Camelot Unchained Class Breakdown - Scouts

Scouts are a class concept for Camelot Unchained specialising in providing tactical information, warfare strategy, enemy locations, etc. They can be used for marking locations, mines or enemies on the map and will be good at covering large distances. Scouts will also have some utility as a secondary role.

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  • Playstyle: Continuously transitions between the main body (anchor) and the Specter body, gaining speed, camouflage and reduced damage while in Specter form
  • The Specter uses fear and misdirection to avoid confrontation.
  • Sets out as a normal character with armour and weapons (albeit not up to the calibre of combat classes) before transformation.
  • Has some group utility, such as fear and enemy debuffs
  • Focuses on being sneaky and undetected more so than other Scout classes
  • Fast movement in Specter mode
  • More "slippery" than tough
  • Easier to see during the day
  • While in Specter mode, the main body loses blood, the loss determined by distance between spectre and main body
  • Playstyle: The Arisen makes himself undead by committing suicide in order to scout and pester enemies. They are the most powerful of the Scouts.
  • When an Arisen commits suicide, he rises from his tombstone (which acts as his anchor) and can move around from a set range of that tombstone. The undead Arisen can then return to the tombstone to recover his previous form.
  • The tombstone can be destroyed by the enemy, causing the Arisen to fade without it.
  • More of a pest / annoyance to the enemy than other scouts - not necessarily in damage, but with debuffs
  • Has more of a supportive role in a combat group due to these debuffs
  • The anchor point (tombstone) is static, and cannot be moved by group members
  • Range is larger to make up for the anchor location being static
  • The Arisen is relatively hard to kill
  • Has a weakness to fire, crushing damage and radiant attacks (some of which belonging to Wisps)
  • Right now you can't respawn at the tombstone (like the wisp can with the lantern) which makes dying much more of a problem for the Arisen and something he gets other benefits to compensate for.
  • Playstyle: Using a lantern as an anchor point, the main character places it on the ground and deploys a wisp from said lantern while the main character can retreat to a safe area. The wisp can then go about and scout within range of the lantern.
  • The Wisp can be seen as a glowing light, therefore making it easier to see at night
  • Wisps float close to the ground - they can't just fly over objects / other players
  • The Wisp is the fastest of the Scout classes
  • Illumination based - can light up areas to point out enemies in the dark
  • Character and Wisp are different entities - if a Wisp dies, your character doesn't die
  • If your character dies, but the lantern and Wisp is still there, your Wisp and control thereof will not end.
  • The death curse applies to the wisp, not to the character.
  • You can control either the Wisp or the main character, but not both at the same time.
  • You can toggle back and forth between your character and your Wisp
  • Health of the Wisp reduces over time as it is away from its lantern and it will need to recharge.
  • Group members can pick up the lantern and move it to change the range of the Wisp
  • Unfortunately, enemy players can also pick up lantern!
  • If discovered by the enemy, Wisps will be pretty easy to kill as they are fairly fragile. However, this isn't much of a setback, as if the Wisp or the main character dies, you can still play as the other.
  • Wisps are weakest against magic attacks
  • Wisps aren't so good at blocking physical attacks, but can use Radiance as a 'blind' effect against physical classes
  • Scouts are not a launch class - they will appear some time after the game is released.
  • Scouts are a good option for those who like to strategize
  • Specialities: Evasiveness, speed, range, traps, sabotage
  • Good at covering distance across the map
  • Scout classes have an anchor mechanic to control range of scouting (lantern, character or tombstone)
  • Crafters set up defensive traps, build siege equipment, magical detection fields, set things up and build things. Scouts find and report crafters traps, sabotage / nullify the traps, etc
  • Amongst the most important stats in the game for the Scouts are: Vision (lets you see better), Detection (lets you hear better) and Concealment (how well you can be detected by other players).
  • Very important for The Depths
  • Utility is a second role. Not a support or debuff class, but can contribute.
  • Although Scouts will probably have some damage skills, combat is not its primary focus.
  • Their primary role is to scout for information on enemy locations, evade discovery, destroy traps, mark targets, locate resources, etc.
  • In order to mark a target, you need to be in combat range. You can't just sit on a cliff far away and do it.
  • As the in game map doesn't automatically provide any information, it will be up to the scouts to relay this information to the Realm by turning in information to the King (example: targeting an enemy player, using an ability, return to town to relay the information to the King/Realm)
  • You can only report things your character actually sees.
  • Two scouts probably have very little chance of killing each other. Scrubs!
Interesting class, may actually dabble in it myself.

As for the realm classes, seems to me the Arthurian is the most basic and Viking and TDD have some interesting mechanics.
I like the TDD a lot, being able to control either entity and also allies being able to make tactical adjustment to your movement range.
I do really like the supportive, be a huge f*cking nuisance(my speciality), side of the Viking class.

Hope this becomes from the earlier classes post-launch, do I believe it's one of the last classes they added.
Seem useful, although I wonder if the rouge class would also make good scouts and still maintain combat viability. For preparation i.e the day before maybe yes this class would be worthwhile but for combat scouting and a larger force immanently attacking I'd still rather go with a rogue archetype. Nothing more satisfying than watching a gang of rogues descend upon a group of squishy dress wearing healers.

Even though we're saying the Viking are technically the strongest they all seem much of a muchness.
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