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Weekly Update: 10/9/2018 - Sharpshooter, Herbalist, Hunter, and Brewer Changes (Parts 7 8 of 8)

We're in the final stretch! I want to apologize again because I intended for this post to go live yesterday but my sleep deprivation caught up to me and I dropped like a sack of rocks much earlier than usual. But beyond these small hiccups we're finally at the end! This post is covering all the Archer changes, and again any old changes that are removed will be striked through, and any new changes are going to be bold.

Archers were a tricky beast to tackle in the start. They're supposed to be the balanced fighters, having an almost equal assortment of both damaging and support spells. As a result some of them kinda turned into not-so-good-mage and not-so-good-warrior. I tried to fix that by giving them stronger buffs, stronger damaging abilities, and more unique talents that set them apart from the other classes.

Sharpshooter

The Sharpshooter is all about Blinds. Those things can be annoying when you're trying to fight, missing all your attacks and hearing that awful, sad Miss sound! True Shot has been buffed to remove all Blinds from all Allies! And an upgrade lets you make your party immune to Blinds for a short time! Beyond that nice utility move, his damaging abilities have been tweaked, and his Passive Spell Keen Eye makes him a very nice damage dealer.

Actives
Zero In
  • Deals 115% 100% Attack Damage and forces Allies to target the Enemy for 2 turns, but they get Exposed by 30% for the duration (only activates if 2 or more Enemies are Alive)
  • Cost: 35 40 Mana, Cooldown: 5 4 Turns
  • Upgrade: +15% Initial Damage +20% Expose
  • Upgrade: +20% Damage Expose Additionally grants Allies 35% Pierce against the Target for the duration
True Shot
  • Deals 115% 100% Attack Damage, removing all Blinds from you Allies and making your Party Immune to Blinds for 3 turns
  • Cost: 25 35 Mana, Cooldown: 3 5 Turns
  • Upgrade: +10% +20% Initial Damage
  • Upgrade: Additionally reduces the Target's Accuracy by 50% for 3 turns Additionally Heals any Ally by 20% of their Maximum Health if they were Blinded
Focus
  • Provides each Ally with 30% Accuracy and Quickness for 3 4 turns
  • Cost: 40 35 Mana, Cooldown: 5 Turns
  • Upgrade: +20% Accuracy and Quickness
  • Upgrade: Additionally provides each Ally with +25% Quickness for the duration Additionally provides increased Damage Dealt equal to half the current percent over the duration
Headshot
  • Deals 130% Attack Damage with a 50% chance to Cripple the Target's Maximum Health by 35% for 3 turns
  • Cost: 40 Mana; Cooldown: 7 Turns
  • Upgrade: +20% Initial Damage
  • Upgrade: +25% Cripple Chance
Blind Fire
  • Deals 75% Attack Damage 2 times to random Targets
  • Cost: 30 Mana, Cooldown: 3 Turns
  • Upgrade: +1 Damage Hit
  • Upgrade: Consecutive hits on the same Target deals bonus Damage equal to 15% of their Maximum Health


Passives
Eye Gouge
  • 20% Blind for 3 turns on Attack
  • Upgrade: +10% Blind
  • Additionally grants a 50% chance to Bleed by 20% for the duration
Blind Recovery
  • Blinds applied to you are 30% weaker
  • Upgrade: +20% Blind Reduction
  • Upgrade: Additionally reduces the Duration of these Blinds by 1 turn
Steady Aim
  • +20% bonus Accuracy
  • Upgrade: +10% Accuracy
  • Upgrade: +10% Critical Strike Chance
Keen Eye
  • You gain 1% Damage Dealt per 1% Accuracy above 100% (does not reduce Damage Dealt if below 100% Accuracy)
  • Upgrade: +20% bonus Accuracy
  • Upgrade: Additionally grants +0.5% Critical Strike Chance per 1% Accuracy above 100% (does not reduce Crit Chance if below 100% Accuracy)


Infinites
Blinding Strike Shot: +1% Chance to Blind by 35% for 2 turns on Attack per level

