![]() Ranged ability from back rows at a slight damage penalty. Pistol Shot: The Highwayman's trademark ability. I personally love this ability, but it does taper off against armored opponents. Skills: Wicked Slice: Raw damage attack with a decent crit rate. Sadly though he suffers against armor, with only a mediocre bleed ability to respond to it. He brings the storm and thunder when I need it most, and has a camping kit that makes great use of the time allowance given. Thoughts: Many people consider the Highwayman to be too much of an all-rounder to be useful, but I find him to be a good workhorse and a wonderfully fun character with a specific gimmick build. You just said that) afford him great versatility he is never out of position, or caught unaware. ![]() His flintlock and short sword (sic: its a dagger guys. The Highwayman's refinforced overcoat will dull a knife-strike, but he relies more on evasion than damage mitigation. Be it a grapeshot area-of-effect, or single target bleed, the Highwayman's skills focus soley on dealing damage in a variety of ways. Whether at range or in a melee, he is equally effective at dispatching his foes. Canon name: Dismas A rogue, a thug and a thief, the Highwayman has honed his skills with dirk and flintlock to devastating effect. Great for overall maintenance and saving heroes from death. I used to ignore this, but it's rapidly feeling more and more like a must-have on a crusader. One of the only two skills that heals anyone's stress mid-combat, along with torchlight and very slight HP. Inspiring Cry: The crusader's other heal. Nice to have, but the weaker of the two imo. Battle Heal: One of two of the Crusader's healing options. Edit: Torch is okay I guess, not enough to promote using it though. This was meant to make him the tank, but even being marked doesn't guarantee enemies to hit him. Bulwark: +Prot and Marks the crusader for enemies, and also adds +Torch. There's a fun gimmick build for this but I'm honestly not sold on it. Moves one forward at slightly reduced damage. Not as good as other stuns, but you aren't hurting yourself for bringing it. Its the crusader's croud control, and pretty damn good. Stunning Blow: Heavily reduced damage with stun modifier. Not necessary, but its a great alternative for getting more value out of an attack if an enemy's about to fall over. 40% base damage, but hits the front two enemies. Keep this on your bar Zealous Accusation: The Crusader's AoE. Hits hard, and has anti-unholy properties. Skills: Smite: The Crusader's bread and butter. You really can't go wrong with a Crusader on your team. He is good at doing front-line damage, is specialized to fight undead, and has good support options when in a bind. The game doesn't really have traditional tanking mechanics, and the developers tried to handle that with one of his skills, however you cannot force targets to hit you 100% of the time so you can't make full use of the crusader's sack of HP. While affording him excellent protection and damage, his armor restricts movement, and his sword cannot be swung effectively in the back ranks Thoughts: The Crusader is the game's first tank/brawler, but is not really good at the former. The Crusader wears heavy plate mail and weilds a longsword. He either attacks foes head-on with righteous fury, or embraces a melee support role by leveraging his powerful defensive buffs & off-heals Canon name: Reynauld Battle-Hardened and Stalwart, the Crusader has held the front lines in a hundred holy wars. Flow of Battle: Coming after a good morning's sleep.ΔΆ-22-2017 Update: Revised a boatload of info based on subtle balance changes.
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