Editing
Last Stand - Farseer
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Commander Items== *'''Spirit Stone of Eldritch Might''' - ''Level 5'' **Ability: Eldritch Storm (50 Energy, Unleash a large psychic storm, disrupting and damaging enemies in a large radius. While channeling this powerful spell, the caster will be immune to damage but not regenerate energy) ***Curiously, whilst most classes get their big ol' nuke spell at the end of their careers, the Farseer and Mekboy get theirs early. The Farseer's is one of the weaker nukes; it immobilizes her during it, has a strange hitbox, and its damage buildup can be finicky. On the other hand, it's still a nuke spell and absolutely awesome at killing mooks in a substantial radius... Or at softening up harder enemies for further assaults. Bear in mind its high energy costs and weaknesses, and it's absolutely devastating. By rapidly right clicking as you cast the storm you should be able to move and attack regain energy and keep the invulnerability while the storm kills stuff. So with some decent energy regain or reduction you could nearly get the cost back by the time it's off cooldown and spam it. Or hitting stop right after cast is more effective. *'''Spirit Stone of Illusion''' - ''Level 15'' **Ability: Veil of Tears (50 Energy, Confuses half the enemies on screen and makes them attack the nearest target regardless of alliance) ***This mass confuse spell is no less finicky than the damage on Eldritch Storm, and it's just as expensive, to boot, but it's potentially even more game-changing. The pandemonium it can cause can completely turn the tide of a fight, provided the thing the enemies target isn't you - just bear in mind that the enemies WILL if you're the closest thing in range. Used properly, it can quickly deal with swarms of foes. *'''Spirit Stone of Vigour''' - ''Level 20'' **Traits: Invigorating Leadership (+0.3 Energy Regeneration for all nearby allies) ***Bizarrely, this is one of the weakest commander items, giving a tiny energy regeneration boost. It's of barely any use to the Farseer on her own, precludes the use of both Eldritch Storm and Veil of Tears, and boasting the same energy regen boost as another piece of wargear that's often best not taken. Unlike that one though, there are some benefits to the Stone of Vigour that make it worth using. For one, it removes the ability of the Wave 16/20 doppelganger to use your abilities against you. For another, it gives the energy boost to nearby teammates as well, which means this can actually be fairly useful to back up the likes of the Lord General or Chaos Sorcerer.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information