The latest developer blog has been posted to the Crowfall site that gives fans a first look (and one that can change in the course of development!) at the way the newest archetype, the Champion, utilizes powers and the UI for maximum benefit in battle.
The discussion begins with the theoretical basis for the "minimum viable power" that each archetype will have access to in order to keep combat refreshing and interesting, not to mention useful. The first pass iteration is designed to leave 'wiggle room' to add additional powers and non-combat powers as well. All is, as would be expected, subject to change but, overall, the goal is to make reusable elements to allow for re-purposing into other powers.
The blog goes on to discuss the Champion's use of Rage as a resource to perform maneuvers along with a secondary resource, Hatred.
Mechanically, the Champion uses Rage to fuel any power in the 1-0 position minus the number 5 power. His left click primary attack is a melee cone attack chain that also generates a large amount of Rage.
The Champion’s right click power, Reverse Chain Pull, pulls the Champion 20 meters towards the enemy under the reticle. If there is no enemy or the Champion misses with the chain, then they do not get pulled forward. (Learn to Chain!) Right click is how the Champion crosses large distances to stay on top of targets. This power generates a large amount of Rage, too. We are also experimenting with this power being able to pull you to the tops of walls without falling. (Right now you will fall because Physics. It would be cool if we can make it mantle you over the lip of the wall on an upwards pull! ) This power, like all right-clicks, is fueled by stamina.
From this point, the discussion turns to iFrame powers, passive powers, the powers bar and more.
While a work in progress, the Champion is shaping up to be a huge (meaning literally and figuratively) presence on the battlefield. Check out the entire post on the Crowfall site.