Forglar Swamp Champions Kartch, Finlord Default Cost to 82 HP increase (+5) Starting Abilities: Amphibious, Poison, Attack: Spear, Hero Upgrade Set 1: Regeneration 2 (default), Precision Salaman Sentry Default Cost to 62 Fire Salaman Default Cost to 67 HP increase (+4) Defense increase (+1) Min Range decrease (-1) Max Range decrease (-2) Starting Abilities: Amphibious, Damage Shield: Fire, Attack: Fire Upgrade Set 1: Fire Aura 2, Flame Nova 3, Flamestrike 2 (default) Upgrade Set 1: Regeneration 2, Fire Eater, Provision: Defense (default) Hydraxor Upgrade Set 1: Cleave, Sweep (default), Dive 3 Firk Mindweaver Default Cost to 73 Upgrade Set 1: Entangle (default), Psychic Blast Kartch, Finlord Default Cost to 82 HP increase (+5) Starting Abilities: Amphibious, Poison, Attack: Spear, Hero Upgrade Set 1: Regeneration 2 (default), Precision Snaptooth Dusk Shaman Default Cost to 81 Starting Abilities: Phase Shift, Attack: Magical, Escalation Snaptooth Murkwater Default Cost to 71 Damage decrease (-1) Starting Abilities: Attack: Physical, Murkwater Frenzy, Spellsurge: Murkwater Weakness Upgrade Set 1: Life Siphon, Regeneration 2, Regeneration 3 (default) Upgrade Set 1: Tough 2, Combat Awareness 2, Combat Awareness 1 (default) Snaptooth Deadeye Default Cost to 69 Damage decrease (-1) Speed increase (+1) Starting Abilities: Phase Shift, Attack: Physical, Murkwater Frenzy Upgrade Set 1: Evasive 1, Evasive 2 (default), Evasive 3 Upgrade Set 1: Detection 3 (default), Precision Snaptooth Crawmangler Default Cost to 74 Snaptooth Ancient Default Cost to 74 Starting Abilities: Phase Shift, Attack: Magical Upgrade Set 1: Heal Champion 3, Cleanse (default), Empathy Upgrade Set 1: Poison 1, Poison 2 (default), Weary Darkmarsh Outlaw Default Cost to 84 Upgrade Set 1: Absorb , Oblivion Shield, Combat Awareness 1 (default) Snaptooth Chilan Default Cost to 70 Starting Abilities: Phase Shift, Attack: Fire Upgrade Set 1: Divert, Sentinel, Stall (default) Upgrade Set 1: Premonition, Distract (default), Confuse Princess Ctharia Default Cost to 80 Starting Abilities: Regal Presence, Attack: Psychic, Hero, Semi Aquatic Kartch, Finlord Default Cost to 82 HP increase (+5) Starting Abilities: Amphibious, Poison, Attack: Spear, Hero, Presidential Upgrade Set 1: Regeneration 2 (default), Precision Firk Executor Default Cost to 74 Starting Abilities: Amphibious, Attack: Psychic, Lethargic, Mind Meld Firk Mindcaller Default Cost to 72 Firk Voidmage Default Cost to 82 Cortices the Infinite Default Cost to 82 Chipped Boulder [Forglar Swamp, Savage Tundra] Name Change: Chipped Boulder(was Chipped Boulder Monk) Default Cost to 76 Snaptooth Vermillion Default Cost to 75 Starting Abilities: Phase Shift, Attack: Magical Upgrade Set 1: Heal Champion 3, Cleanse (default), Empathy Upgrade Set 1: Poison 1, Poison 2 (default), Weary Spells Corrode Nora Cost decrease (-5) Cooldown decrease (-2) Relics Font of Restoration Nora Modifier decrease (-10) Starting Abilities: Instability, Healing Waters Lotus Altar Description: This relic has Lotus Altar (Friendly champions within 5 spaces of this relic are Shielded) and Weaken Spells (Friendly champions within 5 spaces take 5 less damage from spells). Equipment Emergency Kit Description: Equipped champion gains Melee Specialist 1, Detection 3 and Rover: Stat Bonus: Speed.
