
I mostly just stuck to reliable fungus powers, though.

My spore warden multiclassed into spellshot, becoming a sporcerer. Instead, build diversity comes from multiclassing once you've hit higher levels, picking a second class to bolt on. While each class in the previous games had multiple skill trees, here they've only got one (though they do unlock a second active special, like the stabbomancer getting an option to turn invisible instead of throw a knife tornado). Same with armor, which mostly boosts your class abilities like relics do in the mainline Borderlands games, rather than providing any actual protection. They've got randomized stats, though nothing as wild as the guns. Your regular melee attack, still mapped to V for some reason, becomes a whack with whatever sword, axe, or stick you've picked up. Melee weapons are a new addition, but not a game-changing one.

But the stabbomancer being able to throw a spinning melee weapon that becomes a blade tornado you can reposition around the battlefield? That's my current fave. The spellshot's class ability, being able to slot in two spells rather than one, seemed underwhelming, although when you get spells that drop ice meteors on skeletons-who take bonus frost damage because they don't have skin to keep them warm-it's almost worth it.
