For me the two skills are about even, and I won't hesitate getting both. That said, the free invisibility is also too sweet to give up. On the other hand, Piercing damage (1+ potency) is reliably useful. ![]() « Rogue » or « Piercing Shot »: Rogue status ignores armour completely but the hunter is revealed when a shot doesn’t kill, which happens very often when countering ranged attacks. With Bowmaster's ability to attack adjacent enemies, the sniper would benefit more from wielding 2 bows with different enchantments, or a crossbow with an offhand as the secondary. « Bowmaster » is recommended over « Long-range » for its +1 damage and its bow attack in melee range. « Archery » - Hiding next to your defensive warrior (and all allies) allows the hunter to counter all ranged attacks (unlimited) including those against adjacent allies. Knock-back weapons are usually not preferred if the plan is to finish up all the enemies with a flanking rogue, but it may work wonders with Vigilance in case of retreat. ![]() « Water » refunds a used action point in your turn, which is not going to work with Vigilance. ![]() « Stone » shredding armour is fine but it might not be necessary if you have armour ignoring hunters finishing off the rest. Otherwise, consider « Broadswipe » that deals bonus damage to ALL enemies within range. You may switch from Leaf enchanted weapon to Fire enchanted weapon after you build up enough hp shield. « Fire » can clean up those 2-HP annoying thingies without losing precious action points. It’s a good safeguard to stack a few before entering the major confrontation. « Leaf » provides a stackable damage absorbing shield. « Fire » or « Leaf (stunt)» effect would be multiplied by the number of reaction strikes. « Zealous Leap », though only usable every other turn, offers more flexibility, either ending a turn with an attack or on guard. « Paladin » could also do the trick, and it is done every turn. « Heroism » adds one additional action once in a combat, compared to « Battledance » & « Zealous Leap » combo, which adds one additional attack every other turn. With both skills, the warrior can perform two attacks or attack & guard combos, after a leap. « Battledance » allows two attacks or one attack and then guard, while « Zealous Leap » lets him jump into a proper position without spending an action point. Team synergy: A sniper with « Archery » skill and/or a melee rogue with « Thornfang » skill. This would enable the warrior to clean up 3 ~ 4 approaching threats very early in the game. Coupled with « Long Reach » and a long range weapon (spear) offers a sweeping radius of 3. The warrior reacts to any movement within his weapon range, including those moving away. « Vigilance » allows the warrior to easily perform 4 (or more, depending on potency) reaction strikes.
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