One-on-one, a Squig is no match for the likes of a Slayer or Ironbreaker. The problem 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 into a killing frenzy while fighting safely behind the lines. The Herder's own ranged fire combines with the attacks of his minions, challenging any foe.
Squig Herder Specialty
Its all about the Squigs – at least as far as the Squig Herder is concerned – and he knows all there is to know about these feisty critters. Commanding a pack of Squigs culled from those types he has learned to train, the Squig Herder can inflict serious damage on his enemies. With experience, he can learn to tame a broad range of breeds, control more powerful Squigs, and acquire more specialized abilities such as taking direct control of his Squig. His minions will even fight on after his death, wandering off only when the battle is done.
Playing as a Squig Herder
As a Squig Herder you lead from the rear, turning your Squigs loose on the enemy and supporting them with commands, arrows and bait while safely out of harms way. The most critical elements of your strategy revolve around your choice of Squigs for your pack, and the abilities you use to support them. Your various breeds offer you tools for different situations, and you must mix and match them to meet your needs. Tactically speaking, your job is to kill the enemy while avoiding his counter-attacks – both you and your Squigs are deadly but fragile beasts.
Fighting against a Squig Herder
The Squig Herder is essentially a fire-support career who wishes to hit you without being hit. As such, youll need to deny him that opportunity. Attacking him or his pets early – either one, as the pets will live on after their masters death – is a sound strategy which will quickly reduce his damage dealing power. You must also be alert however, as Squigs can bypass your own line with their fast leaping movements and strike at your back field. You must strike a balance between the defenses you can muster against enemy melee fighters and the nasty beasts gnawing at your heels.
Goblins arent exactly known for their fortitude or strength, so the clever Squig Herder uses a pack of squigs to do the hard work for him while he stands safely away and unleashes a rain of deadly arrows. Through a combination of poking, prodding, yelling, and throwing raw meat, a Squig Herder has managed to...well...not exactly "tame" a pack of squigs, but certainly get them to at least run when he stabs them. The Squig Herder has the means to deal with any combat situation through the wide array of squigs at his disposal - and sometimes, they are quite literally at his disposal, as his pets have an unsettling habit of being eaten or exploding.
Path of Big Shootin
A specialist in this path is more than happy to stand far, far back from the fight and let his squig pets distract the enemies while he peppers them with arrows from a safe distance. Those who dismiss Goblins for their small stature quickly learn not to underestimate the Squig Herders powerful bow and keen aim, and many an enemys final dying thought has been that perhaps they shouldve paid more attention to the Goblin than the squig.
Path of Quick Shootin
A clever master of this path uses the Goblins inherent tendancies towards twitching and running in his favor, and has learned to quickly snap off bow shots while moving.around. While he pays for this mobility at the cost of range, as he cant shoot as far without taking the time to stop and brace his bow, the speed and flexibility that he gains ensures that he can always stay out of harms reach.
Path of Stabbin
Some goblins are simply more bloodthirsty than others, and a master of this path prefers to use his bow simply as a means to weaken and hinder his enemy, allowing him to move in and dispatch them quickly with his crude yet brutal spear. Fighting side-by-side with his squig pets, the Squig Herder who selects this path is always gleeful to find himself in the middle of a messy fight.
- Squig Goo morale 2 reduced to 30ft and now deals its damage instantly (link)
- Indigestion now increases cooldowns on enemies hit by 1s for each enemy hit (link)
- Choking Arrer is now an Ailment (was a Cripple) (link)
- Not So Fast! is now an Ailment (was a Cripple) (link)
- Path of Stabbin' rework (link)
- Squig Armor's armor buff stacks with the armor potions
- All By Meself now also reduces Squig Leap by 10s
- Horned Squig is castable on the move, has its cooldown reduced to 15s, has its cast time reduced by 50%, and takes less aoe damage all only while in Squig Armor. Horned Squig abilities scale with points in Path of Stabbin', severs blessings instead of crowd controlling their target, grants an armor buff to the master, and has its weaponskill increased.
- Gas Squig grants the +10% range buff and its abilities scale with points in Path of Big Shootin'
- Leveling unlocks:
- Level 1 - Squig Armor & 'Ard Noggin (Previously level 10)
- Level 10 - Big Claw (Previously level 20)
- Level 15 - Sneaky Strike, a 10s cooldown, direct damage Enchantment which grants you an armor buff for 15s.
- Level 20 - Bounce (Previously lvl 30)
- Level 25 - Really Bad Gas (Rework, was a speccable 9 point ability). Now deals damage every 2s for 6s and requires Squig Armor.
- Level 30 - Big Bouncin' (Previously a specable 13 point ability)
- Level 40 - KABOOM!
- Tree Rework (all abilities require Squig Armor)
- 3 point tactic, 'Ere Squiggy is unchanged
- 5 point ability, Squig Leap is a 65ft, 10s cooldown gap closer which provides a 35% movement speed buff for 3s upon use
- 7 point tactic, Sneaky Stabbin' is unchanged
- 9 point ability, Indigestion is a 40ft cone Hex which increases cooldowns on enemy abilities by 5s for 10s with a 20s cooldown
- 11 point tactic, Sneaky Git increases your avoidances (parry, dodge, and disrupt) by 15%
- 13 point ability, Tastes Like Stuntie is a 5s channel which heals you for the damage dealt on a 25s cooldown
- 15 point ability, Outta My Way increases your movement speed by 75% for 10s and knocks players away from you; ability is on a 55s cooldown. Wind up da Waaagh is now a core ability at 40. Using this ability puts all other morales on a 5min cooldown.
- KABOOM! requires you to be on the ground to activate (link)
- Morale 2 ability Unshakeable Focus now removes and ignores all taunts and detaunts on you for 7 seconds (link)
- Finish 'em Off now gains its increased damage modifier at 30% target hp, up from 20% (link)
- Reduced the AP cost of the Aimin' Quickly tactic to 13, down from 20 (link)
- Behind Ya's damage has been increased and the critical chance of the ability is increased by the percentage of life lost on the enemy target (link)