Sharp Eye Lock On: +1% +1.5% bonus Accuracy per level

Sharp Arrows: +1% Chance to convert Attack Damage Dealt to Piercing Damage per level Rapid Fire: +1 Swiftness per level

Herbalist

I've wanted to change the Herbalist for a while now. His poison abilities were a tad too similar and his healing wasn't that great. Now he has 2 offensive abilities that stand up on their own, and two healing abilities that deal powerful healing over time as well as Cleansing their target! On top of that giving each Ally Health and Mana Regen with Healing Herbs, and making all applied Poisons stronger with Poison Infusion make him an extremely useful support unit with strong offensive abilities to back them up.

Toxic Poison Shot
  • Deals 100% 85% Spell Damage and Poisons by 15% 25% for 3 2 turns
  • Cost: 35 Mana, Cooldown: 4 Turns
  • Upgrade: +20% +15% Initial Damage
  • Upgrade: +10% Poison Potency Additionally grants a Sap for 50% of the Poison Damage Dealt for the duration
Herbal Remedy
  • Heals an Ally by 30% 15% of their Maximum Health over 4 turns and increases their Health Regen by 10% for 3 turns
  • Cost: 50 Mana, Cooldown: 7 5 Turns
  • Upgrade: +20% +10% Maximum Health Heal
  • Upgrade: Additionally removes any Bleeds, Hemorrhages, Cripples, Blinds, or Poisons currently afflicting the Ally +5% Health Regen
Deadly Poison
  • Applies a strong Poison on the Target, dealing Spell Damage equal to 30% of their Maximum Health over 3 turns
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Total Poison Damage
  • Upgrade: Health Saps for the duration instead of Poisoning
Poison Cloud
  • Poisons every Enemy by 20% for 2 turns
  • Cost: 25% Mana (15 minimum), Cooldown: 5 Turns
  • Upgrade: Additionally Mana Poisons by 20% for the duration
  • Upgrade: Additionally sets every Enemy's Health Regen to 0% for the duration
Experimental Potion
  • Provides 3 random chosen 20% Buffs for 3 turns, choosing from a Damage Shield, Damage Buff, Accuracy Buff, Crit Chance Buff, or Quickness Buff
  • Cost: 35 Mana; Cooldown: 5 Turns
  • Upgrade: +15% Potency
  • Upgrade: Additionally provides Instant Kill Chance and Debuff Resistance equal to the current percent
Cleansing Balm
  • Cleanses an Ally of all Debuffs and Heals them by 6.5% of their Missing Health per Debuff removed
  • Cost: 50 Mana, Cooldown: 5 Turns
  • Upgrade: +3.5% Missing Health Heal per Debuff
  • Upgrade: Additionally Restores 5% of their Maximum Mana per Debuff Removed


Passives
Natural Resistance
  • +4.5% Health Regen and +20% Debuff Resistance
  • Upgrade: +3% Health Regen
  • Upgrade: +15% Debuff Resistance
Poisonous Armor Poison Infusion
  • 35% 50% Chance to apply a 10% 15% Poison for 2 turns when Attacked
  • Upgrade: +5% Poison Potency Attacking a Poisoned Enemy grants a 20% chance to increase its Duration by 1
  • Upgrade: The Herbalist gets an additional 35% chance to Bleed for 2 turns equal to the current Poison multiplier All applied Poisons are 35% stronger
Healing Herbs
  • Grants all Party members 5% bonus Health Regen
  • Upgrade: +2.5% Health Regen
  • Upgrade: Additionally grants all Party members +5% bonus Mana Regen


Infinites
Healing Herbs: +0.3% Health Regen per level Second Wind: +0.5% Health Regen for 5 turns when brought below 35% Health once per Combat per level

Sapping Strike: +1% Chance to Health Sap by 15% on Attack for 2 turns Poison Cure: +1% Chance to ignore Poisons applied to you, instead Healing by 10% of your Maximum Health per level

Poisoning Strike: +1% Chance to Poison by 20% on Attack for 2 turns Supplements: +1% Damage Dealt and Damage Reduction for 1 turn on Heal per level

Hunter

The Hunter had some good ideas. Critter Hunter is a spell that's meant to be targeted against low Health targets, and Beast Hunter is meant to be used on high Health targets. I changed them slightly but kept that idea in mind. Tracking Shot is his new big spell, basically marking an enemy to follow up with a very powerful Attack. Relentless Hunter grants him deceptive damage and self-healing, and his other abilities have been changed slightly to make him a very nice addition to any party.

