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Class Build Guide - Bandit (Controlla' Update)
By Taco Bell® Crunchwrap Supreme®
A basic build guide for the Bandit class.
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Overview
I'm currently playing through the game on each class, and I will be sharing my thoughts with regard to character builds. Today we will be looking at the last of the three currently available classes, the Bandit. This class is your typical "rogue" archetype, with an emphasis on mobility, evasion, and hard-hitting physical skills. Their dedicated weapons are katars (two-handed) and bows (also two-handed). A new update also added guns (two-handed).
To become a Bandit, you must reach level 10 as a Novice and obtain the quest "Devious Pact" from Sally, then read the tome she gives. This cannot be undone, so make sure this is the class you want.

I've decided to introduce a 5-point grading system for each skill to give a better idea of what I think of each one. A 1 (●○○○○) means it's almost never worth taking, and a 5 (●●●●●) means it's almost always worth taking.

I will be updating these guides as my opinions and the game itself changes. If you have any criticisms or thoughts of your own, please feel free to share them.

I will eventually make guides for subclasses but not until they get more fleshing out and polish.
"The Golden Rule"
In games with limited available slots for active abilities, I find that there's one primary rule you need to follow: Use your abilities, or lose them. If you find that you aren't using an ability often, it's almost always better to swap it out for another ability you will get more use out of.

Experiment. Try different stuff. Learn what you like, and what you don't like.
Races
Your choice of race is largely inconsequential as it only dictates what skill you start with permanently unlocked in your book. All racial skills are able to be learned via scrolls.

For this character, I picked Byrdle mainly because I like cute birbs, but also because their racial, Inner Focus, is very good for Bandit.
Stats
Stats for Bandit are weird. It's built like a dexterity class, but half of your skills cost MP. Your primary stat should still be dexterity though, as it would take a lot of points to gain a meaningful amount of extra MP and none of the skills scale off of mind so that would be the only benefit gained.

You might think about investing in strength for extra stamina, but don't. You only get +1 stamina per 5 points and you get plenty of extra stamina through gear and levels.
Stats 2: Enchants
Enchants will play an important role, especially once you get to later levels. Some gear comes with enchants, which is a nice bonus.

Magical, Manafont, and Killer will generally not be useful to you. Magical is for magic damage and crit, manafont gives you extra max MP, and neither are really desirable. Killer gives attack power (which is strength-based) and phys crit. Having that phys crit is better than nothing, though.

Both Lively and Guardian can be useful if you need to be a little tankier, especially with how hard it is to stay alive as a Bandit if you're not good at staying away from the enemies. Energetic can also be helpful if you're using melee and doing a lot of blocking.

Your most desired enchant will be Precise, which gives dex power and phys crit.
Bandit Skills
●●●●●* Venom Shot - Bread and butter single target damage. Requires a ranged weapon.

●●●●●* Killer Jab - The melee equivalent of Venom shot.

●●●●○ Volley - Vastly improved in the recent update. The area is bigger and I think the delay is lower too. Also does a LOT of damage.

●●●●○ Pay Day - Melee stun that dashes through enemies and drops currency. Stuns are very useful. Just make sure you use them.

●●●○○ Bomb Trap - Drops a bomb on the ground that will explode, dealing AoE damage. Good ability, but how you use it will depend on if you're playing with friends or not. You can't really kite enemies into your bombs if a fighter is holding all the aggro.

●●●○○ Caltrops - It's good. Just good. But hey, since it's a persistent AoE it allows you to stack em with Volley to make a blender, so go nuts. About on par with Bomb Trap as an AoE skill, it does more damage overall but has a much longer cooldown.

●●●○○ Mist Veil - Defensive ability that turns you invisible and heals over its duration. Very useful, the healing was also improved in the update (I think it scales now?)

●●●●● Devious Signet - As I stated in my Mystic and Fighter guides, buff skills are pretty much mandatory picks unless you have someone else in the party that already has it.

●●●●● Avoidance - Free survivability (as long as you have the points).

●●●●● Agile Technique - Gives crazy mobility. Highly recommended.


*Unless you are planning on running both melee and ranged and use them equally, I only recommend grabbing one of these. Now that we have an action bar for each weapon now however, this playstyle is more viable.
Classless Skills
Classless skills are currently generally weaker options compared to class skills. For instance... oh, huh. Guess spread shot is the only dex scaling one currently. Anyway, here are a couple worth considering:

●●●●○ Life Tap is highly worth considering. The update changed it so now it costs a flat 30 and gives you a flat 50, and its cooldown was massively lowered. This will be your only source of MP management currently at the cost of some survivability.

●○○○○ Adrenaline - Not worth taking, imo. Half of your skills use MP, so taking more of that away doesn't help you in the vast majority of cases. Stamina is a resource that is much easier to manage, as you just have to wait and it comes back quickly.

●●●●○ Inner Focus - Guaranteed crit on your next hit. Pairs very well with any of your active abilities due to them being one and done instead of multi hit.

●●○○○ Leg Up - If you really want to go crazy with the mobility, this gives you even more. More of a meme than anything.

