CNCRGaming (02-13-2022),hiro8888 (04-14-2023),hisheroes49 (12-29-2022),LadyBovia (01-15-2022),superkill999 (04-19-2022)
Preamble:
With power creep, certain classes have become weak relative to their peers, however Shadow Hunter is one of the few classes that is an exception to this. Shadow Hunter was always bad. It also has a very unpopular playstyle. The main idea behind combo classes is to complete various combos in order to inflict either high damage or some kind of effect. Unfortunately, unless there is a large pay-off for the set up time, these combos aren't worth using. I've decided to revamp Shadow Hunter by creating a larger pay-off for completion of these combos, whilst closely sticking to its original core battle philosophy.
Firstly, I'll explain how to load the SWF:
In order to use the revamped Shadow Hunter, you must first equip or load the Shadow Hunter class and go into a battle. During the battle you need to then load the SWF named 'buff_SH'. You should then get the following notification:
"Shadow Hunter's skills have been drastically improved!"
Note that you only need to do this once; each time you equip or load the Shadow Hunter class.
Skill Breakdown:
The class has 3 main skills to begin and complete its combos: sword slash, gun shot and magic blast. The combos deal damage, buff the player or debuff the enemy. I've added skills such that the class can complete certain combos sooner, and I've added two special skills named, Enhance Buffs and Enhance Debuffs. As the name suggests, the main purpose of these skills is to enhance the effects of completed combos. Next, I'll give a brief skill breakdown of Shadow Hunter.
- Night Shield: No change
- Sword Slash: No change
- Gun Shot: No change
- Magic Blast: No change
- Reset Slash: 10 turn cooldown, 250% guaranteed crit, 10% heal and allows for use of sword slash skill after using massive sword combo (sword-sword-sword)
- Unlock Sword Combo: 6 turn cooldown, 180% damage and equivalent to starting a combo with (sword-sword)
- Unlock Magic Combo: 6 turn cooldown, 180% damage and equivalent to starting a combo with (magic-magic)
- Stun Combo: No change
- Blind Combo: No change
- Healing Combo: No change
- Unlock Blind: 10 turn cooldown, 180% damage, adds 2 turns of cooldown to your combo skills and unlocks your long blind combo (-50 bonus for 5 turns)
- Unlock Stun: 15 turn cooldown, 180% damage, adds 2 turns of cooldown to your combo skills and unlocks your long stun combo (3 turn stun)
- Enhance Buffs:
10 turn cooldown. The skill has special interactions with the reflect combo, power boost combo and shield skill. Firstly, the total damage is based on the number of combo buffs on the player, as well as, whether or not the player is affected by 'reflect'.
If reflect is not on player, the total damage is equal to : [180 + 30 * Number of Buffs on Player]
If reflect is on player, the total damage is equal to : [360 + 30 * Number of Buffs on Player]
For example, if the player is affected by shield and power boost combo, the skill inflicts 240% damage. As another example, if the reflect effect is active, then the skill does 390% damage. The skill does much more damage when reflect is active, because the reflect effect itself is not enhanced.
Finally, here are the effect enhancements:
PowerBoost: Duration increased by 3 turns and boost increased from 50 to 75Shield: Duration increased by 4 turns and shield cooldown extended by a further 10 turns.- Enhance Debuffs:
10 turn cooldown. The skill has special interactions with the blind, stun, bleed and weaken combo. Firstly, the total damage is based on the number of combo debuffs on the enemy. The total damage is equal to : [180 + 30 * Number of Debuffs on Enemy]
Finally, here are the effect enhancements:
Blind: Duration increased by 3 turns and bonus debuff increased from -50 to -75. Cooldowns on 'Blind Combo' and 'Unlock Blind' increased by 7 turnsStun: Duration increased by 2 turnsBleed: Duration increased by 2 turns and DOT damage doubledWeaken: Duration increased by 2 turns and damage debuff increased from -25% to -75%
Thoughts on Revamped Shadow Hunter
The original idea behind Shadow Hunter is to complete various combos in order to inflict either high damage or some kind of effect. Unfortunately, there was not a large pay-off for the required set up time. Both the enhancement skills and the unlock skills largely fix this by increasing the strength of these combo effects and by decreasing the required set up time. This makes completing combos feel impactful and makes the combo mechanic salvagable for inn fights.
Overall, the class maintains its identity as a combo, whilst also staying faithful to its original battle philosphy. I would rank the class as A or A- for single fights and B for duo/triple battles, based on the ranking system on the DragonFable Endgame Wiki.
Rotation:
Here is a basic rotation that can be used for the new revamped Shadow Hunter
- Sword Slash
- Sword Slash
- Magic Blast - [Boost Combo]
- Night Shield
- Enhance Buffs - [Boost and Shield enhanced]
- Unlock Sword Combo
- Sword Slash - [Massive Sword Combo]
- Reset Slash
- Unlock Blind
- Blind Combo
- Enhance Debuffs - [Blind enhanced]
- Sword Slash
- Sword Slash
- Magic Blast - [Boost Combo]
- Enhance Buffs - [Boost enhanced]
- Unlock Sword Combo
- Sword Slash - [Massive Sword Combo]
- Reset Slash
If anybody has free time, feel free to upload a video of the revamped Shadow Hunter on YouTube. I'm sure it'll blow some people's minds by seeing it with 14 skills! I would be grateful for anybody to test out the revamped Shadow Hunter and to give feedback on their experience of using the revamped class.
CNCRGaming (02-13-2022),hiro8888 (04-14-2023),hisheroes49 (12-29-2022),LadyBovia (01-15-2022),superkill999 (04-19-2022)