The Hunter is the 4th Class in Sinjid, and the last major content that I needed to add :) Now it’s just writing the cheesy dialogue and story that’s left (>.<)
Sinjid, like the other big ArmorGames like Kingdom Rush and Gemcraft, will be offering premium content packages, and the Hunter class will be part of the package. I know a some of you think premium content sounds like a shady deal, but a man has got to eat! Plus, I think I’ve made it as fair as possible.
On to the actual class now – the Hunter is probably the trickiest class to play of all. The base attacks are quite weak, but can be devastating if used in the correct combo. Unlike the other classes, which have some form of sustainable Focus regeneration, the Hunter has almost none. If you run out of Focus in a fight, it is pretty much over. But with the right strategy and execution, it is possible to destroy any enemy before the Hunter’s resources are exhausted. When the attacks are chained in the right order, the Hunter is able to do some ridiculous burst damage. The play-style is intense, but also extremely rewarding.
Here are a sample of the skills:
Guard: Block the next attack (within 2 seconds). If an attack is successfully blocked, your next strike will critically hit and stun the enemy.
Primal Strike: A powerful attack that deals damage based on your highest stat. This is an extremely versatile skill that allows you to build the Hunter with any stat you want, but still have a powerful nuke. Primal Strike can also be specced to deal more damage the lower your HP is.
Tactical Strike: A strong attack that causes the target to be vulnerable, and take double damage from the next attack that hits it. You can spec it to grant you 2x healing, if you heal immediately after using the attack.
Paralysis Dart: A projectile that pierces and paralyses all enemies in its path. It deals 3x damage if it hits them from the back – great for chasing.
Evade + Fade: Evade is like the Assassin’s Dash skill, except it does no damage, but also has no cooldown. If you attack immediately after evading, the attack will land a critical hit. You can spec it to grant you Stealth at the end of an evasion too – at the cost of +8 seconds cooldown. BETA testers were requesting an ability that introduces Stealth mechanics earlier into the game, so here it is :)