Actives
Ensnare Trap
  • Deals 50% Attack Damage 65% Spell Damage to every Enemy and Disarms each hit for 2 1 turn
  • Cost: 50 65 Mana; Cooldown: 5 4 Turns
  • Upgrade: +25% Initial Damage Grants a 50% chance to increase the Disarm duration by 1
  • Upgrade: Additionally Slows every Enemy by 35% for 3 turns Grants a 25% chance to Stun instead of Diarming for the duration
Critter Hunter
  • Deals 65% 100% Attack Damage, and if the Enemy has the lowest Current Health of all Alive Enemies they get Hunted for 3 turns, Exposing by 25% and on Death the Source Heals by 20% Stunning for 1 turn if the Target has the lowest Current Health of all Enemies (only Stuns if there are 2 or more Enemies)
  • Cost: 50 Mana; Cooldown: 5 3 Turns
  • Upgrade: +15% Healt +20% Initial Damage
  • Upgrade: The Kill additionally Restores Mana equal to the current percent Additionally reduces the Target's Damage Dealt by 50% for 3 turns if the Stun activates
Beast Hunter
  • Deals 80% 100% Attack Damage, increased by 40% if the Target has more Maximum Health than you the Damage gaining 1% Pierce per 25 Maximum Health the Target has
  • Cost: 35 50 Mana; Cooldown: 3 Turns
  • Upgrade: +30% Conditional Damage +0.25% Pierce Multiplier
  • Upgrade: Additionally Cripples by 20% for 3 turns (Cripple applies before Initial Damage) -5 Maximum Health Threshold
Jugular Strike
  • Inflicts 15% Health and Mana Hemorrhage on the Target for 2 turns
  • Cost: 40 Mana; Cooldown: 5 Turns
  • Upgrade: If the Target is below 50% Health bost Hemorrhages are stronger by 10%
  • Upgrade: Reduces the Target's Damage Dealt by 25% for 3 turns
Tracking Shot
  • Deals 100% Attack Damage, your next Attack on the Target gaining 50% Pierce and dealing bonus Damage equal to 15% of their Maximum Health
  • Cost: 40 Mana; Cooldown: 4 Turns
  • Upgrade: +25% Pierce
  • Upgrade: +10% Maximum Health Damage


Passives
Hunter's Glory
  • 10% Chance to Instantly Kill Enemies below 15% Health on Attack
  • Upgrade: +5% Instant Kill Chance
  • Upgrade: +10% Health Threshold
Relentless Hunter
  • Attacking deals bonus Damage equal to the Target's Maximum Health
  • Upgrade: +2.5% Maximum Health Damage
  • Upgrade: Additionally Heals you by 10% of the Target's Maximum Health on Attack
Bullseye
  • Attacking applies a stack of Bullseye (up to 5 3) onto the Target for 3 2 turns, Health Crippling them by 10% per stack
  • Upgrade: +5% Cripple per stack
  • Upgrade: +2 Turn Duration +2 Maximum Stacks


Infinites
Thrill of the Hunt: +1% bonus Damage Dealt to Targets below 50% Health per level +2.5% Damage Dealt for 3 turns on Kill per level

Big Game: +0.5% of Target's Maximum Health converts to bonus Damage on Attack Bounty +5 Gold on Kill per level

Disarming Strike: +1% Chance to Disarm for 2 turns on Attack Titan Takedown: +1% Pierce against Bosses per level