●●●●● Spread Shot - Actually goated skill now, practically mandatory if you're running a ranged weapon. Does good burst damage on a short cooldown in a wide arc. And when it says it hits twice, it hits twice PER TARGET. Its only limiting factor is costing MP and your MP regen as a bandit is not very good at the moment.

There are two skills you can obtain from Sally via a quest that gives you skill scrolls:
●●●●● Dexterity Mastery (formerly Weapon Masteries) is just an easy good passive. Increased weapon damage and a charge attack. Bow and katar charge attacks are especially potent because it's essentially just a flurry of attacks that do far more damage than a single hit would. Though the bow charge attack is more useful because using katars means having to stay in the enemy's face.

●●○○○* Focus Shot - My opinion on this changed after some more testing. It generally doesn't do enough on its own to be worth it with such a long cooldown. But it's not terrible.

*If you're running a ranged weapon.
20 Comments
Banryu 7 Dec @ 12:17pm 
How essential would you call Agile Technique? I gotta be honest I'm not sure I see the 'you can't do without this' factor of the bounce and the triple jump as far as combat goes. Platforming, the Wall of Stars challenge, sure, but. Is there some kind of tech I'm not aware of with this? Because I feel like I already avoid things easily enough on a bow build just by backing up and dash-dodging periodically without it, tbh.

I'm definitely willing to believe I'm missing something here, and I definitely think it'd be great at higher levels, but I'm not seeing it being an essential ASAP pick the way the 6-point cost skills from the other two classes are.
Taco Bell® Crunchwrap Supreme®  [author] 25 Nov @ 7:56am 
For Bandit it's kind of nothing, Bandit uses both Stamina and MP so unless you're using entirely Stamina skills it doesn't really do anything for you, especially since your only active MP management is Life Tap. I might make a note about that, for Fighter it is actually kind of notable but pretty unneeded.
Tuna Sandvich 25 Nov @ 3:13am 
I saw that the new skill, Adrenaline hasn't been added to this guide yet, what's your opinion on it?
Also, it might be worth mentioning it in your Fighter guide too.
Vrasimene 21 Nov @ 9:21pm 
I'm back.

The Mind attribute got utterly neutered this update. It now only gives half as much mana as before, so the comments I made last month are no longer relevant unless Kiseff reverts the nerf (even if partially).

Now I'm wondering if Kiseff nerfed Mind specifically to keep Spread Shot spam builds in check.
Taco Bell® Crunchwrap Supreme®  [author] 24 Oct @ 6:36pm 
I may need to do some more testing, some of the ratings are based off of an old understanding of said abilities and I just hadn't bothered to re-test them. I'll look into that, thanks.
Mercury 23 Oct @ 1:41pm 
Kinda curious why Bomb is so highly rated over Caltrops... You need to land almost 15 bombs to equal the same damage of a full duration Caltrops(and that's not even including the poison damage) they slow things so it's super easy to dance monsters around the damage field, pretty sure it's larger than Bomb, Bomb's damage for an AoE clearing abilitiy is just... mediocre.. Volley and Spread Shot are far better.
Taco Bell® Crunchwrap Supreme®  [author] 18 Oct @ 8:09am 
I see your point but the problem is Bandit is already stretched a little thin with survivability and using Mist Veil for that purpose would greatly hinder your ability to actually heal.
Vrasimene 16 Oct @ 10:59pm 
They do have access to Life Tap. This is probably going to sound ridiculous, but a Bandit with enough mana could probably spam Spread Shot "indefinitely" with help from Life Tap (which costs health) and Mist Veil (which costs stamina). It helps that Spread Shot's cooldown is long enough for mana regen to kick in and restore at least 1 point before casting the next Spread Shot. So after quickly spamming 6 Spread Shots in a row, you basically get a 7th one for free!

(1) Cast Life Tap (80 sec. cooldown)
(2) Cast 14 Spread Shots in quick succession (42 sec. total, 72 mana total since two of them are 7th shots)
(3) Cast Mist Veil (8 sec., 12 mana regened)
(4) Cast 10 more Spread Shots (30 sec. total, 54 mana total since one of them is a 7th shot)
(5) Life Tap is finally off cooldown

A bandit would need at least 114 mana (72 - 12 + 54) to pull this feat off, although it's likely closer to 108 mana or maybe even lower to account for imperfect human reflexes.
Taco Bell® Crunchwrap Supreme®  [author] 16 Oct @ 7:37pm 
@Vrasimene I might experiment with that a bit, I'm hoping that especially for Bandit, MP economy gets some tweaking. Literally 5 out of 8 bandit skills use MP but they have nothing to help with MP regen or cost. They feel like a hybrid class that has none of the functionality of a hybrid. But for now the best we can do is maybe put some points in mind.
Vrasimene 16 Oct @ 9:14am 
In my experience, investing a few points into Mind isn't too shabby on ranged bandit. Every 2 points into Mind grants you +6 mana, which translates into an extra spread shot to spam at foes. And as you're well aware, spread shot cooks. And even when you're not spamming spread shots, all that extra mana gives some extra breathing room for laying down bombs and caltrops.

I'm rocking 9 Mind on my own bandit at the moment, which translates to +24 mana or +4 bonus spread shots. I believe it's also more economical than having Manafort on a single piece of level 20+ gear? The math definitely favors Precise over Manafort.