Hi guys, Today we will show you VTM Bloodhunt Classes Guide AKA Vampire The Masquerade Bloodhunt Classes Guide. In This VTM Bloodhunt Classes Guide, we will also talk about Vampire The Masquerade Bloodhunt Classes Ability and Weapons. Bloodhunt is a free-to-play battle royale game set in the world of Vampire: The Masquerade. To rule the night and restore the Masquerade, use your magical abilities, weapons, and wit
So come and take a look at this Vampire The Masquerade Bloodhunt Classes Guide. ALso read here: VTM Bloodhunt Tier List 2022 (Weapon Ranking)
Vampire The Masquerade Bloodhunt Classes Guide
Brujah Brute
Solo Capability: Good
Difficulty: Low
The Brute is simple and straightforward, same as his abilities.
Soaring Leap is a simple, but fairly efficient mobility tool that lets you leap into a direction of your chosing, regardless of circumstance, cancelling all your current momentum and even being useable mid-air. On the downside, that’s all it does, with no further mobility attached.
You can use it to close the distance to enemies, bail from a gunfight gone downhill or to chase down a fleeing target.
Just be wary of using it to shortcut travel times by the one or other second, it’s best to always reserve your mobility tool for actual combat (or escape from it).
True Grit is similarly simple and passive. You gain health regen when already injured severely. What makes this passive nice is that it’s fairly unconditional (in terms of ‘somewhen you will end up hurt and it will trigger anyways’) but it’s also fairly weaksauce in that it neither allows you to automatically top off after long-range harassment, nor will it really save you when you’re already brought low enough to trigger it to begin with.
Shockwave Punch is, again, simplistic and straight-forward: Whenever there’s an enemy in close-medium range, probably shooting at you, there’s little reason to not throw this out. It will soak some damage, deal some damage and briefly knock over the enemy player, giving you a slight advantage.
Beyond that, you can use it to simply cover your back whilst trying to escape, or to clear the streets (accidentally) of any nearby civilians. Lastly, note that the punch is a rather narrow projectile ‘projecting’ the shockwave effect. This means you can send a punch just barely past a corner, and it will reliably hit whoever is standing behind that corner.
Brute is a good Vampire The Masquerade Bloodhunt Class.
Build/Playstyle: Ambusher, Gunner
With Soaring Leap, the Brawler has a natural edge in mobility to allow for enforcing close range combat, or kiting away from it. Plus the Shockwave Punch only really works at those close to medium ranges.
Brujah Vandal
Solo Capability: Outstanding
Difficulty: Low
Soaring Leap is a simple, but fairly efficient mobility tool that lets you leap into a direction of your chosing, regardless of circumstance, cancelling all your current momentum and even being useable mid-air. On the downside, that’s all it does, with no further mobility attached.
You can use it to close the distance to enemies, bail from a gunfight gone downhill or to chase down a fleeing target (though that job usually goes towards your Earth Shock).
Just be wary of using it to shortcut travel times by the one or other second, it’s best to always reserve your mobility tool for actual combat (or escape from it).
Adrenaline Rush deceptive, but probably one of the single-most powerful abilities (let alone passives!) in the game.
Keeping in mind that most combat happens in close quarters range, this perk will essentially be active almost always mid-combat. This means the Vandal is the only character who gets a significant boost to her effective hp, meaning, barring any other factors, she will always win a straight 1on1 against a non-Vandal up close.
Additionally this perk allows for a unique synergy with any forms of hp gain, such as Sanguine RBlood.
Earth Shock somewhere half way between a leap and a crowd control skill. It’s default use includes being applied to the enemies forehead for minor damage and a short knock-up with an even more brief stun (disabling weapon and skill usage). This not only sets up enemies for an easy hit or two (preferably from a melee weapon or shotgun, but additionally adds to your surviveability (by virtue of preventing the enemy from attacking).
This move is also a great chaser, to be used when an enemy tries to disengage from a fight they’re losing by using their mobility tool. Even better if they drop to street level in a futile attempt of escape, setting themselves up for a free stomp.
A secondary use of this skill is as mobility tool, since you can use it to slam forwards into a wall you would otherwise have to climb back up to. Not nearly as potent as your Soarling Leap, but still better than what the Nosferatu get in total.
Build/Playstyle: Ambusher
The Vandal’s strongest ace is her Passive, which only applies in Close Quarters, whilst having two mobility tools, one of which usually puts her into Melee range anyways.
Nosferatu Saboteur
Solo Capability: Okay
Difficulty: Medium
Vanish is the core skill of the Nosferatu (as represented in-game) and contender for one of the most frustrating skills to be up against.
