imo all the caravan vendors are top once you donate to the cause through uncle joe in canterbury commons. repair lvls go up like crazy, 75 being the top i think. only thing is that initial investment of 700 caps per vender, so 2800 in total.
not a big deal though, im always rolling in like 20,000+ caps whenever i have a new run through.
what about that one dude in paradise falls who runs lock and load? i think his name was pronto.
he sucks as a vendor, having shitty items and a small cap amount, but i never did the unmarked quest which asks you to bring him 20 or so chinese rifles. i wonder if that makes him dope.
Topic: I searched and found a tier list for TF2 on 2-Fort, but itās a year and a half old and I know thereāve been updates this then. Anybody got a good idea about an overall TF2 tier?
Iām totally gonna do tiers for Psychonauts powers and other random junk.
Heās pretty godawful, actually. I havenāt played enough of Fallout 3 to make a definitive tier list, but most motherfuckers with some sort of prerequisite arenāt typically worth it.
JD- He rocks in large or open maps because he has a lot of AoE skills and he does the most damage of all the partners available. His only problem is that he can hit you, which is why heās useless in smaller maps
Meister- His damage is mediocre, but he has a lot of good mid-range skills and he has the most defense skills of all the available partners, so heās the best tank
Top Tier
Edgar- He is the best partner for close-quarters battles because he specializes in the Ki school and he has very high melee damage skills on top of some good defenses. He would be god tier if he didnāt leave for good so quickly into the game
pH- The long range specialist of your partners. Heās worthless in close-quarters battles, but he can hit shit from across nearly any map and does almost as good damage as Edgar and JD. pH is preferable to JD if you have a close range arsenal since you wonāt have to worry about pH hitting you unlike JD
Mid Tier
Sammah- His damage is pathetic, but he has the best erase skill arsenal which makes him an excellent choice for fighting especially tough enemies. Heās useless in group battles due to his nonexistent damage potential
Guard- The problem with Guard is that it uses a lot of buffs and debuffs and a lot of its attacks cost a lot of aura. Guard does have a lot of hard to dodge skills like hole or fall type skills. It kicks ass once it builds up, but other partners can do more in less time
Low Tier
Tsubutaki- She has a lot of mega damage skills and some decent field skills, but many of her attacks eat her health which makes her die in longer battles. She also has problems with flying enemies because some of her best moves are crawl type. Sheād easily be at least high mid tier if she didnāt die so quickly
Know- Heās basically Meister gone retarded. His damage is mediocre, he has few good defense skills, and he seems to have fewer aura particles than anyone else. Know would be ok if Meister didnāt specialize in the same school on top of doing it better
Cuff Button- His skills are all over the place. He has skills for all ranges of combat, some defense, buffs, and he even has a couple field skills. Specialization is more important than versatility in this game
Chunky- He is a miserable excuse of a partner. His damage is ass and he has too many fecking arc skills, so he ends up hitting walls and stuff more often than he helps. Use Chunky if you want to make the game difficult for yourself or if you want to make yourself feel better in the event that your arsenal is shitty since itād be hard to make a worse arsenal than Chunkyās
Mikey -Mikey has access to both the best Individual Ability and Team Up in the game.
Nunchaku Helicopter is the best Ability for 2 reasons. It mostly eliminates Team Jumps and can be used at anytime in midair.
And his Team Up with Donatello racks up coins like no other which in most cases guarantees a A Rank at the end of any level with him in it.
High
Nightwatcher -The only reason he is High is because activating Rage on a group of enemies will kill them and if you use it to end a fight sequence then he retains his rage meter. A good exploit to use.
Mid
Don -Out of the 3 remaining Turtles heās the best left. Always with the range and his Individual Ability is good for platforming and youāll use it quite a bit in the beginning of the game.
Leo -Leoās finisher is too good but other than that heās average and you use his ability maybe 4 times in the whole game.
Raph -Is in the same boat with Leo due to him not being playable for half the game. And due to him being the last turtle you get building your Team Up meter, heās always the first to leave and that is a momentum breaker especially when you need to perform a quick Tag Jump.
Warrior- Playing as a Warrior is easy mode. They have have a really easy time starting out due to Battle only costing 1 point to increase, but they really become broken near the end of the game. They have a move which turns red gems into skulls, which is pretty much a guaranteed infinite most the time. With the Firewalkerās Staff and a Giant Spider mount, you pretty much become unstoppable, except against enemies with high fire resistance
Mid Tier
Wizard- Glass cannons, but a very powerful cannon. Wizards can easily lay the damage on enemies, especially once you have the Firewalkerās Staff. Pretty much all of their good spells cost lots of red mana and only a bit from other mana types, so they only need to beef up their Fire Mastery skill and can safely ignore other skills unless they want a bit of starting mana in other types. Since they rely only on Fire Mastery a lot, they do suffer against Fire resistant foes. They will probably have the highest Cunning of the classes since that should be the main stat one buys at the temple, meaning they will often go first during the mid-late game.
Druid- They suck bad starting out, but once the player acquires a Griffon mount, they finally become an offensive monster. They have the easiest time stalling, a good natural heal, and they can easily mess with the board and enemies dependent on all types of mana except red. They rely on every mana tap to some degree, so their Cunning will suffer by necessity, which means they will be the most likely of all the classes to go last. There isnāt really any long term gear at the shop, so Druids have to suffer the entirely luck based crafting minigame
Low Tier
Knight- The Knight has very good spells, but most of its good stuff provide little comboability, so its is largely dependent on monster and/or mount spells for its late-game offense. They do grind levels quickly thanks to its star manipulation and high Morale, but they have to spend buy mana skill at the temple due to getting none cheap. It gets boned by monsters resistant to Earth since most the good Knight spells require green mana. Knight spells are ridiculously expensive as well.
Iām going to play through Revenge of the Plague Lord will all the new classes and then Iāll make a new tier list for that later.
Raph over Mike because he has superior damage output compared to Mike and Leo.
However, there is an odd balancing act in the game that prevents Mike (and to a smaller extent, Raph) from being trash: Special weapons. Scrolls are awesome and can easy be stocked up in Area 3. However, if an enemy drops a special weapon and you pick it up, it overwrites whatever weapon you had. Whatās worse is that enemies donāt drop weapons until about half a second or so after they die, so you can easy kill an enemy and then accidentally pick up the weapon on accident as you walk forward. This makes Don and Leo the worst scroll users and Mike and Raph the best.
Thus, the low tier turtles have a useful niche in the game.