Bloodline Champions: The Astronomer

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Date: 06-02-2011 Views: loading

I was introduced to the game Bloodline Champions quite some time ago, where I quickly became a beta tester and began experience the skill-based arena combat. The learning curve was very steep and you could easily see a discrepancy between those with prior arena PvP experience and knowledge, and those new to this style. However, I quickly felt that the game was great simply because of the ability to play a round or two, then go back to whatever else I was doing. The queue did not take forever, the games were short and every moment was filled with action, and overall it was just a fun experience.

Astronomer Trailer


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However, stepping into the realm of Bloodline Champions can be quite daunting, and when you arrive at the Bloodgate for the first time you may have no idea what to do. I was prompted to write a guide for getting started in the game, however I believe there is no better way to get started then to jump right into a game, whether it be single or multiplayer, and experience the action-packed combat for yourself. So instead of an introductory guide, I am going to be writing some densely compacted, yet brief guides on some of the characters.

First up is my favorite character for both 2's and 3's, the astronomer, one of the healing archetypes. My first warning is to understand that just because the astronomer is listed as a healer, it still is a class with significant damage output that should not be ignored. Your role is much more important than simply healing your teammates, you control the battlefield while keeping your teammates alive and putting pressure on your enemies. M1: Spectro Strike.

Bloodline Champions

This is a commonly overlooked ability that the astronomer has, as many people believe it is simply a defensive skill used to deal damage to those who get too close to you. However, one of the main aspects of being an effective astronomer is to use your M1 ability to cause damage to enemy champions. The passive ability allows for plus 10 damage upon hit, as well as a significant reduction in movement speed, damage, and healing for 2.5 seconds. This passive recharges every ten seconds, so if you leave it up for too long unnecessarily, you are wasting a lot of burst potential and crowd control potential.


 
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By Dominic Strohmeyer
Writer Club