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Last Stand - Farseer
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==Accessories== *'''Runes of Warding''' - ''Level 1'' **Ability: Ward (25 Energy, grants ally temporary invulnerability) ***This is a lifesaver for the Farseer, as this can be the difference between saving your ally or dying and failing a run. Just beware when fighting your Wave 16 doppelganger as the enemy will use this with impunity against you. Especially if they're going for that Tau Efficiency achievement. *'''Runes of Harlequin''' - ''Level 1'' **Ability: Confuse (15 Energy, confuses the target, forcing it to attack anything nearby for a while.) ***This is more situational than it looks, as if you use it at the wrong time, this will sic the squad right back at you, which may or [[Not as Planned|may not be what you intended]]. On the other hand, the doppelganger can't use it and it can interrupt their resurrection attempts, making it particularly powerful on the Bloodied Colosseum map. And, unlike Veil of Tears, with Confuse you can choose your target, making it extremely good against big bosses (do you remember Araghast??) or when you want to target a specific unit instead of going all random. ***Confuse is generally best used on fast-moving melee units (which can lock ranged units in melee) or on units with a whole lot of [[Dakka|dakka]] ***Confuse is the only way to prevent Unshakeable dopplegangers from resurrecting each other *'''Runes of Fleetness''' - ''Level 2'' **Ability: Fleet of Foot (5 Energy, grants the Farseer a speed boost at the cost of her damage output) ***If you really want to work support as a Farseer, then this will be your go-to tool for making those quick saves. Take care though, as this is not a triggered ability, but a temporary one. *'''Runes of War''' - ''Level 3'' **Traits: Combat Master (+40% Melee and Ranged Damage) ***If you play a combat Farseer, then this will be an auto-include, as it will make you much more of a threat than everyone would expect. *'''Runes of Deception''' - ''Level 7'' **Ability: Conceal (20 Energy, grants invisibility to allies within the field) ***This is a bit more situational than other abilities, as this won't make much difference when you're being chased by swarms or Banshees, but it can let you make a [[Cyrus]]-style stealth save. Become almost broken in conjunction with runes of the warp. *'''Runes of Fortune''' - ''Level 8'' **Ability: Fortune (10 Energy, reduces all incoming damage by 50%) *** Fortune complements almost any team composition by providing significant damage mitigation. With the proper application of Fortune, a properly built melee Captain or Hive Tyrant will be able to weather entire waves, and ranged characters like the Lord General or Tau Commander will find their longevity under fire significantly extended, allowing them to spend more time doing what they do best. Fortune stacks multiplicatively with other damage reduction methods and even with itself (a character with two instances of Fortune cast on them will take 75% reduced damage). Fortune's low energy cost and long duration allow it to compare favorably with Ward (which is costlier, has a longer cooldown, and does not last as long). Fortune also complements health regeneration: high levels of damage mitigation mean that a little health regen goes a long way. *'''Runes of Wrath''' - ''Level 10'' **Trait: Second Strike (Delayed psychic strikes follow each time the Farseer attacks in melee) ***Stack with the Runes of War to make your Farseer a bunch more deadly as and assault character. This rune benefits weaker melee weapons like the Witchblade of Isha or the Debilitating Witchblade that don't do a lot of damage on their own: the second strike ignores armor and adds a considerable amount of raw damage per hit. *'''Runes of the Warp''' - ''Level 11'' **Ability: Group Teleport (15 Energy, teleport all nearby allies to a targeted location) ***Where a Sorcerer would teleport to get into combat, you have a teleport to get away from the ruckus. This can definitely help make shenanigans happen, especially against slower enemies or shooty prey. It can also be useful in getting near a fallen ally and rescuing them. Or you could more simply teleport the fallen body away from danger and then safely revive him, since this ability can teleport fallen team mates. ****A word of caution on Bloodied Coliseum: The enemy Farseer goes absolutely apeshit with this ability and WILL abuse it at the worst possible moments. Players on wave 16 and 20 may find themselves receiving a surprise gang-bang when the Farseer dumps Araghast and half a dozen Bloodletters your head while trying to kite enemies or revive team mates. *'''Runes of Vigour''' - ''Level 12'' **+0.3 Energy Regeneration ***This is not a useful thing, as it takes up a slot better used for neater powers. *'''Runes of Evasion''' - ''Level 16'' **Traits: Evasive (All attacks made at the Farseer have a 30% chance of missing) ***Whatever your role, you can never go wrong with some extra evasion to go along with it. Unless you're at Bloodied Coliseum, where your doppelganger will be just as annoying to kill. *'''Runes of the Spider''' - ''Level 17'' **Ability: Entangle (15 Energy, ensnares an enemy, making them unable to move, but able to attack) ***This is a lifesaver when dealing with Banshees or other agile targets, as they will hound your ass at every opportunity. This can give your team the time it needs to wipe them out.
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