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Last Stand - Farseer
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== Builds == '''BUILD 1 - DECEIVER-RUNNER''' '''Min Level:''' 20 '''Gear you need:''' Pistol of the Warseer, Witchblade of Isha, Armor of Idranel, Runes of the Harlequin, Runes of Evasion, Runes of Fleetness, Spirit Stone of Vigor '''Maps:''' Anvil of Khorne, Bloodied Colosseum '''Explanation:''' The most Eldar build ever, the idea of this build is to keep yourself out of the fight while you make the enemy do all the dirty work (sounds familiar to you? Yeah, you get the idea), keep casting Confuse on your enemies so they kill each other and Fleet of Foot whenever you see they are closing on to you (you are unshakable by the way, and the witchblade of Isha gives you a lot of energy), prioritize larger targets whenever you can as they can one-hit other units, watch how wraithlords, carnifexes, Juggernauts, dreads and dreffs decimate their own armies. Oh, and remember wave 16 at Bloodied Colosseum? If you see a clone trying to resurrect another clone cast confuse, this will disrupt him, and don't worry about your clone SHE CAN'T CAST CONFUSE. '''BUILD 2 - RESURRECTER-RUNNER''' '''Min Level:''' 20 '''Gear you need:''' Pistol of the Warseer, Witchblade of Isha, Armor of Idranel, Runes of the Harlequin, Runes of Warding, Runes of Fleetness, Spirit Stone of Vigor '''Maps:''' Anvil of Khorne '''Explanation:''' A variant of the DECEIVER-RUNNER, the RESURRECTER is built to keep your allies alive, you just stay out of the fight as much as possible as you need yourself alive, then, every time you see an allied die run to him with Fleet of Foot, cast yourself Ward and resurrect him, tell your allies to fight, no matter if they are going to die again, as long as you stay alive you can resurrect them, while a bit tedious this strategy is great whenever you end in a team of newcomers or low hp nukers, as in the long run they will decimate the wave. Leads to annoyed obsolesce when with self reviving Necron Overlord tanks. '''BUILD 3 - ...AND LET THE MON-KEIGH TAKE CARE OF LARGE GROUPS''' '''Min Level:''' 20 '''Gear you need:''' Pistol of the Warseer, Witchblade of Isha, Armor of Idranel, Runes of the Harlequin, Runes of Fortune, Runes of Wrath, Spirit Stone of Vigor '''Explanation:''' At first glance, this build seems little different than the others, but it provides a number of advantages. Fortune reduces all damage taken by the target by 50%; when you cast Fortune on yourself, your damage reduction approaches 90% (88.5%, to be exact). Fortune is also much cheaper and easier to spam than Ward, and you can maintain it on multiple targets at once, allowing you to keep your team in the fight rather than simply resurrecting them when they fall. Runes of Wrath gives you excellent single-target damage (against large groups of weak models, try attacking one model, moving away, and letting the second strike do its work before moving in again), and the combination of the Witchblade of Isha and the Spirit Stone of Vigor means that you generally have enough energy to cast Confuse when necessary and Fortune at all times. This build has two weaknesses: it cannot deal with large groups of mobs on its own; and it has no real way to recover lost health without support. '''BUILD 4 - SHADOWSEER''' '''Min Level:''' 15 '''Gear you need:''' Laughing Stave, Mantle of Malan'tai, Runes of the Harlequin, Runes of Deception, Runes of the Warp, Spirit Stone of Illusion. '''Maps:''' Anvil of Khorne, Bloodied Colosseum '''Explanation:''' This build really shines on Bloodied Colosseum, since the enemies will need more time to reach you after you teleport away, giving you and your allies a lot of times to get some breath, and especially against your clone, that can't use Veil of Tears nor Confuse against you or your allies, but can also be devastating on Anvil of Khorne with the right teammates. The build itself is all about supporting your allies and heavily debuffing your enemies: if using it correctly, you should never die AND you should be the one reviving your fallen comrades every time without problems, turning your enemies against each other and keeping yourself and your allies safe through invisibility and teleportation. the Laughing Stave also let you knock back enemies coming at you, while letting you spam a lot more spells than you could without it, while the mantle of Malan'tai keep you reasonably