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Also, on the side note, how do you cope with crimson curse on him? I already cleared courtyard story quests and can just cure it in disease treatment for other heroes, but this guy refuses to visit it, and afaik you cant cure CC with camping skills. Is it an exception for BM?
It is so turn efficient if you manage to summon one plant that even using prowl and then planting is worth it.
If you look at the plants for each of them you get 3 extra actions out of them until they perish.
So even when you invest 2 action to summon only one of them you come out ahead, not talking about the scenario where you get multiple plants.
Take Holy lance or Lunge as example these skills are also quite powerfull and require atleast 1 action in between to reset.
As a general build tip I recommend only to equip "spirit of the hunt" or "cycle of life" when you either have "cougars leap" or "bird of prey" to reposition afterwards
Starting with beastmaster in position 4 casting the aura first or using one cougars leap before summing is also quite viable.
He is definitly designed as shuffler and enabling the plant skill in 2 would make him to dominant as front liner, even in totally immobile comps. The plant skill should be a build option and not a dominating force in the kit even if its tempting to use it all the time especially when playing him for the first few times.
here are some turn sequences wich can help to pull of the plants more reliable:
Turn 1- start in 4: Buff an anlly with Spirit of the hunt - kill enemy with the dmg buff
Turn 2- Cast plant
Turn 3 - use a skill to charge forward
Turn 1- Start in 4 - Kill/weaken an enemy with Bird of Prey
Turn 2 - Finish of a low life enemy with the first cut/ reposition with prowl
Turn 3 cast plant
Turn 1- Start in 3 - Use Unvavering / Finish of an enemy with the other teammates
Turn 2- summon plant
Turn 1- Start in 4 - weaken an enemy with Leap / focus don that enemy with your team
Turn 2- summon plant
Turn 1 Start in 4 - Equip -SPD items // focus down an enemy with oyur team // Summon plant
Turn 2 Charge forward with leap/ Bird of prey
Turn 1 Start frontline only use the first cut then prowl immeiatly // focus down on one enemy with your team
Turn 2 Summon plant
Turn 3: charge forward or use the aura
etc ...
Just to showcase some sequences in wich you can reliably summon the plant on the second turn. Also his rare item allows you to summon plants even without corpses making it even more reliable. Try to play him a bit more, you will see that learning his positioning is quite fun and rewarding once mastered.
another very reliable way of getting the plants is to kill a low life enemy with "feral cuts" and then use powl to reposition for an imediate summing next turn
//-------------------------------CRIMSON CURSE------------------------------
he can find a reare ingridient "miraculous root" the ingrident can be sored in the hamlet and cures ANY disease even crimson curse
But, that being said i understand your point and can agree that he should stay as he is right now, and i just need to focus less on plants.
Edit; I have played with his rare trinket (one that allows summon plants w/o corpses and eat them) and it feels even more awkward, since i wanted to use all benefits that trinket gives and my skillset was: Feral Cuts (so i won't have to use his move skill alone and i feel like it's his bread and butter skill), Ravenous, summon plant, and cougar's leap (so i could move to rank 2 after i summon plant), and most of the time i had to just pass turn on the first round because he acted before i could make space for plant. Any suggestions on that ?
Also, i have a question about stalling. How do plants work with it? Lets say you have one actual enemy and 2 plants, and you used 2 stall moves, will the game start countdown to summon reinforcements or no?
First, the Survivalist's description reads: "As master of the wildlife, he uses his surroundings to ensure the survival of the group. By using herbs around him and the spirits of the location he resides in his skills adapt to each region he travels to. In lommg nights he also wanders of to talk to the animals to and track down potential threats making him a perfect scout to ensure save exploration through the corrupted lands."
My recommended changes: "As a master of wildlife, the Beastmaster uses his surroundings to ensure the group's survival. He adapts to the fallow regions surrounding the hamlet by utilizing endemic herbs and consulting local spirits. In long nights, he wanders off to commune with animals and track down potential threats, making him a perfect scout to ensure safe exploration through these corrupted lands."
Guild: "This man embodies the duality of nature, he is both deadly predator and wise shaman. Swift and agile, he can hunt down his prey in wild close combat, inflicting bleeding wounds upon striking critical spots. In the right moment he can escape heat of frontline combat with his move skill Prowl to preparre for a deadly stealth ambush or to summon nature spirit to aid his pack. On consuming the power of the slain prey he increase his power or summons a companion out of the dead bodies."
My recommendation: "This man embodies the duality of nature, serving as both wise shaman and deadly predator. Swift and cunning, the Beastmaster can hunt down his prey in wild close combat, inflicting bleeding wounds in his righteous rage. When the time is right, he can Prowl away from the heat of frontline combat and prepare: either for a deadly ambush or to call upon the spirits in aid of his pack. In nature, nothing is wasted: fallen corpses can be consumed to gain great power, or be seeded to create a temporary ally."
And lastly, Blacksmith: "The Beastmaster is a fierce fighter whose druidic and shamanic abilities allow him to invoke animal spirits. The ritualistic tatoos on his body contain the spirits of nature and make him the vengefull embodyment to all wildlife corrupted by malicious evil."
My recommendation: "The Beastmaster eschews heavy armor, needing little more than life-affirming flesh and twin blades to defy corruption. Druidic knowledge and shamanic abilities provide finer protection than any steel. The ritual tattoos painted across his body are carved in exaltation of nature spirits, marking him as the embodiment of vengeance for all wildlife tainted by malicious evil."
I don't read the descriptions, so I wouldn't have noticed this, but you did a really good job of improving the sentences.
The only thing I would change would be the Survivalist's description. Instead of "in long nights," have it say "during long nights."
Sadly there is no native speaker in team so no one saw grammar missteps.
When i summon a plant there's a downtime before the game reusumes, it always makes me think the game will crash.
Also, the plant is a kinda OP, i know it doesn't do a lot of damage, but it can "reproduce" if there's more corpses close to it, at that point, the enemies have almost no turns to react.
(Maybe considered changing that ability)
One more thing, a "mystical herb (i don't remember the real name)" apperead once when i was exploring curios, it heals the crimson curse, I don't know if that is working as intended.
There are plenty of ways to make this ability work though. You could reduce the healing and stress healing and allow it to proc for multiple enemies, or you could add a buff when you kill an enemy. It would make using it early in the fight a bit more viable.