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« on: September 07, 2008, 09:36:59 AM »
(Need to do something to keep myself from writing lengthy emails to GOA, EA & Mythic. So grabbing these from around the net may help do that.)
First:
Squig Herder
One-on-one a Squig is no match for the likes of a Hammerer or Ironbreaker, but the problem there isn’t the match, it’s the numbers. The toothy embrace of a pack of Squigs has brought down many a hearty warrior, and a Squig pack is never more effective than in the hands of an expert Herder. Using tools ranging from pipes to goads to bits of giblets, the Squig Herder drives his minions to a killing frenzy while fighting safely behind the lines. The Herder’s own ranged fire combines with the attacks of his minions to challenge any foe.
Mechanics:
A Squig Herder’s life revolves around one thing, its Squig. A Squig Herder without a Squig is like a car without gasoline. Sure, they can work apart, but one turns into a paper weight in your garage and the other is only good for burning down the house of your next-door neighbor. That being said, although it would be amazing, you can’t use a Squig to burn down houses. Hopefully you get the point anyway. As a Squig Herder you gain Squigs incrementally, starting at level 1. You start out with just a normal Squig, nothing special. It faithfully hops around at your side, looks menacing and gently pecks at whatever is trying to jam its mace down your throat at the time. Things get more interesting as you level up and gain access to a Horned Squig, a Gas Squig and a Spiked Squig all by level 10. In that time frame you also gain Squig Armor, which summons a large Squig that promptly eats you. Don’t worry though, for once in your life you’ll be glad that something doesn’t swallow. Instead, you get to ride around in its maw like its a living, breathing battlemech. Each Squig has it’s own advantages and disadvantages that are associated with one of the three mastery paths. Everything from increased range to increased critical can be had depending on which Squig you choose.
In addition to their Squigs, Squig Herders have plenty of ranged-oriented attacks and abilities. Some abilities, like Stop Runnin!, provide utility, which in this case is a powerful snare. Most of their other abilities though focus on dealing as much damage as possible. Abilities like Poison Arrer are the Squig Herder’s main source of damage output.
The three mastery lines for Squig Herders are Path of Big Shootin’, Path of Quick Shootin’ and Path of Stabbin’. Path of Big Shootin’ focuses on longer range and powerful attacks, Path of Quick Shootin’ focuses on mobility and critical hits and Path of Stabbin’ focuses on melee DPS and defense.
A Squig Herder’s job is, as you might expect, to stand back and let others take the damage while they dish out the pain from afar. With potent single-target and area-effect ranged abilities, there’s generally very little reason to be up on the front lines. However, if a player chooses to go down the Path of Stabbin’ career mastery, their game-play experience may change quite a bit. In that mastery line there are definite advantages to being in the fray as the class plays much more like a hybrid between a ranged DPS class and your typical melee DPS class. No matter how you choose to play a Squig Herder though, you can be certain that you’ll make those holier-than-thou Order healers work quite a bit harder.
Squig Herders wear light armor and use single-handed weapons and bows.