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Last Stand - Farseer
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==Armor== *'''Farseer Armor''' - ''Default'' **Armor Rating: 16 ***Default Armor. It fails at everything and should never be used. *'''Armor of Vaul''' - ''Level 1'' **Armor Rating: 184 **Trait: Fearless (Immune to Suppression) ***This initial armor boasts absolutely gigantic defense for a caster, as well as the fearless trait - an incredibly powerful combination, to say the least. Right out the gate, the Farseer boasts very high survivability specifically because of this, and this armor remains useful for quite some time due to its heavy armor and Fearless trait. *'''Rune Armor''' - ''Level 6'' **Armor Rating: 68 **+50 Energy ***This armor is more in-line with the Chaos Sorcerer's armors: Modest defense, but an ability specifically-designed to support a caster. In this case, one might immediately see the Rune Armor's ''vastly'' lower defense and immediately ignore it, but that does the armor a huge disservice; the Rune Armor gives a massive amount of secondary energy, and since the Farseer relies so heavily on her skills to do much of anything, this boon is absolutely gigantic and thusly not to be underestimated. It tends to lose its sparkle as the game goes on, however. *'''Ghosthelm''' - ''Level 13'' **Armor Rating: 44 **+1 Energy Regeneration ***Like the Rune Armor, this lower-defense armor is easy to overlook - especially with access to another suit of armor on this list. On the other hand, +1 Energy Regeneration, for a character like the Farseer, is fucking huge. It dramatically improves her peformance and ability to stay in the fight by simple virtue of letting her cast far more often, and that's a particularly handy advantage to have, especially when one considers that it can be stacked with her other abilities for a veritable font of energy regeneration that lets her throw out spells in a barrage. *'''Armor of Eldanesh''' - ''Level 18'' ** Armor Rating: 132 ** Ability: Psychic Shield (Raise a psychic shield which halves incoming damage and causes it to reduce Energy instead of Health.) ***Yet another overlooked armor, but this one has a few defenders owning to its heavy defense and access to Psychic Shield. Though often an avoided ability, the Armor of Eldanesh giving the Farseer a means to resist damage means that it makes a good survival option, especially if the Farseer gets overwhelmed. The drawback of course is that the Farseer is an immensely energy-reliant hero; burning off energy from her pool can leave you short of it in a bad situation. *'''Mantle of Malan'tai''' - ''Achievement Unlock: Revive 75 Allies as the Eldar Farseer'' **Armor Rating: 165 **Trait: +0.5 Energy Regeneration ***This unlockable armor frequently is seen as the better version of the Ghosthelm armor, due to the fact that it has much heavier armor; On the other hand, however, the energy regen boost is only half as strong. Whilst at a glance, this means the Mantle of Malan'tai is much stronger, the energy regeneration rate boost available from the Ghosthelm is infinitely better for many builds. It is still a very effective armor, however, and one of the most commonly used. Curiously, it also has a hidden property not displayed on the item card, adding 10% to special attack chance for any melee weapon equipped, including the Laughing Stave for which it is otherwise always zero. *'''Armor of [[Idranel]]''' - ''DLC'' **Armor Rating: 165 **+100 Health **Trait: Unshakable (Immune to Knockdown), Foresight (All melee damage reduced by 50%) ***An almost bizarrely powerful armor that is undeniably the most-commonly-used, by simple virtue of its massive health boost and strong armor rating. Just as strong as the Mantle of Malan'tai defensively, the huge health buff it gives is what pushes it over; 100 extra health plus that level of armor means an incredible level of survivability, but when it has Unshakable as well, that's just outstanding. The Foresight buff is just icing on the cake- halving all melee damage makes the Farseer an extremely effective melee tank, and when paired with the Debilitating Witchblade only the most dangerous melee fighters will be able to hurt her in close combat. It bears mentioning that while this armor gives the Farseer incredibly strong ''upfront'' durability, she has no options to boost health ''regeneration'', so she can be worn down over a wave if she doesn't pace how she spends her health. Not even this armor allows her to stay in a blob for an entire wave like, say, a Space Marine with 7.0 regen. Perhaps more than any other Farseer armor, this one is the hardest to justify ''not'' using, since its advantages are truly massive. However, it carries absolutely no benefits towards her casting and has no active ability, as such it can be passed over for the specific benefits of other armors if desired. Or just because players don't want to pony up for it.
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