Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Maybe I'm just another LIGHT sucker, but I feel this is correct. Hunter is a support character.
It's just that as a support character, having taunt would have been a nice synergy to having block and counter. Considering that block and counter is self only. Whereas if she really was meant to be a pure support as light, she would have given that block and counter to others. Like Iron man can.
But it's just my 2 cents, and I was just asking as I'm still early in the game.
Right now I'm running my light hunter with Roboman and trying to figure out who I want for 3rd, but lots of chars still to unlock. (not quite advancing through the main storyline though, I'm a sucker for side stuff)
Also note, the many ways you can generate self block and counter are beneficial on higher difficulties where you have a much higher chance of fellow heroes going down, and not having the revives to get them back up.
At that point, having had a few turns to generate block can be the difference between mission success and fail.
The only mainstay on my deck for dark abilities so far is that heroic forceful knockback, whip attack, because upgraded it has 0 heroic cost, so is basically a free attack disguised as a heroic card. Handy to buff out your attack capabilities.
I might change it up with the later dark cards perhaps, as I'm only on the blue, rare cards right now.
I wouldn't stick to one team. You'll always be forced to take someone new to each mission, so getting used to all of them and figuring out their synergies is the best way forward.
Regarding Hunter's block and counters. You'll want them later for the Gods Investigation missions around the abbey, as they're missions vs unlimited foes on your own (no other heroes), and so, Hunter having blocks and counters are a lifesend in those missions, cos you're gonna get hit.
Personally, I build Hunter as a mix that leans light-heavy, because Light has plenty of attack/heal/cure early options, which is more useful IMO as survivability is a bit dodgy if you get a bad spread of cards etc. I try and keep them well-rounded, because they'll always be with a new team of heroes and a new set of missions. I cba changing the deck every single time, that would grow old, very fast.
I've also unlocked Annihilation (from EMO club if I remember right), but I haven't used it yet as you can only equip one Legendary it seems.
2 Fury
2 Holy Spark
1 Heal
1 Whip
1 Bladestorm
1 Patience
Fury hits for so much with a minor drawback it can really help you out when you need heroism for Witchstorm or Air Superiority. Holy Spark having cure can be valuable, though often it's used as a quick attack, and heal is there as a backup since it draws 2 cards if it overheals.
Whip because of the omnidirectional forced knockback is so useful for 0 heroism and Patience is there as a way of spending large amounts of heroism if you dont need to spend it (also it's useful to sit in your hand for a turn or two before unleashing a crazy hit on a vulnerable shielded foe/fallen).
Heal would get switched out for Moon Seal challenges (Mindbender for final one) and Patience would be switched out for All Out.
Kill the right enemie and all want kill hunter.
Holy spark+ x2 both with knockback modifier.
Fortify+ x1 with Draw 2 cards to keep the hand full.
Heal+ x1 with resist 2 for making someone ready to tank (often the hunter)
Inspire x1 with draw last attack card, mostly for setting up combos.
Guarding strike x1 for extra block for sitting in your hand, has marked as it's mod to set up a kill for refund cost on next attack.
Holy burst x1 for AoE damage and more importantly healing allies, very useful in a lot of situations where a single hero has gotten molested by enemies, especially if the later hellhounds team up on someone. Modifier is apply marked to enemies it hits, set up for kill chains.
Finally for my ultimate I'm using bladestorm with apply vulnerable, it hits hard and anything that survives will now take double damage for allowing me to finish them off, pairs well with holy burst to mark them first so when it kills, I refund the card play.