My brother and I are playing the new update and we love the Crossbowman. In the early to mid-game, the Cannoneer is a perfect addition to the team and I pair mine up with my Fighter, letting the tank engage an enemy and then using the Cannoneer to generate two extra hits with the Fighter, plus the relatively minor damage from the crossbow. This is especially useful if you can get yourself the Legionary Crossbow, which allows you to reload for free if you hit an engaged enemy (once per round). Pair that with the valourous support passive and you move up directly behind your tank, fire the crossbow, free reload and fire again if necessary, then generate a valour point when you end your turn. You can also move up between two engaged party members and depending on the angle, put a crossbow bolt into each one for extra damage. Our mercs are only level six at the moment, so I can't wait to see how much better they become at higher levels. At that point, switching to Gunner might be a better choice, not sure about that. The weakest of the group is the Scorpion, in my opinion, as dots really are not useful unless you can pile them on, like with a poison-based ranger. When the mobs have 100+ hitpoints, doing 3-6 dot damage is next to useless.