Even for other things if there's a bunch of stuff on the screen. Can set most of the screen on fire, and the damage with a ruby slotted isn't bad at all, for a priest. Icicle/freeze is pretty good for slowing things down for the snipers to rain death on, and I've been toying with the inferno staff for the last couple stages. They've actually started using offensive staves instead of just being walking stat buffs. Got their strength high enough to hit 150 range, pushing it up to 210 now) that's just hit the snowfields on the computer. ![]() Lv 57: 2 priest (Both strength, with some magic for range) 2 sniper (One dex, one magic to 50, now going dex. anyway, yeah, I've been playing this probably way too much lately. Both have plenty of fire and physical, and no cold. Bows have poison, but only one thunder (that's in a ridiculously brutal place), while gunners lack poison but have much better thunder access via lasers. Elemental variety's about the same, though. Snipers are nearly comparable, probably a bit more flexible, and definitely less management, but still. Though yeah, the big thing with gunners is that they honestly hurt more than snipers do, and often by a fair amount. ![]() Pure strength priests, obviously enough, though I forget if the gunners had any dex investment or not. Though someone did crunch the numbers on it, apparently - seems like 2-2 is the way to go to maximize raw damage, instead of 3p-1g. At least in terms of raw DPS, there's literally nothing without a priest that can beat a comp with a strength priest in it. 1-3 priests and 3-1 gunners is the way to go if you're going pure gun. Missile launcher'll deal with the rest, ha. Four gunner is an absolute pain early, but once you get around submarine or so the price is negligible, especially if you either compo for magic or invest a little - 20'll get base sniper rifles to cost $1, and those hurt plenty to deal with most things up till cavern or so.
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