The time has come for us to begin theorycrafting for our engagements with the more skilled portion of our player base. In a game against effective hunter comps running MAST, evading your opponents through stage 1 is not always a possibility. Smarter players are likely to bush check with their weapons, read your escape routes, and generally give you hell while you’re just a poor little infant lizard-monkey. RNG birds can also neuter your ability to effectively play keep away in the early game, (and honestly they cause me to panic like a MOFO. FUN! :D)
What grouping of abilities are you finding to be the best for your potential early game engagements? How are you currently justfiying your stage one point expenditures?
Currently, I’m running 2 fire breath and 1 charge for early game CC and farming ability. Firebreath seems to be the most reliable method of killing the smaller varieties of wild life. I take 2 points in firebreath because firebreath with only one point is both too short ranged and too weak to be viable should I be caught out by the hunters. Firebreath is absolutely mandatory to take if Markov is even a possibility, (and he’s pretty much the only possibility when facing competitive hunters) because mines can ruin your day and making engagement with the hunters a NIGHTMARE.
One point is taken in charge for the ability to “carry” an opponent out of healer LoS and potentially end him before the fight gets too hot. It gives negligible traversal, but its better than walking if you’re snared, but I feel that it has more utility and reliability against skilled opponents. You can’t dodge a charge if Goliath is already beating on you in melee range.
Skilled hunters that have not chosen to prematurely burn their fuel will always dodge rockthrows, and rockthrow becomes a liability in enclosed environments such as caves or structures.
I’m on the fence about leapsmash as an early pick currently. It gives great traversal and farming speed, but its damage output, and the fact that it puts you on more mines than not against a good Markov make me question the early game utility of leap smash.
One last question. Which perks do you find to be the most important? Feeding speed can allow you to get much needed sustenance against opponents doggedly chasing you, but it has very little utility in a fight (except maybe against Laz). I take damage currently for the ability to inflict respectable damage should I be forced to fight, but I’m having mixed results, and I’m not sure how much benefit I’ve garnered from it.
TLDR; What are your ability choices and perk selection assuming you’re going up against GOOD competitive hunter squads.