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by Baruch_S

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FAQ/Strategy Guide by Baruch_S

Version: 1.0 | Updated: 09/02/17

Characters

The Wyrm

Basic Controls

Cast: a slash attack where the wyrm zips back to the start of his aura trail, detonating it along the way

Jump: a pretty normal jump

Sprint: rapidly jumps/swims forward; this can be sustained by holding the button

Strengths: very fast; unique slash aura cast is a great offensive tool

Weakness: small aura; can’t easily deal with enemies with large auras

Masteries

Depths of the Sea-Sojourner

Tier 1

Valiant Return: If the Wyrm and all his allies are banished, he shall instantly return.

Tier 2

Stunning Claim: Once per round, when saluting his adversaries, the Wyrm freezes ALL exiles for 3 seconds.

Heroic Stand: While the Wyrm’s allies are banished, he moves faster than usual and temporarily has infinite Stamina.

Tier 3

Seized Chance: For 10 seconds after banishing an adversary, the Wyrm deals an additional 10 damage to the adversary’s Pyre.

Tactics of the Underking

Tier 1

Avenging Aid: After the Wyrm banishes an adversary, one of his banished allies shall instantly return.

Tier 2

Quick Draw: After using Slash, the Wyrm can use it again to instantly return to his previous position.

Greater Cleave: The Wyrm’s Slash banishes adversaries in a wider area of effect.

Tier 3

Vigorous Slash: After using his Slash, the Wyrm instantly recovers all his Stamina.

Summary

The Wyrm is an interesting offensive option that can also run the orb pretty well. Most of the Wyrm’s strength comes from its slashing aura cast. Instead of projecting a typical circular aura, the Wyrm leaves a short aura trail behind it as it moves. This aura trail can block enemies off briefly, and the Wyrm can detonate the trail in a big explosion to clear out any enemies who are too close to the aura trail. This lets the Wyrm control an area and banish enemies with ease. The Wyrm is also pretty speedy, especially when dashing, meaning it can be used to run the orb to the enemy pyre easily. The Wyrm’s big weakness is its small aura. It has to be moving to leave a trail to block enemies, and even with its aura detonation, it can have trouble banishing enemies with really big auras because it just can’t get close enough. The best build for the Wyrm, in my opinion, is an offensive-heavy build. I think Greater Cleave is a key skill as the wider area lets him attack more foes more easily; stamina recovery and ally respawn are great bonuses for a character who will be regularly banishing foes.