
It's one of the few places OCC's normally useless ceiling spaghetti is actually pretty good, especially with one (or preferably more) buffs against Eldritch thrown on to the buff it already has. The team is practically made of blight, it can lay the smackdown on the back two rows. The Crusader also serves as a supporting healer for the Occultist and a support stress manager for the jester, making him the lynchpin of the party. My Crusader plays leapfrog with the MaA, also striking the back row with holy lance, while the MaA stuns. My Occultist uses abyssal artillery to hopefully take out the back lines, and weakening curse to deal with the heavy hitters, healing as neccessary.

9 times out of 10 he goes first and uses finale, which then suffles him to the back and places all the other characters in their ideal spots, at which point he spends the rest of the fight buffing the party and dealing with stress. With the righ collection of quirks and trinkets, he is usually rocking a 30-40% crit chance on the first round. The Jester's main gimmick in this set up is to come in using the Quickdraw charm and some other damage buffing trinket in order to hopefully strike down one of the enemies right off the bat with a crit. I run a similar crew, though I tend to swap out the Hellion for the Crusader simply because I prefer his far greater flexibility (mainly as a secondary healer/stress manager).Īnother group I favor is, in order from row 4 to row 1: Occultist, Crusader, Man-at-Arms, Jester. Very useful against high PROT targets since you can pile a lot of blight on them. Lots of stun, lots of attacks fishmen are vulnerable against.

PD stuns n blights, Occultist abyssal artillery, Abomination stuns, blights or goes beastmode as needed, Hellion Iron Swans, hacks, stuns. Originally posted by jerjare:Plague Doctor, Occultist, Abomination, and Hellion.
