![]() If they can attack afar away from danger, that's free damage without the need to commit the risk of losing HP or losing scenery that can provide cover. Crowtouched also gives a healthy amount of dodge that they're great substitute tanks (intermittently).Įarly game, Silkstep enables them to be very viable DPS as they get to ignore enemy armor, or get out of sketchy situations. One of my Crow-mutant Hunters is excellent in taking out 2-3 high HP mobs in just one turn due to extra actions per kill *and* ranged melee attacks. Some of my Hunters have become dedicated to just melee attacks only (Rogue builds), but with increased range upgrades, they can attack from many squares away. The higher the difficulty of the game, the more that HP and evasion matter. With Foxflight spec'd, they help my tanks tank (given that HP is a resource, Foxflight means they can soak up whatever damage for free while preserving Armor/Warding). I find that Hunters are versatile in utility and damage, almost like a mixture between Warrior and Mystic, without the slow speed of the Warrior class or necessity for Interfusions to do damage. They're definitely harder to build up into something strong than a Warrior or Mystic, but done right they're incredibly lethal. I had a mystic whose only real job was to ignite squares to make sure the huntress had Ember Arrows procced constantly, because she was so strong it was worth basically having an entire character slot devoted to supporting her.īasically, if you can play the synergy game well and get a little lucky on skills, Hunters can be very, very strong. ![]() In terms of raw burst damage output, she was by far my strongest unit, despite having a 10 armor Crystalline warrior who regularly hit for 19 damage before stunt. With good positioning she could wipe out an entire screens worth of enemies, even the stronger ones. If she didn't take a move and activated Heroism, she got 4 shots with Throughshot arrows that started at 14 damage. ![]() In the campaign I just finished, I had a huntress with Throughshot+, Ember Arrows with +6 bonus damage, and Heroism+. Ember Arrows is extremely strong-the bonus damage is dependent on Potency, but that's a pretty easy stat to raise through augments or with a Bone Bow, if you're lucky. Quellingmoss will help eke out that lat bit of extra damage to kill tougher enemies. Throughshot+ lets your arrows pass through enemies infinitely within range, with damage reduced by 1 for each enemy it goes through. If you want to go ranged, Throughshot+, Ember Arrows, and Quellingmoss are your best friends. Water element is also helpful-if you proc stunt and thornfang on the same turn, you get two actions back, which will allow you to reposition to a new group of enemies. Thornfang+ on a late-game hunter with a strong dagger will allow you to completely clean out trash mobs with your hunter, allowing your warrior and mystic to clean up the big guys. Thornfang and Thornfang+ are incredibly strong skills. Long reach is also helpful for this kind of build. Dagger flanking will give you insane damage, particularly coupled with greyplane abilities. ![]() ![]() Wolfcall+ also gives +1 damage on flanking attacks which will synergize nicely. Get wolfcall on a strong warrior-it will make flanking with a dagger much easier, since the speed bonus on generally-already-quick hunters will allow them to cover a quarter of the map in a single action, under the right circumstances. Warriors are better in a straight up fight and mystics are more versatile, but if you can play the tactics well hunters will kill more units than almost anything else. ![]()
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