It combines a few seconds of complete invisibility with a brief burst of speed and instant activation. Albeit the initial disappearing effect will briefly move into the direction you were heading to, potentially giving a pursuer a clue to your new location. Plus, it neither removes your hitbox nor collision, so constant fire or bumping into the enemy can give away your plan as well.
Generally best used NOT for mobility, but as an emergency escape button (and arguably the most potent in the game). The speed boost you get isn’t worth putting your unlife at risk, and it’s basically useless for vertical traversal.
Alternatively, you can use it from cover to quickly relocate into an unsuspecting enemies face, or turn tail, launch the skill, and then moonwalk up behind the enemy thinking you fled.
Unseen Passage is a passive that appears amazing on first glance, but is actually a lot less useful on second.
The key idea is to stay crouched, and thus stay semi-invisible and be able to sneak… well… up on someone? Who’s probably jumping around or at the very least on a building? When climbing will instantly give away your stealth? Add to that the delay for actually activating the passive, and this is a tool utterly unsuited to any kind of offense.
But okay, it’s certainly great for sitting around on a good vantage point without being visible? No, not really. Especially against the skybox, your semi-invisibility will stand out like a sore thumb. Thus the best vantage point would be closely tugged against some form of cover high up, so that enemies cannot see your shilouette… but then you don’t need to be invisibile to not be visible in first place.
Worse yet, what this perk DOES achieve, is giving you a false sense of security. Sneaking along a roof (or across an open area) whilst being ‘stealthed’ makes you a great target for either a sniper or basically anyone behind or above you who will have no trouble catching up to a crouching target.
The problem, really, is the fact that the stealth does leave enough visible to move pixels, which is easy to notice for anyone who isn’t moving themselves.
Also, if you pick up anything, throw a Sewer Bomb, or use a consumeable, you instantly become visible again. Same goes for taking any damage.
So, this perk is best used in complement to already seeking cover, not as replacement.
There’s two niche use cases though: With this passive, you can freely decide to chill out in a bush on the middle of a plaza.
Usually this would reveal you to vampires scanning for RBlood (as bushes don’t obstruct line of sight, you will be marked in orange), but this passive hides you from the scan.
Secondly, you can use it to sneak past Entity guards relatively unmolested. Just be wary of an enemy player seeing you do that, and giving them a hint by pinging you with a shot.
Sewer Bomb allows you to strategically set up lethal traps to… briefly annoy your enemies. Really, the concept is nice and fits well with the saboteur, but a key weakness of the ability is the fact everybody tends to move at sanic speeds. Thus, an enemy sprinting past a laid bomb (because yes, it does not slow or cancel sprinting) will take about 2 or 3 ticks worth of damage (5 per tick), summing up to about one pistol shot worth of damage. This completely disqualifies the bomb from being used mid-combat, as basically doing anything else is usually more valuable.
Outside of direct combat, you can use the bomb as area denial (lob it at cover, shoot it, flush the enemy out), or as a warning system though. A last potential use is to be employed as finisher grenade if you want to take out a downed enemy without either getting close or firing shots (or possibly from behind cover).
Note that you can have multiple (at least 3, need to confirm how many in total) bombs deployed at any one time, thus you could potentially stack them up for a stronger and maybe even relevant ambush… but given anybody can climb past any chokepoint, I’m not certain how you would predict, a minute ahead, where an enemy will come through and then place several bombs in such a way that he isn’t out of the AoE and back in new cover within a second or two.
Additionally, you’ll find that these mines are INCREDIBLY easy to spot, both because of their large, distinct shape, but as well because of the red glowing light (only visible on hostile mines). So don’t rely on them doing any good in the open, they’ll always need corners (roof edges work, too) to be placed.
Build/Playstyle: Ambusher, Ganker, Sniper
Without any key mid-combat ability, the Saboteur is at a disadvantage in any open combat, thus it’s critical to focus on being the one to open combat, in favorable conditions. Going the snipe&dunk route is usually a safe way to play (albeit you lack the burst mobility for the actual dunk), but like the Prowler, you can simply go for a full on Hit&Run Ambush style play, too, thanks to Vanish being key to that kit (albeit then again you should probably just play Prowler instead).
Nosferatu Prowler
Solo Capability: Good
Difficulty: Medium
Vanish is the core skill of the Nosferatu (as represented in-game) and contender for one of the most frustrating skills to be up against.
