![]() It's another class with a learning curve, but very effective when you understand it, especially in the late game when space is getting limited - surround yourself with deadly explosives and keep your head down while your opponents blunder into them. If you're spotted, use your Clan Power to get out of there and lay low, or set up a counterattack. We'll go to bat for the underrated Saboteur, who has to be played carefully for the best effect - no barrelling in like the two classes above, instead you need to be quiet, lay traps, snipe enemies and use careful ambushes. Cons: Unseen Passage is not good, no direct combat powers.Pros: Master of stealth, good in the late-game, bombs are deadly. ![]() Archetype Power: Sewer Bomb (Throw a bomb that explodes and releases toxic gas when approached by enemies).Passive Power: Unseen Passage (Turn semi-invisible when crouching).Clan Power: Vanish (Become invisible and move rapidly for a brief duration).Best to use this in ambushes as a way of announcing yourself. And while we're griping, the Charge is a bit of a damp squib - the silencing is nice, but it's a short-range attack, hard to control, and doesn't actually hurt as much as you'd hope. Marble still keeps you safe, but your other powers are next-to-useless. The downsides are that fighting out of melee range basically means you don't have much to use. And if things get dangerous, Marble up and flee using the brief period of immortality. This is an archetype clearly for melee fighters, as its charge attack and brief invulnerability are used to close the distance before unleashing hell on a (now slowed and silenced) player. The Enforcer has gone through a redemption arc for us - useless when we first tried it, but since proving its value ten times over when used correctly. Cons: Basically no ranged options, Charge is a bit wimpy, has a learning curve.Pros: Melee powerhouse, capable of safe escapes.Silenced enemies cannot use vampire powers while affected) Archetype Power: Unyielding Charge (Rush forward, dealing moderate damage and silencing enemies for a brief duration.The Venture is also alerted when the enemy would step into their presence) Passive Power: Subjugating Presence (Nearby enemies have their movement speed slowed.Clan Power: Flesh of Marble (Harden your skin for a brief duration, turning you fully invulnerable as long as offensive actions are not used).Still, extra health regeneration ain't bad, and the simple skillset makes it great for new players to learn the ropes. Their Archetype Skill can help knock foes back - a decent idea if you're fighting on the edge of the red mist or near water - but it doesn't do much damage on its own terms and players will see it coming if you trigger it from a distance. However, their abilities have limited use for actually killing other vampires. The Brute is basically a lovely jack-of-all trades - they can get in and out of combat quickly with their Soaring Leap, close the distance safely by throwing up a moving barrier ahead of them with the Shock Wave Punch, and restore more health than normal once combat is over. Cons: Abilities don't help much once actually in close-combat.Pros: Great all-rounder, good for beginners, closes distance effectively. ![]()
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