Quote: BigGuy0810what is the best path for sunburn, ghost roaster, voodood, camo, warnado, boomer, dino rang, and wham shell? And why that path is best.
For
Sunburn, you will probably want Flame Lord. Blaze Dragon does nice damage with his flame breath, but the charge time, the fact that you can be interrupted and sent back to base damage very easily, and its effect on your movement speed (max charge slows you to a crawl) really put a damper on how effective it COULD be versus how effective it actually is. Flame Lord is consistent, no charging, no interruption, and far better defensive abilities via your teleports; the clear choice for me.
Ghost Roaster largely depends on what you want from him. The unified Giants engine has him hitting foes just once per charge, so the large edge Skull Master had in S:SA (on PS3 and 360) is long gone. Now, it's a simple choice: Offense, or defense? If you want to do a little more damage, pick Skull Master. If you'd rather stay alive longer, pick Fear Eater. Keep in mind, though, that Skull Master is very easy to play, and Fear Eater has a learning curve.
Voodood is and always has been Marauder. Plain and simple, the path is faster, and does more damage. Tripwires sound better on paper than they work out in practice, making Elementalist's main perk something that only
seems like it's going to be amazing. On the other hand, Marauder has the Zipline bonuses, and the highest per-combo damage of any melee character in the game. Easy choice.
The choice for
Camo is a little trickier. You'll find advocates for both paths, and with good reason. Melon Master is more defensively sound and has nice punch damage, but is slower and easier to stay out of range from than Vine Virtuoso. Meanwhile, Vine Virtuoso has no range issues and attacks rather quickly, but can't hold up too well on the defensive end. Like with Ghost Roaster, you have two choices; versatility, or defense? No right or wrong answer, just a choice.
Warnado should be on Eye of the Storm. Wind Master's only buffs are to Tornadoes, and even then, two of his abilities conflict with one another, and the third (a damage boost to Tornadoes) only raises that damage from 25 to 40. Eye of the Storm has perks for spin damage, flight, and minions, making it the far more versatile and effective choice.
You'll probably want Demolition Troll for
Boomer. He's still probably the best lobbing character in the game, but the true perk is troll bombs, which make him almost impossible to pursue. Clobber Troll's charged slam is nice and all, but range is a major issue, and you give up the ability to shield your escape in exchange. I find it's just not worth it.
Grand Boomerang Master for
Dino Rang is an open and shut case unless you REALLY want to look cool, in which case I suspect Earthen Avenger's Road Warrior armor is more than sufficient. In truth, though, GBM's damage upgrades to both thrown boomerangs and the shield are more than enough to give that path a huge edge, and remote control boomerangs extend that edge even further. Sand traps just don't compete, leaving this a choice between looking cool and performing well.
Wham-Shell is meant to be on Captain Crustacean, and the reason why is very simple: Poseidon Strike is Wham-Shell's best attack by miles, and this is the only path that upgrades it. The upgrade is amazing, and by itself worth picking the path for. As an additional perk, you also get combos and better melee damage, but trust me, once you try the Poseidon Strike on this path, you'll know you made the right choice.
Quote: CommanderGameWhat path for Pop Fizz, Tree Rex, S2 Cynder, Shroomboom, and Flashwing?
Pop Fizz is better off on Mad Scientist. The purple potion minions are surprisingly effective in groups of three, the green potion's field damage is quite nice, and you won't have to worry about switching between forms. In fact, it's the form switching that puts a serious damper on Best of the Beast. Even though beast form is very effective, the timer runs out too quickly, and you're wide open during the transformation animation. There are better melees out there (such as Slam Bam) who play the same, do higher damage, and don't even have to transform for it. Mad Scientist is what gives Pop Fizz purpose, while Best of the Beast really is a poor man's Slam Bam, even in the best of hands.
I used to think Treefolk Charger was best for
Tree Rex. Then I thought the two paths were similar, with Lumbering Laserer having just a slight edge. Now, after having had six months with the character, I can safely say that Lumbering Laserer is ENORMOUSLY better. Honestly, Lumbering Laserer does higher damage than Drobot with his ranged attacks, particularly the charged blast. He doesn't have to put himself at risk to deal this damage either, as the range on them is enormous. What's more, he has a huge HP pool to draw from, and can stay on the field practically forever as a result. Treefolk Charger is still very powerful, but to put it simply, he does less damage with greater risk. There's no point to getting close when the rewards aren't higher for doing it; pick Lumbering Laserer.
For
S2 Cynder, you'll want Nether Wielder. The Giants engine fixed the first game's problem with exploding ghosts (they used to be difficult to activate), and now they're an enormous asset. Due to another physics change, the Shadow Dash isn't as invincible as it once was, making the damage upgrade on Shadow Dancer much riskier and far less of an advantage than it was in S:SA. Add to it that Nether Wielder's lightning cone is enormous and Shadow Dancer's is puny by comparison, and the question of which path to pick becomes a lot simpler than it used to be. Long story short, Giants physics have only helped Nether Wielder and only hurt Shadow Dancer. This is not the same Cynder that inspired so much debate the first time around.
Paramushroom Promotion on
Shroomboom, please. Barrier Boost is difficult to use, and the rewards for learning how are only underwhelming. On the other hand, Paramushroom is easy to use, and the rewards are huge. Keep in mind that you can hold down the attack button to fire infinite Paramushrooms, not unlike Drobot's laser, and that this doesn't prevent you from firing slingshrooms forward simultaneously. Give that a try, and I promise you won't regret leaving Barrier Boost behind. I reset my fully maxed B.B. Shroomboom for Paramushroom Promotion, and believe me, it was worth going through the Heroics over again; he's far more effective now.
Flashwing is kind of an opinion thing. In a game where most characters do have one clearly better path, it's hard to accept that a character can have two paths that are essentially even. Well, Flashwing is that character. Super Shards plays kind of like Drobot, with the crystal refraction and +5/tick Regen being the biggest perks. Ultimate Spinner is your average charging character, but the spin is defensively rock-solid, can hit foes multiple times, and the speed increase is really nice. I prefer Super Shards, but the key word here is that I
prefer it, not that I think it's objectively better.