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Wildermyth thornfang
Wildermyth thornfang










The 1 point armour gain for a turn is negligible. «Engage» – you may taunt one enemy at a time and in the next turn it mostly has died already.While there is no heal afterwards, I fear such high investment won’t pay off. To get hurt intentionally, one needs to basically lose all the armour and temporary hp (aid, leaf stunt). «Bloodrage» – looks great for a Berserker, but to make it work, one needs to get hurt first.*Note: Some big guys are immune to counter-attacks. «Untouchable», «Riposte», «Broadswipe» are what I’ll consider after completing the basic Guardian build.It allows you to clean up some trash enemies without losing a precious action point. «Broadswipe» deals bonus damage to ALL enemies within range, which is a good secondary skill.To make it work, the warrior may have to focus more on dodge/block rather than armour.

#Wildermyth thornfang upgrade#

«Riposte» – will upgrade the Guardian to an Angel, demolishing all that could still move after the Guardian’s sweeping Vigilance attacks.With «Vigilance», you should be able to skip at least one attack each turn. «Untouchable» – useful if the warrior is low on defensive skills and couldn’t get the leaf enchantment or Aid.This build may require someone in the team to have the ability to rescue the warrior when things go wrong, such as Flashcone, Treecall or Aid, for example. The risk is it may bring the warrior into reach of a group of (unseen) enemies, while the cost is the warrior may lose team synergies (walling, flanking, archery, etc.) Another drawback is that it doesn’t work well in case of retreat. It is powerful but not without risk or cost. «Sentinel» added to the Guardian build enables the warrior to lunge towards the enemies one after another more aggressively. 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.This would enable the warrior to clean up 3 ~ 4 approaching threats very early in the game.Ī sniper with «Archery» skill and/or a melee rogue with «Thornfang» skill. 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) reaction strikes. Vigilance, Long Reach, Battledance, Zealous Leap Warriorįor a warrior to perform multiple attacks every turn, he needs «Vigilance», «Battledance» or «Riposte». Please note that only the passive skills (innate) or effective effects are shown. This is an example of my trio in the final fight of the legacy campaign. Mystic builds – Tactician, Openmindist.The builds recommended for the 3 classes are as follows: Perhaps you would find better use of them. It’s not that they are certainly bad, it might be that they don’t generate a high synergy with other skills or with the team listed in this guide. However, there are still a few skills not included in this guide. The abilities that might look good in paper but don’t work well in real world would also be covered. The build defining abilities would be listed first and where their synergy comes from would be explained, following with the discussion about good complementary abilities and useful scenarios. In this guide you would find the builds that I particularly find powerful and fun to play with.










Wildermyth thornfang