Your team just benefits a million times more from them than using his lame attack skills, especially with his 2 overpowered party camp buffs already in effect. So you can just focus on buffing the out of the whole team from then on.īecause it's the buffs where it's at. You can even camp buff for an additional 15% reaching maximum available Protection that is ever possible in the game, all in a SINGLE round. Pair it with the Tough Ring (it has a -15% debuff to you MAA's damage - no problem) or even better, a Heavy Boots and you'll have 60% PROT, even 70% with the Hard Skinned quirk. These buffs give you MUCH more advantage than that 2 miserable, low ACC melee hits with lame base damage.Īnd if you intend to seriously defend a teammate in those particular bossfights (you know which ones I'm talking about), that shield is MANDATORY with it's +50% heals and good PROT+ DODGE buffs. However at Veteran and Champion dungeons he's FAR mor useful to just use Bolster, Command, then Bellow or Defender in the first 3 turns and frankly fight should be over by then. He have some form of pathetic attacks yeah, maybe Riptose is his only ability that ever worths anything. He's simply a million times better as a Support than a DD. WTF is this thread, Guardian Shield is a MUST on the MAA. yeah, I don't see much value in the thing. Meanwhile Rampart is much more reliable at protecting your party, so you could just use Rampart Shield + Recovery Charm instead. but the MaA still has to get hit to utilize it, so if he doesn't get hit the shield won't do anything. The only strategy where I can see it being useful is if you're running a party with very low healing, so that you might actually want to use the shield to get super-efficient healing on the MaA. So you're going to get comparable defensive capabilities just from running frontline MaA with a beefier PROT trinket or a Rampart Shield. Not to mention, Rampart is a huge part of MaA's defensive kit as well and is sometimes better than guarding (guarding is best if enemies can't be stunned or if one hero is much squishier than the others, otherwise stunning is preferable). So two of the stats attached aren't doing that much and the stat you actually care about can be gotten from other trinkets without messing up your targeting. When you do go for defense stats on MaA, it's usually PROT to capitalize on the PROT he gains from guarding-PROT gets more efficient the more of it you have, after all. Dodge isn't very useful to a MaA outside of dodge parties (which don't mesh well with Guardian Shield), HP recovery is usually not a concern considering that most parties will have enough healing to sustain a beefy MA anyway, and the PROT boost is lower than alternatives. Base MaA is very tanky and so you almost never have a need for it. Usually, I don't even bother with defense stats on a MaA. Plus his big heals have insanely good scaling.I never saw it as very valuable. ![]() ![]() He's not quite as good at high levels because his damage does not scale well, but not so much to make him obsolete. Reclaim is pretty bad too unless you want to run a back row healer gimmick (you shouldn't, but you can if you want to.) Rain of Sorrows is ridiculously terrible, but you can bring it if you're desperate to have a way to do chip damage to the rearmost position. Periodically swap in Endure to help manage stress. Use Suffer tactically to save vulnerable party members from bleed/blight/mark while diverting damage to him that he'll just heal off with Exsang/Redeem effectively for free. Spam attacks until he gets under half health, then bust out Exsanguinate/Redeem to fill him back up while also delivering a super-powerful bleed or heal. His basic attack is quite good as long as you keep him away from the Ruins/Cove where bleed resist abounds. He's a pretty strong self-sustaining damage dealer / off-tank who can occasionally deliver huge burst heal.
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