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Last Stand - Farseer
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==Weapons== *'''Witchblade''' - ''Default'' **One-handed Melee Weapon **7.0 DPS ***Stereotypical default weapon that stereotypically sucks. *'''Shuriken Pistol''' - ''Default'' **One-handed Ranged Weapon **2.6 DPS ***Bizarrely, the default pistol is just as effective as the other pistols in terms of damage output. Draw your own conclusions. *'''Pistol of the Warseer''' - ''Level 1'' **One-handed Ranged Weapon **2.6 DPS **Traits: Combat Expert (+30% Melee and Ranged Damage), Swift (+25% Movement Speed) ***The Pistol of the Warseer's damage output is barely higher than the Shuriken Pistol (and even then that's due to Combat Expert), but the fact that it grants 2 of the most useful traits in the game make this one hell of an early game wargear. Do note, however, that it takes up an extremely contended-for slot; if you take the Pistol of the Warseer, the only damaging ability you get to take advantage of the Combat Expert trait is Eldritch Storm (which can actually be remarkably powerful with both the pistol and runes of war). On the other hand, Swift is amazingly useful, and stacks with the other speed boosts the Farseer can get, which massively increases survivability. *'''Pistol of the Doomseer''' - ''Level 1'' **One-handed Ranged Weapon **2.6 DPS **Ability: Eldritch Bolt (15 Energy, Fires a roiling blast of psychic energy at the target) ***Pistol of the Doomseer gives you your first legitimately good offensive spell, and indeed one of only three that the Farseer can use. It's actually remarkably cost-effective and fairly useful, though it needs Runes of War to get the most out of. If you're planning to go direct combat, Pistol of the Doomseer is a must. *'''Witchblade of the Crone''' - ''Level 1'' **One-handed Melee Weapon **20.0 DPS ***The Witchblade of the Crone has high DPS and.... That's literally it. Whilst it's brutally effective against softer targets, it lacks armor piercing and isn't anywhere near as good against tougher foes unless heavily bolstered by Combat Expert/Mastery. If you're planning to engage in close-combat, consider taking this along; otherwise, shelve it for the other melee weapons. *'''Singing Spear''' - ''Level 4'' **Two-handed Melee Weapon **19.0 DPS **Traits: Unshakable (Immune to knockback) ***The singing spear looks abhorrently bad on paper: 2 hands for a weapon barely as good as the Witchblade of the Crone and with a trait easily-accessible from a piece of wargear that renders it largely irrelevant. So, worst weapon for the Farseer, right? Wrong. Singing Spear does damage in bigger chunks than the Witchblade of the Crone, has better reach, and a higher special attack rating, all in all resulting in better damage overall unless the Witchblade's paired with the Pistol of the Warseer. The Singing Spear is thus much better than it initially appears, and is especially good when stacked with the Armor of Vaul. *'''Witchblade of Isha''' - ''Level 9'' **One-handed Melee Weapon **10.2 DPS **+0.3 Energy Regeneration, +25 Energy ***It may be weaker than the Witchblade of the Crone, but this wasn't taken for its damage (which is still acceptable). Instead, you take it for the increased energy regen and capacity, all of which are great things for any caster. The ability to fire off another Confuse or Eldritch Bolt is always beneficial, and this weapon pays for itself in short order specifically because of this. *'''Pistol of the Skyseer''' - ''Level 14'' **One-handed Ranged Weapon **2.6 DPS **Ability: Levitation Field (15 Energy, lifts enemies in the air and then tosses around for knockback damage) ***This Pistol has a hilariously useful ability that enables the Farseer to quickly deal with enemies that cluster up, throwing them all over the place thereafter. The damage tends to vary wildly, from doing barely any whatsoever to doing quite a bit if enemies collide with one another during the throw. The primary benefit isn't the damage, however; it's disabling enemies and launching them away from you. This even works on doppelgangers, but it will fail against any that happen to have the Unshakable Trait. *'''Warp Spear''' - ''Level 19'' **Two-handed Melee Weapon **12.2 DPS **Ability: Warp Pull (5 Energy, pulls enemies toward the Farseer) **Trait: Pitiless (Farseer has a 10% chance to cause 200 bonus damage on striking) ***A utility weapon through and through, whose mediocre DPS hides its real potential. On its own, its damage is pretty bad considering it eschews the use of a pistol, but it has a 1-in-10 chance of triggering a massive damage strike that is capable of one-shotting most targets, making it comparable to (but weaker than) the Chaos Sorcerer's Staff of Fate. The Warp Spear compensates, however, by coming with Warp Pull, which is an amazing control ability. You can drag enemies into close combat, pull them away from vulnerable allies, or pull them into the firing arc of teammates. The numerous applications of the Warp Spear make it surprisingly useful, so don't underestimate it! *'''Laughing Stave''' - ''Achievement Unlock: Earn a Score Multiplier of 275 as the Farseer'' **Two-handed Ranged Weapon **11.1 DPS **Traits: Knockback (Enemies hit by this weapon will be knocked back), Laughing Runes (-25% Energy Cost), Unshakable (Immune to Knockback) ***There are three reasons to take the laughing stave, and any of them, on their own, are good reasons, but when together, they turn this weapon into an oft-unappreciated powerhouse. First, it's the only exclusively ranged weapon the Farseer gets, and it's a damned good one, offering a more-than-4-fold damage increase over the Shuriken Pistols. Second, it has knockback, which means it's actually very good for keeping the Farseer out of trouble - both in close-combat, and from afar. But it's the last advantage it has that's the most glaring: a 25% reduction in energy costs means that literally ''everything'' you cast is orders of magnitude easier to use - even the likes of Eldritch Storm will only cost 37 energy under this upgrade, allowing your average energy-focused Farseer to cast it twice with a full energy bar. It bolsters all your other abilities, too, making it a solid choice that should used for a great many builds. Like all Staves, it's also a melee weapon; this one packs a reasonable punch (roughly the same as the Witchblade of the Crone, but without special attacks and a slower swing speed but meatier damage output), but its major advantage is its ranged punch, knockdown, and cost reductions. It does, however, also give you Unshakable, which is brings this weapon from "great" to "fucking amazing." *'''Debilitating Witchblade''' - ''DLC'' **One-handed Melee Weapon **7.1 DPS **Traits: Sap (Reduces the target's melee damage by 50% for 5 seconds; note that Sap only applies to the individual model hit by the Farseer's attack), Energy Leech (Restores 10 Energy when this weapon kills an enemy) *** The Debilitating Witchblade is a mixed blessing. Sap can allow the Farseer to stand toe-to-toe against foes with powerful melee attacks, and Energy Leech occasionally supplements the Farseer's energy regeneration. Unfortunately, Sap only affects the specific model the Farseer attacks (rather than affecting a whole squad a-la the Captain's Lightning Claws), and Energy Leech ''requires that the enemy be killed by the Debilitating Witchblade itself'' rather than any of the Farseer's abilities. That's right: this means that if you're using Runes of Wrath and the second strike kills an enemy, it won't trigger Energy Leech. The Debilitating Witchblade ''can'' be useful in a purely supporting role, but rarely can it be considered a good general-purpose weapon.
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