Crusader:
Best Choices: Warrior of Light OR Lurker, Quick Reflexes, Hatred of Unholy
Other Good Choices: Hard-Skinned, Slugger, Tough, Early Riser OR Night Owl
Decent Choices: Quickdraw, On Guard, Steady, Irrepressible
Warrior of Light/Lurker is the best offensive Crusader Quirk; Smite and Zealous Proclamation are melee and ranged respectively. Which to choose is based entirely on whether he's going to be fighting at night or during the day. I prefer to keep risk low, so Warrior of Light tends to work better for me. While Slugger may technically be the superior Quirk for a raw offensive Crusader, it doesn't benefit Proclamation which makes it a weaker choice in the long run. Hard Skinned is a good choice because of the Crusader's ability to self-bolster PROT stacking with his own inherent one (and trinkets, too)! Quick Reflexes is particularly good because the Crusader has fucking awful speed normally and anything above his measly starting score is an improvement. Irrepressible is solely good choice because the Crusader has the second-highest natural virtue chance after the Leper. Hatred of Unholy is self-explanatory. He already does bonus damage against them, best to crank that shit further upwards.
Highwayman:
Best Choices: Warrior of Light OR Lurker, Quick Reflexes, Evasive
Other Good Choices: Slugger, Unerring, Early Riser OR Night Owl, Deadly
Decent Choices: Tough, Steady, Quickdraw, On Guard
Same reason as Crusader; Highwayman is split between ranged and melee, so pick Dark or Light and go with it. Evasive is an amazing choice because he's already got a high evade; Quick Reflexes, as per usual, goes well on most classes. Slugger and Unerring, however,
can work on a Highwayman, so it's definitely worth considering if you're feeling bold and get the chance; kit your bandit out accordingly and either shoot or stab your way to victory. Deadly is a good choice because the Highwayman has an excellent critical rate by default.
Vestal:
Best Choices: Unerring OR Slugger, Quick Reflexes, Deadly
Other Good Cholices: Evasive, Warrior of Light OR Lurker, On Guard, Early Riser or Night Owl
Decent Choices: Tough, Steady, Quickdraw, On Guard, Balanced
The Vestal is weird because you
can actually outfit her for close-combat or ranged combat. Usually a frontline Vestal is a fucking awful idea - not because she's bad at it, but because her healing ability is considered by many players to be far too valuable to squander on the front lines, and while she's tougher than the more fragile party members, her evade rate is pretty mediocre. This is not quite the case; Give the Vestal the right skills (and Quirks and Trinkets) and she can actually, shockingly, match up as a close combat specialist by giving her Mace Bash, Divine Comfort, Illumination, and Hand of Light. In fact, the Profane Scroll basically exists to make this combat style work.
One may wonder then, if you're giving her these, why you would go with Slugger, since Hand of Light is ranged. The answer: Hand of Light is mostly a debuff. Warrior of Light thus would basically never be beneficial over Slugger. Conversely, a rear-guard Vestal should grab Unerring, since her strongest attack is Judgment and that's ranged. One thing you
will want to grab (even if it's finicky) is Deadly, because it
does effect the critical rate of healing spells. Quick Reflexes goes on every build, as ever, and the other choices are pretty self-explanatory. Balanced is there because you fucking
don't want her losing the ability to beat on things or heal because some asshat shuffled your party. Life is hectic enough.
Plague Doctor:
Best Choices: Quick Reflexes, On Guard, Evasive
Other Good Choices: Slugger, Tough, Quickdraw, Healer's Gift
Warrior of Light OR Lurker, On Guard, Early Riser or Night Owl
Decent Choices: Tough, Steady, Balanced
There is
never a time when you
do not want a Plague Doctor going first, so giving her these is practically mandatory. Slugger is an option specifically because of Incision; this attack is
hilariously strong if you use a Bleed Herb and capable of making the Plague Doctor capable of actual damage when required. Balanced is here for the same reason it is on the Vestal.
Grave Robber:
Best Choices: Evasive, Unerring OR Slugger, Fated
Other Good Choices: Quick Reflexes, Tough, Natural Eye OR Natural Swing, Warrior of Light OR Lurker
Decent Choices: Tough, Steady, On Guard, Quickdraw, Early Riser or Night Owl
OH MY GOD, A CLASS WTIHOUT QUICK REFLEXES LISTED BEST. MADNESS. In the Grave Robber's case it's because she will
never fucking need it. It can be nice to have, especially on Champion, but it's wholly unnecessary when she will reliably outrun everything except champion dogs and ADF. Unerring and Slugger for the same reason they are on Highwayman, Fated makes her hit more reliably. Everything else is seasoned to taste. Balanced Grave Robbers may get more mileage out of Warrior of Light/Lurker than Unerring or Slugger, but it's mostly a personal choice and I've found myself getting Grave Robbers with Unerring more often.
Man-At Arms:
Best Choices: Slugger, Quick Reflexes, Hard-Skinned
Other Good Choices: On Guard, Tough, Precise Striker, Warrior of Light OR Lurker
Decent Choices: Steady, Quickdraw, Early Riser or Night Owl
This dude is tough and you want him doing more damage, you want him tanking harder, and you want him to go first sometimes. Hard-skinned is great because it helps his ability to tank like crazy. Tough is also an option but stacking PROT with Protector is generally worth more than even the Man-At-Arms' massive HP increase at the level cap. Slugger is the best choice for offense because anything remotely useful offensively he has is a melee attack.
