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Wildermyth to humble ends
Wildermyth to humble ends








wildermyth to humble ends

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 » can only work once in a combat, compared to « Battledance » & « Zealous Leap » combo. 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. 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 in case of retreat.

wildermyth to humble ends

The synergy is even higher if teaming up with a sniper with « Archery » skill and/or a melee rogue with « Thornfang » skill. This would help the warrior to to be able to clean up 3 ~ 4 approaching threats very early in the game. Coupled with « Long range » 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. Guardian build - Vigilance, Long range, Battledance, Zealous Leap This doesn't mean other unmentioned skills are all valueless. Why some other skills are complementary or not compatible are alsoĮxplained, but not all skills are included. I listed only the minimum requirements that make the builds work. After playing about 20 heroes, 15 chapters in 4 campaigns, Here below are the tips for how I built my teams.










Wildermyth to humble ends