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Last Stand - Farseer
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==Overview== The [[Eldar]] [[Farseer]] is, at once, a paradox - she is surprisingly durable and survivable, but she's ostensibly a support spellcaster first and foremost. The [[Farseer]], like all [[Eldar]], is deceptive, a heroine that is at once extremely powerful and surprisingly ubiquitous. The Farseer is a hero who, unlike other spellcasters (such as the [[Last Stand - Chaos Sorcerer|Chaos Sorcerer]]) focuses primarily upon disrupting enemies, assisting allies, and debuffing enemies. The Farseer is quite capable of being used as an offensive caster as well, getting access to her strongest offensive spells surprisingly early in her career, ergo making her surprisingly friendly towards newcomers to last stand, though raw offense is not the Farseer's strongest suit by any stretch. The Farseer easily makes herself useful in a wide array of different playstyles, from a dedicated defensive supporter and medic to battlefield control. Surprisingly high defense and viable offense give her quite a bit of tactical viability with damned near any loadout as well, a rarity for any character in [[Last Stand]]. Indeed, no character in Last Stand can really multi-task on one loadout quite so well as the Farseer - she's never at a loss for strategic options and this is true for much of her career, making her in many ways the exact opposite, progression-wise, of the [[Last Stand - Captain|Space Marine Captain]] and [[Last Stand - Lord General|Imperial Guard Lord General]]. However, what the Farseer has in tactical viability and useful secondary options she loses in raw power. Her nuke spell, Eldritch Storm, is neither as powerful nor predictable as the other characters' biggest, and her lone damaging offensive spell is likewise nowhere near as effective as those of other casters. Even when fully kitted out, her melee and ranged firepower is weaker than that of other heroes, and she furthermore loses out in one of the most crippling aspects of Last Stand: Mobility. Other than packing on the Runes of Swiftness or Pistol of the Warseer, the only mobility booster she has is the Runes of the Warp, which is predominantly useful as an escape teleport or to save allies. This makes her extremely vulnerable to being mobbed, as, unlike the Hive Tyrant, who is similarly vulnerable, she lacks a dedicated crowd control maneuver (such as Toxic Cysts). Another major problem she has is that per progression is ridiculously lopsided, with the overpowering majority of her useful wargear unlocked before she's halfway through her leveling. An additional problem is that, with almost every build, her clone on Bloodied Coliseum turns the fight into a complete cluster-fuck where your team has to deal with an unshakable fearless teleporting asshole who strategically makes teammates invulnerable. Probably the biggest issue with her is ''when'' players realize that she's infinitely better at control and support than offense; this is not an easy playstyle to adapt to and many Farseer players choose to focus entirely on offense with her, which whilst viable, is done better by the Mekboy and Chaos Sorcerer. Make no mistake, however: The Farseer is a powerful force, especially if kitted out well. She excels at manipulating battlefield conditions, turning enemies on one another, and making enemies easier to kill. It's important to note that what are (arguably) her strongest abilities are all extremely indirect - though its effect is far simpler, Veil of Tears can potentially accomplish more for a team than Eldritch Storm, and Confuse or Entangle are often vastly more useful than simply using Eldritch Bolt. Correctly loaded out, the Farseer is capable of bringing quite a bit to the table, and from surprising angles, making her a rather unique choice. When played well, she is easily the strongest character in Last Stand, but this takes a level of care and patience that not many are willing to exhibit.
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