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
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