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Rogue Legacy #1 on Steam

I should clarify that my criteria for "strongest class" is the one that can most easily complete the Normal / NG+ / NG++ difficulties, with the least trouble and the fewest deaths. I don't really consider anything past NG++ to be part of the actual gameplay of Rogue Legacy, since nothing changes beyond monster health and damage increasing. And I also believe that a class needs to be able to run the dungeon itself to be considered strong, not simply teleport from boss to boss through endless use of the Architect. Obviously different players will value things differently based on what kind of situations they are experiencing.

I will test Spellsword later, but I'm not convinced it's better than the Barbarian at anything other than killing bosses. For one thing, you can roll some pretty useless spells (scythe, blade wall, etc.) and I do count that against the class. If I have to throw away 25% of the characters that pop up, that's a problem. For another thing, although the Spellsword can get double damage spells, they still can never critically strike, and that's where a lot of the damage in super lategame comes from. Plus, the Spellsword has fully 1/2 of the health of the Barbarian, and zero defensive skills: no Paladin shield, no Barbarian shout, no Assassin smoke cloud, etc. In case my writing wasn't clear enough, the Barbarian shout is REALLY good, and I was using it constantly by the time I reached the super lategame. I have a difficult time seeing how a Spellsword with no such defensive skill and half of the lifebar would have been able to survive to get a full dungeon clear on NG+4 difficulty. But I could be wrong too, I haven't tested that class yet.

In any case, I appreciate the comments and feedback. Thanks. smile
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http://www.youtube.com/watch?v=NCUId6E4NFQ

lol

I don't this "counts" though...
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I think the best chars are the three with escape ability (paladin/barb/assassin) followed by the spell spammers (archmage/spell sword) followed by everything that is left.

Honestly the Barb is best for the NG++ area due to chicken sustain but beyond that the classes that have crazy abuse potential are better... but I don't find anything like that particularly fun.
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Because Sullla didn't mention this I'll assume that you guys don't know about this:

"When i was playing Paladin i found out by accident that if you press down and then button for special ability you will turn into a statue that wont take any damage from enemies. Now that wasn't mentioned in the upgrade description for this class, nor did i see it mentioned anywhere else in the game."

--Random dude on the internet
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Paladin #38

[Image: paladin-40.jpg]
Quote:This was the first time that I was able to get real use out of the Paladin down-shield ability, which turns them into a statue (like the Super Mario Bros 3 Tanooki Suit ability) at the cost of constant MP drain. I employed that to get out of a bad room with enemies swarming me.

It's also mentioned on the Rogue Legacy wiki for the Paladin class, which is where I first heard about this ability.
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Dang...I'm still only able to get enough gold for one upgrade on some of my runs. I just don't have the dexterity and practice, I guess. But I'm having fun, so I'll get there eventually.
EitB 25 - Perpentach
Occasional mapmaker

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I know where you're coming from, the 1st time playing I was stuck in the progression as well, but once I got over that one point (or just a bit smarter) every run at least gave me a few upgrades.

(hint: Do not read Sullla's Barbarian report...8780 Gold with his 2nd character, that's just unfair cry)

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(October 23rd, 2013, 09:43)Gustaran Wrote: (hint: Do not read Sullla's Barbarian report...8780 Gold with his 2nd character, that's just unfair cry)

What do you think prompted my comment? smile

But hey, if it takes me 20 characters to get the same upgrades Sullla has in 2, I'll still get there in the end. It's apparent I need the practice anyway.
EitB 25 - Perpentach
Occasional mapmaker

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The 3 awesome defensive abilities aren't quite as awesome if you have sufficiently poor reflexes, like me. The power of the spellsword lies in his ability to defuse those deathtrap rooms from a mile away.

Once you max magic damage, empowered spells actually do damage quite on par with what you'd get maxing physical damage including crits, though the drawback of course, that is you need the max both for a really effective spellsword. The spellsword wants all stats, even mana, which is both a blessing and a curse.

Being reliant on drawing a good spell is a definite minus to the class, but the only spell that will make me pass on a spellsword is the dagger, because it just doesn't provide enough offensive power. I actually quite like the scythe, and the blade wall is also workable (I cleared the second half of NG+3 with one of those).
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I ether forgot about it or I missed it when skimming. The most likely case is that I probably didn't make the connection because you didn't refer to it as a secret ability.
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