Salaman now have a tank. Not sure what the best choice is for UP 1 (all seem to have pros and cons), but I think provision: defense makes the most sense on UP 2. I think running this guy with def 3, unstoppable, and block is too sexy to ignore and he seems like a prime target for any number of FS equips. Salaman Privateer means that we now have two champions with arcblade. I think the blitz + provision: defense build is probably the best (though I am open to being wrong), and with this lady and the salaman elite we should be able ot have some pretty astounding turns. Also running Privateer, Elite, and Fire Salaman mean we actually have something resembling a reasonable front line now. Snaptooth changes are as major as advertised. I think the net result is that they are going to be a tier 2 theme thanks to their narrowness, but I am open to being wrong. Ctharia lost her mirefolk ability and went down 8 nora. This instantly makes her a lot better, and I will seriously consider using her in my mirefolk bgs again. Not sure why Kartch got changed, but he is potentially pretty beefy now. I still think you run precision over regen 2 though. I like the cost decrease for Font of Restoration. Sure, you lose Cleansing Aura, but it usually did not survive long enough for that to be relevant. At 35 nora, it is a serious choice now and I will be running it in Salaman at least. Corrode Buff! I like that FS has some of the best tools to fight the awful equip/relic bgs. Chipped Boulder is steadily being pushed to crappiness. Might very well be too expensive to run now with stasis, and weighty just kind of defeats the point of running her at all. No strong feelings on switching Stasis to Lethargic on the Firk Executor.
from meta perspective: I was trying kartch to see if he could work as a big target remover at least (to kill titans mostly, and there's always a large unit running around) now he's beefier but I don't need a ranged champion with melee stats. Snaptooth ancient has potential because he's pretty cheap with long range and DoT and cleanse. Deadeye looks good for general detection Outlaw's design is way better now, but brand is too heavy a counterweight IMO. agree with you on font and corrode, also we should note that melee specialist on emergency kit is instantaneous now, that may make a difference.
@Sokolov Do you think the relative costing of Brand of the Outlaw is correct? It costs the same as Crushing Blow, and I would much rather be hit by Brand than Crushing Blow.
I like the Sentinel + Distract build for Snaptooth Chilan. This one I could see going a few more ways, but with no way to force it into incorporeal, you are going to be able to get some really good coverage and distract is typically pretty handy, and is even more handy with free attacks. For Snaptooth Ancient I like Poison 2 + Empathy. With range 6-7 there are not going to be a lot of turns where you aren't going to be able to use all of your AP, and Empathy is a reasonably good ability. 79 point Snaptooth Dusk Shaman (Jolt 2 + Blind) is also pretty fun. With Escalation that seems competitive with Augur and Tide Master. Snaptooth Murkwater's default build (Regenerate 3 and Combat Awareness 1) seems to be solid. He serves as a pretty good off-tank now, and Spellsurge: Murkwater weakness can probably help keeping him running even more so. Snaptooth Deadeye I think I like best with Evasive 3. Not sure I like Precision or Detection better though. Probably depends on equipment slots.
Can't get Ingame ATM/ on phone. What does healing waters do exactly? Also.. Fixed an issue preventing the spell Nora Drain from being cast Well, the wait is over.
Indeed. Also, I'm glad if that's intentional and the error is in the patch notes, personally. Global Encouraged is actually pretty sweet (even if I've always found Global Impervious to generally be pointless), and it's not like she'd be more runnable outside of Mirefolk BGs since she's still "saddled" with Regal Presence anyway. I've some other thoughts as well: Fire Salaman: It's better, but Salaman still lack ranged options. I don't think an extra point of DEF is really enough to classify it as a "tank" really. Maybe if it had defensive options on both upgrade paths I'd be more inclined to agree on that end. Still decent, and a good improvement over how bad it was previously though. Snaptooth: Not so much Frenzy now. Not sure why they made Murkwater into a Tank (which is totally what they did) and Deadeye into a Detection unit, but I don't care much. Murkwater might see some play outside of purely Snaptooth BGs, and I guess Deadeye is slightly less redundant in comparison to the new Short-Lived guy but... eh, I don't think they were bad runes to begin with. Probably just me though. Chilan no longer has Vaporize, which I consider a good thing as now Sentinel makes much more sense as an upgrade. Kartch: He's less squishy. Will that be enough to get him run over the myriad of excellent ranged options FS has these days? I have no idea. Relics: I think I mostly like these changes. Font of Restoration lost it's Cleansing Aura, but for -10 Nora that's probably worth it, and FS has gotten tons of more Cleanse options of late anyway. Lotus Altar got a straight buff, and I've always considered it on the cusp of runnable, so this might well push it over that edge into being a solid, if still somewhat specialized, rune. But maybe Pool of Dreams is still too good? We'll see. Outlaw: Is still very expensive, but at least his abilities aren't so redundant. He'll probably see more play in Boghopper BGs, but I don't think it's enough to let him see play outside of that. Maybe some FW/FS Split Curse builds? If nothing else that might have been the inspiration to have Oblivion Shield as a potential upgrade option. (Patch notes seem to have messed up some of the other "new default nora costs" and such, so I'm guessing it's the wrong build, thus the Ctharia thing, but we'll see.)
Lotus Altar is going in to my BG now. Pool of Dreams would be first pick, but not if you have Backlash and want to use spells. I'm disappointed that the Aspect of Growth wasn't touched. Sounds like old runes won't be getting much treatment from now on so that may be the last opportunity gone