Melee Musketeer Series Part 1: Best of Both Worlds

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Melee Musketeer Series Part 1: Best of Both Worlds

We’re diving straight in this time like the daredevils we are! You can read more about this project here. No introductions this time around (because it’s part 1, obviously, heh) so let’s get right down to business.

 

The Hybrid Build

When you think about the best of both worlds, it really doesn’t get much better that a sword-wielding musketeer. With a shooty/melee (or hybrid) weapon and the proper pet talents and practice points, we can get access to relentless 2, burst fire 2, doubletap 3, and bladestorm (not essential). In addition to a normal melee hit, you can get up to 9 (10 with bladestorm) additional hits PER TURN. I repeat, PER. TURN.

If this sounds pretty amazing to you it’s probably because it is. Right next to our signature hail of cannonballs, these chains are the primary source of damage output. The naturally high agility and accuracy of musketeers (along with a sprinkle of rng) allows us to execute massive damage spikes. When you mix these tempo-changing, health-draining chains of pain with the trap-setting, hazard-weaving musketeer-ing we’re already capable of, you’ll create an absolute nightmare.

Side Note: While I was writing this section, I took out a full health privateer out in 2 turns. Winning the 1v4 scenario I was in (curse you Nausica) went from impossible to inevitable in a single chain.

 

The Gear

 musket-gear-1 Melee Musketeer Series Part 1

Gladiator’s Galea from the Empire Bundle

 

 musket-gear-2

Top Serfeant’s Uniform dropped by English Bill or Ranchero’s Finery from Tyson(more optimal)

 musket-gear-3 Melee Musketeer Series Part 1

Gladiator’s Gaiters from the Empire Bundle

musket-gear-4

Marrozo Armaments dropped in Valencia Part 2 or The new Dreadnaught weapon(by far the best) but any hybrid weapon with good damage will do.

 musket-gear-5

Orthrus’ Sinister Eyepatch dropped by Diskylos

 musket-gear-6

 Jewel of Moo Manchu for the Tower of Moo Manchu

 musket-gear-7

Apollo’s Necklace dropped by Diskylos

 musket-gear-8

 Southern Cross Gem from the Turtle Temples in Mooshu

 Melee Musketeer Pet

 Pet

 

 

Practice Points

4- Fast 2: We need every last square that we can. While we don’t want to let the opponent get too close, being in range of them gives us a few, more audacious options to explore.

5- Smashy Weapons 2 + Relentless: Maximize our potential damage output

1- Burst Fire: Well of course we want that extra hit or 2!

5- Spooky 2: Universal staple talent in my opinion

3- Gunnery, Rouse, Valor’s Shield: The famous privateer power trio

 

With the last 2 points, there are 2 routes one can take;

Mighty Charge + Witch Hunter: Mighty Charge is great for a late game “frenzy” or just to slash away your opponent’s health bar. The glancing blow hit adds to the chance of a follow up chain. Witch Hunter I would hope speaks for itself. *wink*

…or…

Sneak Attack + Walk in Shadows: Though the first route might help with overall damage output, the second hide could prove to be optimal in the long run. I periodically find myself in a tight spot where I could benefit from being “safe” for a round or two to regroup.

And of course, my power setup: (mighty charge + witch hunter)

melee-musket-power-setup

 

And with that, buccaneers have their competition for deadliest unit on the battleboard! (Minus the utilities of course *evil grin*)

melee musket talent view

 

 

In the next part I’ll be going over companions and the stage by stage gameplan that has yet to fail me.

 

Stay tuned for part 2!

We want to know what you all think about this epic musketeer setup, so let us know in the comment section!



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