Arbalest:
Best Choices: Unerring, Eagle Eye, Quick Reflexes
Other Good Choices: Tough, Deadly, Warrior of Light OR Lurker, Early Riser or Night Owl, Evasive
Decent Choices: Steady, Quickdraw, On Guard, Tough, Healer's Gift
Exact opposite here: Anything worth doing on the Arbalest is ranged. More damage is her stock and trade and her evasion sucks a bit too hard to try to optimize it, though every little bit helps. Deadly can help because of increased critical odds and also increased heals. Eagle Eye gives increased ranged critical, which it goes without saying helps the Arbalest
make things dead better. Healer's Gift is a good choice because of how ridiculously strong her camping heal is; over 50% healing to
everyone except the Arbalest for 3 Camp Points is fricking amazing.
Houndmaster:
Best Choices: Unerring, Evasive, Hatred of Beasts
Other Good Choices: Quick Reflexes, Warrior of Light OR Lurker, Early Riser or Night Owl
Decent Choices: Steady, Quickdraw, On Guard, Tough, Eagle Eye, Deadly
Another predominantly ranged fighter, The Houndmaster's only melee attack is a stun effect. Unerring, thus, is obvious. Already having a good dodge rate and speed, Quick Reflexes and Evasive are good choices here. Hatred of Beasts is fucking outstanding for the Houndmaster because of his innate anti-beast damage, as ever. Eagle Eye and Deadly are there for criticals.
Leper:
Best Choices: Slugger, Tough, Precise Striker
Other Good Choices: Quick Reflexes, Warrior of Light OR Lurker, Early Riser or Night Owl, Unyielding, Fated
Decent Choices: Steady, Quickdraw, On Guard, Hard Skinned, Natural Swing
All self-explanatory; the Leper
has no ranged attacks, so Slugger is the best offensive choice. Massive HP count makes Tough an excellent choice, and Precise Striker gives him more melee crits, which you will
always want from this guy. Unyielding is on because of his impossibly high synergy with the Martyr's Seal.
Occultist:
Best Choices: Hatred of Eldritch, Evasive, Quick Reflexes
Other Good Choices: Quick Reflexes, Warrior of Light OR Lurker, Early Riser or Night Owl, Eagle Eye, Natural Eye
Decent Choices: Steady, Quickdraw, On Guard, Deadly, Balanced
Entirely self-explanatory. More anti-Eldritch damage, more evasion, and higher speed. Everything else pretty much speaks for itself except for Deadly, which you might want solely because better heals.
Jester:
Best Choices: Slugger, Evasive, Quick Reflexes
Other Good Choices: Deadly, Warrior of Light OR Lurker, Early Riser or Night Owl, Resilient
Decent Choices: Steady, Quickdraw, On Guard, Deadly
The Jester actually
can cause some good damage, especially if put in a "I don't give a fuck about position" party with other mobility specialists. Everything he has there is melee, so grabbing Slugger works. In fact, he has the single strongest modifeid attack in the game with Finale, an attack which I've seen critical for close to 80 damage on a properly-kitted Jester. Normally, however, he'll be a supporter, in which case go with the obvious quirk choices. Resilient is there to boost self-stress-heals.
Also, if you hear his theme song,
fucking run.
Antiquarian:
Best Choices: Hard Skinned, Evasive, Quick Reflexes
Other Good Choices: Slugger, Tough, Early Riser or Night Owl
Decent Choices: Steady, Quickdraw, On Guard
You have no need of offense here unless you're
relentlessly spamming Nervous Stab, in which case maybe
consider grabbing Slugger. Survival boost first and foremost. Your Antiquarian will thank you.
Hellion:
Best Choices: Slugger, Evasive, Precise Striker
Other Good Choices: Quick Reflexes, Warrior of Light OR Lurker, Tough, Early Riser or Night Owl
Decent Choices: Steady, Quickdraw, On Guard, Hard Skinned
Boldy has the perfect trio. Everything the Hellion does of value is melee, and she relies more on Evasion than actual toughness. Precise Striker is more crits for more damage, which she definitely can use. Everything else pretty much explains itself, and is embodied by our favorite Hellion.
Bounty Hunter:
Best Choices: Slugger, Precise Striker, Quick Reflexes
Other Good Choices: Evasive, Warrior of Light OR Lurker, Tough, Early Riser or Night Owl
Decent Choices: Steady, Quickdraw, On Guard, Hard Skinned, Robust
As is the case for other melee fighters, the Bounty Hunter benefits from Slugger first and foremost because almost all his ranged attacks are summarily debuffs or status effects (Flashbang, Hook, etc). As such, mostly self-explanatory with one exception: Robust. For some reason, despite having the same general disease resist as everyone else, I've constantly had my Bounty Hunters catch everything when the diseases start making the rounds. Sometimes this is good (Rabies); otherwise it's very bad indeed.
Consider Robust if you absolutely, positively, are not getting anything else of value.
Abomination:
Best Choices: Warrior of Light, Evasive, Steady
Other Good Choices: Quick Reflexes, Slugger, Tough, Early Riser or Night Owl
Decent Choices: Resilient, Quickdraw, On Guard, Hard Skinned
Another character with range and melee attacks, but which he's going to use depends on form. While his chain whip is a debuff, it's also fairly strong so having it doe some actual harm isn't a drawback. Resilient is a great choice because it will boost Absolution's stress reduction, but Steady is even better because it will mitigate stress gains from Transformation! This is too cool and extremely useful in its own right. Definitely worth considering!