The online collectible card game Card Hunter has three playable character classes: the warrior, the wizard, and the priest. Each class wields a different assortment of cards which provide different powers and benefits. The priest class is easily the most flexible of the three classes. A character of this class can be built to have nearly as much offense or defense as a warrior, though not both at the same time. Additionally, while priests tend to have melee attacks, they have a few ranged attacks as well. Finally, this class has the most support abilities in the game. This guide to the priest class in Card Hunter will help you choose the best cards to properly support your team.
Equipment Slots – The priest starts with three equipment slots, like every class in Card Hunter, and eventually has a total of ten, the last of which is earned at level eight. The final equipment slots are: two divine weapons, three divine items, one divine skill, one divine armor, boots, shield, and a racial skill. Divine items tend to give healing abilities, though some have attack powers, buffing abilities, or card destruction. Divine armor and weapons are not interchangeable with the weapons and armor used by a warrior, and almost all of these items have at least one buffing or healing card.
Dwarf Priest – The incredibly sturdy dwarf priest has the same hit point progression as a human warrior. This sturdiness means that you will need to heal your priest less often, making this combination particularly good at supporting a tanking warrior. Healing and support spells tend to have a very good range, so the slow movement of the dwarf doesn’t hinder your ability to assist your allies. You will have trouble getting up to the front line, but you can abate this a little by equipping weapons that have fewer than average attack powers and more support skills. Keep in mind that you will generally be closer to the party wizard than the party warrior, so any close range support skills you take should be useful for a ranged attacker.
Human Priest – Just like a dwarf priest has the health of a human warrior, so does a human priest have the health of an elf warrior. But, what is dangerously low for a warrior is only modestly concerning for a priest. That said, this is still the worst combination of mobility and hit points for a priest. You are fast enough to get into trouble, but not quite fast enough to escape it and you have few enough hit points that you need to constantly be concerned about heavy hitters. As such, the human priest should focus hardest on good healing cards, rather than support or card destruction. If you can find divine weapons with attacks that have a range of two squares, you should equip them. Standing one step behind the warrior is the best place for a human priest. The Hand of Melvelous, which you will eventually get during the campaign, is especially good for a human priest because it gives a range 2 attack that heals you at the same time.
Elf Priest – The elf priest consistently has about 85% of the hit points of an equal level human priest. Good armor and a good shield can help mitigate that, but you are still going to need to rely on your mobility. Thankfully, the elf priest has the perfect cards to support this mobility. Elf skill cards can give you free moves, while healing and support abilities have range. This allows you to hang back and support during the early part of the round and then move in an attack after enemies have finished attacking. You can then dart out of danger afterwards. You can’t continue this indefinitely, but it will usually preserve your hit points long enough to put you in roughly the same position as another priest after a few rounds.
General Strategy – A priest is a little hard to define in terms of cards. Weapons can easily have anywhere from two to four attacks per weapon and armor can have one to three actual armor cards. The other cards on these items are almost always support or healing items. Also, divine items occasionally have attacks as well. Overall, this means you might have as few as 10 cards of this type or as many as 20. This provides excellent flexibility, but also lets you fall into the trap of not balancing your character well. You will often want to use lower level cards than you can, simply to access certain abilities or assure that you always have a useable action. Sitting on a hand of healing when nobody is hurt doesn’t help you in the least.