


« Long Reach » plus a long range weapon to increase the range to 3, saving the moving point.Įnchantment: « fire » for reducing nearby enemies’ hp and producing next possible kills. « Rogue » - turns invisible after a kill from direct damage, making the next attack ignore armour A melee hunter, working with a warrior nearby, using the benefits of flanking, could reliably finish most, if not all, of his unfinished jobs, one after another. Since it doesn’t stack with Heroes or water enchantment (action point refund) ,and it is not compatible with Archery, Ambush, Piercing shot, or Bowmaster, it’d generate greater synergy if other abilities are also melee oriented. « Thornfang » - adds an action point after a melee kill.

* Note: In case there is a need to stay hidden, stay away from your allies so the counterattacks won’t be triggered.

« Potency » increase Piercing Shot and Flashcone, if your hunter happens to rely on these two skills. « Stone » enchantment (shred) is not useful while the hunter has Rogue or Piercing shot. The two skills could work nicely together but taking other skills first before having both of them should result in greater synergy earlier.Įnchantment: « Fire » or « Leaf » could maximise the effect of « Archery ». On the other hand, « Archery » wins hands down when things go south. In place of « Archery », « Ambush » is pretty good if things come as expected. For me the two skills are about even, and I won't hesitate getting both.
WILDERMYTH METACRITIC FREE
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. Vigilance, Long Reach, Battledance, Zealous Leap
