Legendary Quests Guide

Legendary Quest Guide for up to 2.13

A full update on the soon-coming 2.13 update. Quests in alphabetical order. Any information on the quests I don't have would be ton...

Tuesday, January 24, 2017

Wild Satyr

Wild Satyr

Satyr was a very underrated hero back in the day. She still is now, but with her new legendary skill, I'm expecting a lot more usage of her in the future.


Skills:


Satyr's special is more for the starts of battle. She deals damage and more damage to a foe for every percentage of health they have left. With this she can almost immediately kill a foe with full health. Her special also has a chance to stun, which is quite a good addition. It makes use of the special even when all foes are low on health. Satyr's green skill is her support skill. Practically the one reason she's considered a healer/supporter. She shoots out 3 darts at random foes, healing her allies by a certain amount plus 10% of the damage done. With good maxed improve healing gear (and runes) like PoL, she can heal her allies up to full better than faith's special. Her green skill procs quite often, usually after every 1 or 2 basic attacks. As for her blue and purple skills, they just add on to her durability. Blue skill increases max health, and her purple skill increases magic resistance. As for her incoming legendary skill, it's quite overpowered. A chance to stun and heal herself, the healing seems quite obsolete with life steal, but no one runs Blood on Satyr. The healing could be quite nice as it'll keep her alive. But the stun is the real star of the show. Her basic attack stunning will keep many dangerous tanks/front liners in line, like Aqua, Dragon Lady, Snap, Ninja Dwarf, Corgi, an incoming Bard, etc. I can see a rise in the usage of Bolt runes on Satyr. There is one flaw to this though. Many basic attacks only target one enemy, but many front liners' attacks splash. Satyr isn't one of them. I could see if Satyr's basic splashed, it would be way too overpowered. 

Rune Sets: 


Preferably Tree, Rock, and Mist. Tree increases Max Health, Rock increases Armor, Mist increases Magic Resistance. These runes are mainly used on tanks and fragile front liners. However, as I said earlier, Bolt would become a great asset to Satyr when her legendary comes out. Bolt increases Attack Speed, and this helps Satyr dish out basics faster. I can see an Ocean set on Satyr, as her special, her green skill, and her legendary (health gained) are reliant on skill power. Hail could be nice, but as they say, it becomes useless, and durability is more important on Satyr. Perhaps River could be useful on Satyr as it'll make her get her special up and deal more damage as the quicker the special is gained, the less damage inflicted on the enemies, meaning more health on the enemies, meaning more damage with Satyr's special. (Plus the stun) River Tree, Rock, or Mist might be good. But that's my opinion.

Rune Bonuses:


Improve Healing, Max Health, Armor, and Magic Resistance Growth, Piercing Damage, Magic Penetration, Tenacity, Fury, Accuracy, Conservation, Longer Disables, Expertise, Movement Speed, Attack Speed, Cooldown Reduction, Bashing Damage.


Unnecessary, but do have a positive effect bonuses: 


Armor Penetration, Basic Damage Growth, Life Steal, Starting Energy, Crit Rating and Damage.

Ending Note:

Wild Satyr's your mix of a healer, a tank, and damager. She can play many roles in your team, even a stunner. I've realized much more about Satyr while writing this, don't underestimate the goat.

*Edit: It was found that Satyr's legendary is not reliant on the skill level (partially), but it stuns based on percentage. Leveling up Satyr's legendary ups the percentage of her basic attack stunning. A level 1 Soothing Melody has a 44.88% chance to stun her target for 1 second. Leveling her legend also ups the amount of healing she received from each basic attack landed. The healing is reliant on skill power and is affected by improve healing (naturally).

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