TRAMP TRAPPER (T/Mes)
ALLOCATION(ATTRIBUTION) OF POINTS:
Expertise10+1 Survival12+4 Magic of the Inspiration 8
The trapper is a style of character more and more used in graves lately. A trapper has several roles, which can vary according to the composition of the team in whom(which) it plays.
If he(it) plays in a team IWAY, he(it) will be especially there as support. A first thing(matter) to be made is to trap the place where the spirits of a team IWAY were put with a trap with dust. In this way, the opposite warriors will put much more time(weather) to destroy(annul) the spirits, major in a team IWAY. Then, use the trap with points to interrupt and put in the ground enemies' maximum; the best defensive tactics against an IWAY being to put itself in ball and to count on the cures of group, to hamper(bother) casters is a good tactics. Finally, handicap a maximum the opponents who can sometimes cross(spend) a lot of time(weather) to run(roam) for échaper to the warriors maniacs...
In a more traditional team, the trapper will have 2 different roles according to the met teams. Against an IWAY, the trap of dust is fundamental: throw(launch) as all the warriors bore you above for all to blind(fill) them and to cross(spend) a quiet part(party). Against a traditional team, it is again necessary to look at the composition of YOUR team. A team of contact will need your traps to slow down the enemies; a team of attacks at distance will need your traps to hamper(bother) a maximum the opponents and their heal by imposing damages to the not targeted characters.
In a general way, use the traps in a intelligent way: either to defend(forbid) a geographical position (as a stopping-off place, or a place where your team gathers), or in groups of enemies to impose a maximum of dégats and conditions.
ALLOCATION(ATTRIBUTION) OF POINTS:
Expertise 10+4 Survival 7+1 Send to the Shooting 12+1 Magic of Illusion 4
Here is a directed character GvG only. His(her,its) main purpose is to watch that the handle of the flag is always detained by his(her) team, and to annoy a maximum the opposite "flagger".
This character is " the army year one one ", that is an army to him alone. He can easily débarasser of a character isolated thanks to his capacities of dodge, interruption, slowing down and degeneration of life. There is strictly speaking no " combo " to be realized to use this character, but he(it) remains extremely difficult to play. Why? Know that you will always have in front of you an opposite character who will have the same role and who will have in heart to prevent you from making your work. The characters of this kind(genre) are often alike (earnings(gains) of speed, slowing down, personal care, etc.), and it is thus often the best both which will take him(it).
ALLOCATION(ATTRIBUTION) OF POINTS:
Expertise 11 Survival 6 Mastery of the Dagger 12
The Fang(Hook) of Melandru bases itself on the expertise(assessment) of Rödeur to reduce the cost to energy of the skills of Control(Master's degree) of the dagger of the Murderer. Use the attques combo of the Control(Master's degree) of the dagger to impose heavy damages and accumulate the Conditions on your target.
Craftiness
- Use Evasion to pursue your target or to protect you from moved closer attacks or at distance.
- When you use bound(connected) attacks, make him(it) in the order and exactly or the following attacks of the combo will fail.
- When you use bound(connected) attacks, make him(it) in the order and exactly.
ALLOCATION(ATTRIBUTION) OF POINTS:
Expertise 10+2 Mastery of the Axe 12 Tactics 8
The berseker in the capacity to stop(arrest) the fates(spells) of his(her) enemies along the way while imposing damages on a speed phenomenal. Warrior's poses(installations) allow this hero to attack(affect) quickly by avoiding and by interrupting the opposite attacks.
The synchronsation is the key of this character, because he often has to alternate between the attack and the defence and the duration of the skills is calculated to the split second.
ALLOCATION(ATTRIBUTION) OF POINTS:
Expertise 8+1 Survival 6+1Send to the Shooting11+2 Magic of the Earth 10
Scholar of the nature, the Thrower of lightning infuses his bow of magic of the air(sight) to impose damages to his enemies, throwing(planning) them often on the ground thanks to the strength of a ball of flash of lighting. This technique requires a triple energy: the hero uses attacks with zones of effect on the grouped enemies, at the same time as arrows of lightning and he interrupts the throwers of enemy fates(spells) every time possible.
ALLOCATION(ATTRIBUTION) OF POINTS:
Expertise 10+1 Survival 10+1 Magic of Blood 11
The trapper uses the powers of the nature and the environment to thwart the enemy and help his allies. The combination(overall) of the magic of the blood of Nécromant and the skills of survival of the tramp make of this hero an element very entrainé to trap the enemy while restoring some energy to his(her) allies and by looking after itself.