It combines a few seconds of complete invisibility with a brief burst of speed and instant activation. Albeit the initial disappearing effect will briefly move into the direction you were heading to, potentially giving a pursuer a clue to your new location. Plus, it neither removes your hitbox nor collision, so constant fire or bumping into the enemy can give away your plan as well.
Generally best used NOT for mobility, but as an emergency escape button (and arguably the most potent in the game). The speed boost you get isn’t worth putting your unlife at risk, and it’s basically useless for vertical traversal.
Alternatively, you can use it from cover to quickly relocate into an unsuspecting enemies face, or turn tail, launch the skill, and then moonwalk up behind the enemy thinking you fled.
With the Prowler, you as well have the option of quickly chasing down a blood trail unseen, frequently allowing you to catch an enemy mid-healing (preferably with a shotgun raised).
Since the Beast is a very potent, albeit highly situational passive. In a highly ironic way, it’s a solid hard-counter to Vanish.
The problem is that any enemy without Vanish would probably not be able to escape you, even when breaking line of sight, anyways (assuming they even get to try).
But, knowing that your enemy can’t escape also gives you the option to go in, fire off your sawed-off, and then back out again. Innately planning to perform that Hit&Run, regardless of the outcome, means you will be able to perform it at peak timing, and you can still reevaluate the situation once you’re back in cover, enemy downed or not.
And IF you end up against an enemy with Vanish (and that kinda seems to be the Solo Meta right now), have fun Vanishing right on his bloody try and executing him with a weapon of your choice (I recommend Melee for style points).
Scouting Famulus is as potent as it is risky to use. Traveling in a straight line, you can easily ping any point you can see, even across the map, with a potent range and an insane duration (north of 2 minutes, possibly capped by distance to you rather than duration). Note that you can only have one swarm of bats deployed at a time.
Throwing the swarm even into the approximate proximity of an enemy will usually tag them reliably and for a good ten seconds or so, giving you a huge advantage in mid-range combat.
However, the massive downside of the skill is that the projectile is slow, glowing red, noisy, and leaves a trail that can easily be used to figure out your hiding spot. Furthermore, once deployed, the bats are extremely visible and noisy… so whilst it works as a deterrent, don’t expect anyone to walk into its an area of effect after initial deployment.
Another downside of the skill is the fact it’s unique and VERY noticeable, thus giving away your class’s presence to anyone with eyes. Which will as well remind the enemy that they can run, but not hide, thus increasing the odds that they will fight you to mutual destruction or set up an ambush whilst fleeing, in the knowledge that you WILL chase down their trail.
Likewise, be wary that using your bats is a great way to alert a previously calm enemy to your presence, ruining your own chances at a surprise attack (which is kinda the key thing about Nosferatu).
A redeeming factor however is the ability to piss off enemies and to chase snipers off their high lookouts. Alternatively, your glowy twirly bats are as well a great way to ping a high-visibility location to everyone on the map, calling attention to a pesky’s sniper position (or simply serving as a distraction to divert attention to that area).
Build/Playstyle: Ambusher, Hit’n’Run, Gunner
Using your combo of Vanish and Sense the Beast, you make for the most lethal of Ambushers and can even set up bats for a follow-up if your target was not seriously injured. Alternatively, the ability to sneakily reposition and mark enemies behind cover makes you a capable mid-range, roof-controlling combatant.
Toreador Siren
Solo Capability: Bad
Difficulty: Medium
Projection/Dash is the Toreador stand-in for a ‘mobility’ skill, albeit it’s a bit more situational and less simple to use than the others. A key factor here is that it doesn’t actually net you more range than a Soaring Leap, and a lot less momentum, too. Worse, to actually utilize it’s range, you have to wait two seconds after activation and THEN teleport, which makes it the least responsive mobility skill, too. It’s only real mobility advantage is the fact you can use it to teleport a relatively good distance straight upwards.
However, the skill’s strength clearly lies in it’s versatility: You can use it to mindgame the enemy into thinking you will be teleport when you don’t. You can use it to escape into two different directions at once, giving you a relatively good chance at escaping a confrontation, assuming you don’t end up getting gunned down first. Or you can use it to launch a highly aggressive attack, before warping back onto the high ground you came from.
Additionally, you can theoretically combo it with BEAUTYTHINGY to teleport yourself as flashbang into an enemies face… but you might as well just drop on them whilst channeling for the same effect, without wasting your only escape move.
Kindred Charm got to be one of the weakest passives in the game. In theory, it allows you to more easily nibble on civilians… but in practice, they are usually spaced out enough so that you don’t even need that, and most masquerade breaks will come from a civilian you didn’t notice, rather than one you assumed would be far away enough… and since you need to walk past a civilian to apply your charm, that one will still have seen you.
