![]() Since she also serves as our healer, having the Musketeer go last works perfectly into deciding how best to use her turn, but of course don’t be afraid to use her earlier in a round if you need to. Thanks to the Iron Sights we can do this even if they’re being guarded, and we’ll want to use her last in turn order for that sweet damage and crit boost. With her massive damage yields and crit chance, her Aimed Shot is great for setting nearly any marked target to zero. Lastly, the Musketeer is the backbone of this strategy who does a little bit of everything. And we’re not even applying dodge stacks like MAA and Antiquarian teams do… Shields don’t get used if she dodges the attack, so an SB can easily last several turns with 75 dodge before the DD blows even start adding up. Oh and it gives a free +15 dodge, because two free blocks apparently wasn’t enough. You can either use her SS shields to block huge damage moves you predict coming in, or once she gets to DD, you can use it to guarantee that she’ll stick around for an extra two hits, twice. With her already high dodge rates, if a battle goes long, you can usually count on the SB being one of your last units which means she’ll get the Last Man Standing +10 dodge bonus. We use Pierce for raw damage when needed, especially if our HM’s Mark couldn’t quite shave off all their Protection. Expose can uncover Stealthers in the first three rows, and also increase our allies’ crit chances. She can Puncture a guarded unit if we need our BH or HM to hit/mark them, and she can also use Puncture to pull backlane problems to the front or push frontlane marks to the back (by pulling a different unit forward). Every move she makes will either push her forward or backward, so use this to your advantage in deciding which of your units your opponent can hit, especially for rescuing your Musketeer. I fully expect her to get nerfed once they do some rebalancing but we can get into that later when we discuss Serpent’s Sway. Next up we have the Shieldbreaker who is a great unit on her own. I haven’t tested this out due to personally not enjoying the Stun mechanic, but I would feel remiss in calling this a ‘guide’ if I didn’t cover the subject. I’m running Hound’s Harry over Blackjack for incidental damage and potential multiple deathblows, though it might be better to run Blackjack for Stun potential to lock down frontline healers, especially if they move your Houndmaster forward. One last note on the Houndmaster before moving on. ![]() Reducing their action economy by offering a trade will be better for your team in the long run especially since they might not even get off the Deathblow, while you’re almost guaranteed to do so. You’ll be tempted to save him with the Musketeer, but only do so if there is no one for her to kill. Between the BH and HM, the opponent will likely end up killing the BH first as he does not have as much dodge. The Bounty Hunter’s Come Hither can also consistently be used to claim a Pos 4 deathblow if your Musketeer has already gone. Be sure to account for the opponents’ movement skills when setting up one of your targets for the Musketeer to snipe later. Use HM’s Hound Rush to set them to zero and either have BH Finish Them with his +85% Deathblow Chance or the Musketeer fire an Aimed Shot for +55%DC. Any turn they waste healing them back up is a turn where they failed to damage your units. Once you’ve settled on a target, latch on like your vicious bloodhound until they don’t get up anymore. A Man-At-Arms is also a good target to melt as Bellow will only become a problem after multiple stacks are applied, and I’ve commonly seen the stress damage of losing their tankiest unit Round 2 cause the opponent to concede on the spot. Pos 1 can also be dealt with with these methods, but I usually find that position is filled by a damager I can dodge and deal with later. If the target is in Pos 2, or has high Protection, you’ll want the HM to mark them, apply his -30% Prot debuff and then have the BH Collect that Bounty for an extra 90% damage. For Pos 3 this gets a little tricky since if you have the BH pull them to Pos 1, the Musketeer won’t be able to snipe them, so you can either do the pull and let the Shieldbreaker fix it later or have the BH Mark them for Death. If Position 4 has a healer or dodge buffer that needs to be dealt with early or have their turn disrupted, the BH can make them Come Hither while marking them, allowing the HM to Hound’s Rush them for 115% more damage with the Training Whistle. At the start of a match, you’re going to have to assess which one you want to mark a target, and which one you want to deal damage. ![]() So first let’s discuss the Houndmaster and Bounty Hunter together.
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