Earlier in the year, we put up a few articles regarding average stats across guilds:
While these are in no way conclusive or all encompassing characterizations of each guild (primarily since it excludes Character Plays and Traits), they do paint a pretty good picture of what each guild is about. Here is a compilation of these stats:
# of 2” melee:
Engineers
|
Hunters
|
Brewers
|
Butchers
|
Masons
|
Union
|
Alchemists
|
Morticians
|
Fishermen
|
2/11
|
2/8
|
3/11
|
3/11
|
3/11
|
4/14
|
4/11
|
4/11
|
8/11
|
Mean TAC:
Fishermen
|
Engineers
|
Masons
|
Alchemists
|
Union
|
Morticians
|
Brewers
|
Hunters
|
Butchers
|
4.4
|
4.5
|
4.5
|
4.7
|
4.7
|
4.8
|
4.8
|
5
|
5.6
|
KICK die means:
Butchers
|
Masons
|
Morticians
|
Hunters
|
Union
|
Brewers
|
Alchemists
|
Fishermen
|
Engineers
|
2.09
|
2.18
|
2.18
|
2.25
|
2.33
|
2.46
|
2.46
|
2.72
|
3.27
|
KICK distance means:
Hunters
|
Union
|
Morticians
|
Engineers
|
Masons
|
Alchemists
|
Butchers
|
Brewers
|
Fishermen
|
5.5”
|
5.7”
|
5.8”
|
5.8”
|
6”
|
6”
|
6.1”
|
6.2”
|
6.4”
|
Mean base MOV:
Brewers
|
Union
|
Alchemists
|
Hunters
|
Masons
|
Butchers
|
Fishermen
|
Morticians
|
Engineers
|
4.7
|
5.1
|
5.2
|
5.3
|
5.4
|
5.4
|
5.6
|
5.6
|
5.7
|
Mean DEF:
Masons
|
Brewers
|
Engineers
|
Union
|
Butchers
|
Fishermen
|
Hunters
|
Alchemists
|
Morticians
|
3.2+
|
3.3+
|
3.6+
|
3.7+
|
3.7+
|
3.7+
|
3.8+
|
3.8+
|
3.9+
|
Mean ARM:
Morticians
|
Hunters
|
Butchers
|
Fishermen
|
Union
|
Alchemist
|
Brewers
|
Engineers
|
Masons
|
0.6
|
0.6
|
0.6
|
0.6
|
0.7
|
0.8
|
0.9
|
1
|
1.4
|
Choosing a Guild - Hunters
One of the first articles we put up was in regards to choosing a guild based on rough criteria of what aspect of the game each guild was strong or weak in. These were based on early Season 1 numbers put together by the development team - granted that things have probably shifted a bit by now.
One of these changes was the release of the Hunters. I've put together a few ballpark numbers based on feedback from the online Hunter community:
One of these changes was the release of the Hunters. I've put together a few ballpark numbers based on feedback from the online Hunter community:
Hunters
Melee Damage - 6
Ranged Damage - 4
Ball Control - 3
Speed - 5
Toughness - 5
Special - 7
Hunters are arguably the second best control guild in the game after Morticians, due to their traps and widespread access to the Snared condition (-1 DEF & -2/-2 MOV). They also excel at moving through rough ground, and their captain Theron has the unique ability in the game to create terrain. On the whole the guild has pretty average stats, however they also have 2 of the best melee damage dealers in the game in Jaecar and Seenah (literally a bear) which gives them a slight edge in that department.
One department where they are definitely weak is the football game, with the worst KICK stats on average. They attempt to make up for this by having some very mobile players who can slip away for a goal in the right situation. The other difficult aspect of the Hunters is that usually require multiple activations to set up that 'perfect trap' due to many interconnections.
Hunters might suit you if:
- You like a patient control style, combined with savage damage dealing
- Are willing to 'work harder' for your VPs and 'setting up the trap'
- Like the rugged northern woodsman aesthetic - and bears
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