Additionally, the speed increase in drinking blood is barely noticeable and very unlikely to be ever relevant.
Really, the only benefits of this passive are that it will generally reduce the number of panicked civilians giving away your position and that it allows you to use them as very amusing meatshields: Once charmed, the civilians will not react to gunfire, thus allowing you to use them as stationary cover to pepper your enemies from. And any retaliation of the enemy would then trigger a bloodhunt on them, which is as useful as it is hilarious.
Blinding Beauty is basically a channeled flashbang centered on yourself. Fancy in theory, very questionable in practice: The skill deals 20 damage and applies an obscuring screen overlay to enemies for ~2 seconds. But the problem is that, to use it, you already need to channel it for a second, and tend to slow down, losing all momentum as you do so.
This means that you spend one second of not damaging the enemy, in return for the enemy continuing to shoot you, just with less accuracy for an approximately same-length period, assuming you actually survive that long.
You can’t even really use it as an escape move, because if you start the cast whilst on low health, you’ll already be downed by the time it would go off, and even if you do, your projection will take too long to travel a meaningful distance during the blinded period.
The skill’s only practical use would be as initiation whilst sliding to or dropping at an unaware enemy… but in that case I would probably still rather unload the Double Barrel instead of dealing 20 damage. The enemy will be panicking and blindly leap off after either anyways.
Build/Playstyle: Ambusher, Sniper
Either playing up into the enemies face as intended, or as gimmick sniper using disposable meat cover, you’ll still find the Siren lacking behind any other class that could play the same role.
Toreador Muse
Solo Capability: Okay
Difficulty: High
Projection/Dash is the Toreador stand-in for a ‘mobility’ skill, albeit it’s a bit more situational and less simple to use than the others. A key factor here is that it doesn’t actually net you more range than a Soaring Leap, and a lot less momentum, too. Worse, to actually utilize it’s range, you have to wait two seconds after activation and THEN teleport, which makes it the least responsive mobility skill, too. It’s only real mobility advantage is the fact you can use it to teleport a relatively good distance straight upwards.
However, the skill’s strength clearly lies in it’s versatility: You can use it to mindgame the enemy into thinking you will be teleport when you don’t. You can use it to escape into two different directions at once, giving you a relatively good chance at escaping a confrontation, assuming you don’t end up getting gunned down first. Or you can use it to launch a highly aggressive attack, before warping back onto the high ground you came from.
Also, you can use your projection to heal… yourself I guess? (Confirmation needed on whether it might legitimately double the heal.)
Final Act a legitimately useful passive, allowing downed you to tank yourself (you can’t pick yourself back up with the heal) when being targeted for ranged damage (or in a gas cloud, more likely) or, more importantly, allowing yourself to teleport once whilst downed. The latter is the usually more useful application, allowing you to make a sudden warp for cover, or maybe waste the enemies time by warping away as he moves in for the execute. Just be sure to trigger the teleport before the animation starts, or you’re toast.
Alternatively, you can use it to deny the enemy an execute, by teleporting yourself into water or into a group of Entity soldiers. (The latter actually had me survive and win the round later, once. Appears Entity does not aggro downed vampires, and only shoots them when they have previously aggro’d the vampire whilst they were up.)
Don’t rely on the passive and overcommit, though.
Rejuvenating Voice is a great teamwork skill, allowing you to send out a burst heal of 30hp, followed by a channeled heal over time, all occuring in a modestly large AoE around you, plus in the same radius around your projection.
Shame you’re playing solo.
Regardless, it’s still a useful skill though, because just double-tapping the key will give you an instant refresher of 30 hp at almost no time cost, and castable mid-fall or -slide. Having that extra bit of health can be a nice advantage even mid-combat,
and once you’re out of line of sight, you can even be a cheeky bastard and channel it just behind cover, clearly visible and audible to the enemy who just took cover from, letting them know that all that damage is already as well as gone.
Just be wary that the skill is anything but subtle: You emit a VERY well visible red aura whilst channeling, easily allowing enemies to pinpoint you around corners, in cover, and possibly from afar.
And in the end the skill is entirely unsuitable for outhealing incoming damage to yourself, and thus shouldn’t be used beyond the double-tap in active combat.
Build/Playstyle: Gunner, Sniper
With the delayed mobility on projection, but the potential to turn every rooftop cover into a free health dispenser, the Muse is remarkably well suited to simply staying away from enemies that would require her to traverse quickly.
That’s it for this Vampire The Masquerade Bloodhunt Classes Guide aka VTM Bloodhunt Classes Guide
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