The Hunter’s Guild is one of the oldest Guilds out there, been plying their trade for hundreds of years. They just don’t have Guild houses like anyone else, nor trade their services in the cities. And until now, they’ve never had a Guild Ball team neither.
Your average Hunter is a real strange individual. They believe in the old gods, the Moon Goddess and Sun Father; the whole Guild is built around their worship. The Moon Goddess is the mistress o’ the hunt, the one they all offer their praises to for their work. She blesses them to steal from the Sun Father, who nurtures the world.
They’re dangerous, young blood. Every single one of them bears respecting. Each has lived a life of tracking, pursuing, and killing beasts far more feral and dangerous than you or I have ever seen. They bring a different set o’ skills to the game, something we’ve never seen before. I won’t say that any of us were looking in their direction and dreading this day, because we weren’t. But believe me: we should have remembered them and their old ways, young blood, because now they’re here to stay.
The Hunters are exactly what you expect from the name: they lay traps, wait until their prey falls into said traps, and then they pounce. Your opponent will have to go through a barrage of annoying situations before they actually reach you, which means that they’ll already be weak enough for you to finish off.
- Strengths: high mobility, ranged damage, strong debuff play
- Weaknesses: fragile models, easy to make mistakes
- Play If You Like: hit-and-run control play