The ballista can provide effective fire on Masons from the entrance.It is easy for players to move between them to make sure at least one is always moving. Once both siege ramps have passed the tree in the square, concentrate fighting around them.Use the many flanking routes to try and surround Masons defending a siege ramp.Use the icons to see if either siege ramp is stalled, and try and get it moving.There is a lot of time on the clock, but also a lot of ground to cover. Try and focus on the objective here, to save time for the next stage.There are lots of paths to take to reach any of the tents, so take the one of lease resistance.If the Masons push you off both pyres, concentrate on one to clear it and get torches moving.Use the ladders if the siege towers are too crowded.Engineers can fortify the stairways leading up to the gatehouse.You can also retreat to the other gatehouse, which might have more allied presence. If facing heavy resistance, moving upstairs can keep you alive until reinforcements arrive.It is essential to keep the area in front of the siege towers cleared so reinforcements can enter the gatehouse.Use the catapult to clear Mason-infested towers and also hit the Mason spawn exit.It only takes one person to push a tower, so if the Masons are overconcentrated on one tower, move to the other.Strategy Attackers (Agatha) Push the Siege Towers The Heir cannot stay in this back room without risk of despawning. Instead of making a balanced sniper, the Skirmisher Archer feels more like an attempt to make something akin to the Knight class while not removing the ranged weapons aspect of the Archer class.Upstairs to the left of the throne room (from Mason perspective). The Skirmisher is very left-field as the final subclass. If this connects with an enemy it does high damage. Both the Crossbowman and the Longbowman have a passive ability that lets them use stamina to hold down on an aim, but Skirmisher instead has a passive ability where after running a short distance to gain momentum you can do a charging leap. Your other ability is interesting, in that you have a charge. If you run out of javelins, you'll still have a knife. Considering you still have the same secondary weapon as the other subclasses, do not be afraid to hurl your primary weapon at far-away enemies. Skirmisher's abilities back this up as after a set time, the Skirmisher can use the quiver ability to instantly gain back all ammo without needing to find a supply. Longbowman doesn't fair great in situations where the team has to push forward for this reason as well. Always check your surroundings to see if an enemy has either found you or if they are about to find you because you are best held up in that little spot as a Longbowman and need to be willing to fight to keep that spot. While it's not that fearsome a weapon, a clever Archer can kill their attacker with it if played carefully. But, what happens to a cornered Archer? In their secondary weapon slot is a short blade such as a knife, and this secondary is a constant among all the subclasses. Considering how rare arrows are outside the Archer class, this is their niche to fill. Headshots do more damage and earn you more experience points. Longbowman Archers do prove their worth as Chivalry 2's answer to snipers. Archers however spawn with arrows as they come with the default loadout, an easy way to make them valuable in the eyes of ranged players. Not just off of bodies, even bows from a weapon rack tend to only come as a bow, no arrows. In Chivalry 2 you can pick up any weapon left on the ground, and even random items such as chairs and rocks, but if you try and pick up a bow you will usually find it without any arrows. Longbowman does introduce the player to the bow, a weapon type that comes closest to being unique to a set class. Longbowman is the starting subclass for the Archer, and while the mouthful of a name makes it sound straightforward, that's not the entire truth.
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