ranks tend to take the same amount of damage (rank 1 is actually a little safer against some enemies, and is only more dangerous against the fat brigands).Ībyssal Artillery is okay but it needs damage stats to have any worth, which is really hard to get given that Occultist needs to get a ton of weird stats out of his trinkets. Hands from the Abyss is one of the few stuns that gets a semi-decent stun chance against stun-resistant enemies for only one trinket slot.
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