safe while significantly boosting your energy regen. You prefer this to the Ghosthelm for a simple reason: you can already buy enough time with the Teleport/Invisibility combo to regen more than enough energy, and in the later waves the Ghosthelm means almost certain death from a single mistake. You can't die, ever, because you are the one keeping your team alive! On the offense, you should obviously use Veil of Tears against bigger waves and confusion against powerful, single opponents. This, combined with teleport, effectively let your team pick his fight, instead of trying to confront an entire wave on their own, and can result extremely powerful with strong ranged heroes, like the tau commander or the Lord General (especially with rocket run!). This build will not gives you lot of kills, but it will let you influence the battle more than any other hero could ever hope to, effectively turning you into the key-man to achieve the win, especially in bloodied colosseum. *Fun fact: never forget that your teleportation can also teleport fallen comrades, making it extremely powerful as an escaping tool: teleport near the fallen ally, immediately teleport away, then cast invisibility and revive your mate. This will not only gives yourself some time to regenerate the energy consumed, but also him the time to regenerate health and be ready when the fight will resume. * Variant: Witchblade of Isha, Pistol of the Warseer, Armor of Idranel provide more life and energy to start with, decent energy regeneration and 25% more movement speed. This way you can take some smaller enemies, run away from the bigger ones or stay close to your group without the need for teleportation. '''BUILD 5 - AUTARCH''' '''Min Level:''' 20 (19 with Stone of Eldritch Might) '''Gear you need:''' Warp Spear, Armor of Idranel, Runes of War, Runes of Evasion, Runes of Fortune, Spirit Stone of Vigor '''Maps:''' Anvil of Khorne, Bloodied Colosseum '''Explanation:''' This build is pretty straight-forward, making you what essentially you shouldn't be: a melee monster! Ok, not really a monster, but significantly better than you could normally hope for. Warp Spear has some good damage (not optimal), good special attack rating, an area of effect special attack and the 1 in a 10 chance to really put the hurt on your enemies. But you don't take it for this, not only, at least: you take it for warp pull. This ability let you control your enemies with ease, making you able to better choose your fights while keeping yourself safe. Runes of Evasion, coupled with the Armour of Idranel, makes you almost invulnerable in close combat, and fortune boosts your survivability further, making you, paradoxically, one of the better tanks in the game, especially in melee! Spirit Stone of Vigor and Runes of War are almost necessary to conclude the build: the first will give you the ability to spam fortune (you should never have it down) and warp pull, significantly increasing your ability to stay in the fight, while the second makes your weak melee attacks a lot more powerful. *You could also substitute the Stone of Vigor with the Stone of Eldritch Might, but while this would gives you some really powerful AoE damage, it would also significantly decrease your capability to stay alive between Eldritch Storm. '''BUILD 6 - Make Love not War-Hammer''' '''Min Level:''' 20 '''Gear you need:''' Laughing Stave, Armor of Idranel, Runes of Fortune, Runes of the Warp, Runes of Vigor, Spirit Stone of Illusion '''Maps:''' Anvil of Khorne, Bloodied Colosseum '''Explanation:''' This is a 100 percent support build where you complete focus is on your teammates and keeping them protected so they can do the most damage possible and as such it is recommended against using this with low level teammates because, typically their damage just isn't quite high enough to get the job done. Since you are rocking Idranels' robes you can actually take a bit of a beating without having to worry about being squished which allows you to spend even more time focusing on your bros. In fact if you are teammates with a couple squishies you can do a fair amount of tanking for them. So the basis of this build is you spam fortune on EVERYTHING. Because of it's long duration and short cool down Fortune can be applied on up to 4 things at a time or double stacked for additional protection and you just continue the cycle as it wears off your allies. That a Tau shield drone hanging out over there? FORTUNE. Captain brought his Dreadnaught? FORTUNE. Oh no that Lord General is getting swarmed by melee! DOUBLE FORTUNE. With the cost reduction from the Laughing Stave and Runes of Vigor you should always have enough to cast it at least a couple times even after using the Spirit Stone of Illusion. Of course everyone knows Runes of the warp are great for defense and reviving downed teammates but since you are rocking some decent armor you can actually use it offensively as well. How does that work you ask? Its great for moving the less mobile damage dealers to where they need to be, your enemies faces. It does take a bit of teamwork but its especially good with those slow ass Hive Tyrants rocking poison cysts. With the Laughing Stave you are much more free when using Spirit stone of Illusion and it is super great at taking pressure off your team if you are getting overwhelmed and for taking one of your clones out of the situation on rounds 16 and 20 of BC but remember your main focus is Fortune. A note on doing damage. You're not. Really. Aside from intercepting an occasional melee unit for a ranged buddy any stuff you kill is incidental and that's ok because you don't get anything for getting a high kill count except for a big e-peen and a Tau complex. With that said the first thing you should do at the beginning of the match is switch to a melee stance. That's right your silly Laughing Stave IS BETTER IN MELEE! Just check for yourself. 26 damage per melee hit vs 20 for the ranged so you swing faster, have a 100 percent hit ration and a small chance to do a special attack in melee that you don't get in from ranged attacks. So aside from using the ranged knock back ability to prevent a clone from reviving you're going to want to be up close and personal and just be happy you can do some ranged damage if that one last guy is half way across the map. '''BUILD 7 - Offense''' '''Min Level:''' 10 '''Gear you need:''' Laughing Stave, Mantle of Malan'tai, Runes of Warding, Runes of the War, Runes of Wrath, Spirit Stone of Eldritch Might '''Maps:''' Anvil of Khorne, Bloodied Colosseum '''Explanation:''' Aoe and high single target damage. Wait til ranged blob sits still and then storm. Can one shot zoanthrope if time right. Ward and melee when necessary. Can tank or support. Usually take a second of damage in between shields so better to support late if can get behind teammate and not aggro. Ward great for tanking clones and land raider. Run up and melee ranged clones or predators 16/20 is legit strategy. Easy if teammates can deal followup damage. '''BUILD 8 - The Warder''' '''Min Level:''' 20 '''Gear you need:''' Witchblade of Isha, Armor of Idranel, Runes of Warding, Runes of Evasion, Runes of Vigor, Spirit Stone of Vigor '''Maps:''' Anvil of Khorne (your clone is nearly unkillable) '''Explanation:''' This build exists to prove the Necron Overlord doesn't have a monopoly on ludicrous survivability. It focuses on two things: Energy and sheer tankiness, which complement each other. Ward enables you to tank entire waves for as long as your energy lasts, giving you about half a dozen casts at full capacity. Its cooldown is as long as its duration, leaving a brief window of vulnerability no matter how fast your reaction time is. Attack animations delay your casts, extending the window, but high health and mitigation make this gap less potentially devastating. You regen most of Ward's cost over its duration, so even after you use the last of your energy, your regen and tankiness make it easier to hold on until the next cast. You can mix things up with your choice of Pistol. Levitation Field (Pistol of the Skyseer) remains useful all game, especially later when you're more likely to be mobbed by half a wave, but its high cost can leave you starved of energy when you need it most. (You can Ward yourself while levitating.) Keep an eye on allies and shield them if they need it more than you, but be careful not to leave yourself exposed during the cooldown. (You can Ward an ally by clicking their portrait.) It's not vital to keep teammates from dying, considering how easy it is for you to get them back up. In fact, your biggest strength is being able to stroll over to a dead ally and resurrect them with an entire wave shooting at you, as long as you Ward yourself so it lasts for the duration of the rez. {{Template:LastStand-Heroes}} [[Category:Eldar]]
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