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  1. also, your potential build for a mourning cloak/dusk wing at LL6 could be: Duskwing 2, Lich 2, Mourning Cloak 2. Talents are sparse, so you'll have to consider what you actually want to do with 9 talent points at the moment. You could feasibly ditch technophile at this point due to what's about to happen to your character, leaving you slots for the following talents of interest: Ace, Hunter, Combined Arms, Skirmisher, Tactician [Noting that Solar Backdrop only works on Ranged attacks]. Note that thrown attacks follow melee attack rules for the most part.
  2. Now, on to core bonuses: you can take 1 SSC core bonus and 1 GMS bonus by LL 6. YOu're probably taking your +evasion system, that's fine. Now on the GMS side: your options are that integrated mount (1/round free attack with any aux weapon, can't deal bonus damage with it), gaining another flex mount [these are main OR aux/aux], replacing your flex mount with a main/aux mount, or making ALL weapons on a mount gain +1 accuracy [pretty good on fold knives, which have something you might have missed?] These are all up to you on what you'd want more, tbh, as they all have something good to offer.
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  4. Finally, on to weapon choice: hey hey, it's the GMS shotgun calling, asking to fill your Flex Mount; you can fly above a fool and pull off some nice stuff with Combined Arms by shooting them, and then gaining +1 accuracy to your next attack with a melee weapon.
  5. If you've upgraded your flex to a main/aux and you're only skirmishing, you get to use Lockbreaker from Skirmisher 2! So, you can move 2 spaces to another spot adjacent to your target while diagonally above your target, shoot with a shotgun and leave behind a core ghost, then before you attack with that melee Fold Knife aux you get to use Lunge from Hunter to move 3 spaces "towards a character" (doesn't have to be your target, specifically an enemy, or an ally), leaving behind a ghost again AND gaining +1 accuracy from combined arms to make your fold knife a solid +2 accuracy or +3 if an ally is engaged with your target. What's that? You crit? Ok, you teleport 2 spaces in any direction, leaving behind a THIRD ghost adjacent to your enemy. Also, you have now hit a character with a melee attack, Hunter 3 allows you to make a free auxiliary melee attack against a target within range (still no bonus damage), which if you crit with it allows you to teleport again, that's core ghost number 4 (technically 5 if you count the one you created when you first moved this turn). Note that you probably need to throw knife on your main/aux if you decide to throw at a target at all. Now comes the fun part, you Overcharge and skirmish with your aux/aux mount, once again activating skirmisher for 5 ghosts, and then another possible 2 ghosts for a total of 7(8) ghosts, which might even be one in each space around your target if you manage to crit those attacks. So after quick actioning your corepower for that turn, that would be a total of.... 1d6+4d3+8d6 damage in one turn?
  6. this can be done with skirmisher 2, combined arms 3, and hunter 3, leaving you with one talent point (yeah you'd have to ignore what I said about tactician for the time being), for Ace 1 or Technophile 1
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  8. Simplified version: Move into engagement CG 1 -> Skirmish MAIN/AUX -> SKIRMISHER CG 2 -> SHOTGUN COMBINED ARMS +1 ACC -> BONUS AUX HUNTER 1 CG 3 -> CRIT WITH FOLD KNIFE AT +2 ACC TELEPORT CG 4 -> HUNTER 3 FREE ATTACK CRIT WITH FOLD KNIFE AT +1 ACCURACY CG 5 OVERCHARGE -> SKIRMISH AUX/AUX -> SKIRMISHER CG 6 -> AUX ATTACKS 1&2, IF THEY BOTH CRIT, GIVE YOU CG 7 & CG 8 -> BONUS ACTION ANYTHING YOU WANT, MAYBE A BOOST OR MAYBE DETONATE SOMETHING.
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  10. Advanced strat: if you prepare yourself on the previous turn with unhinge chronoflow, you get a free boost to use that can trigger engagement overwatch attacks which will AUTOMATICALLY miss you once you get skirmisher 3, allowing you to fly 2 spaces with ace 1 as your reaction for the turn. CG 9, [Note it's not CG 9 and 10: even though you boosted, the spaces would be the same that you start both movemnts so these won't stack. ] Then, you could use your final bonus action to either detonate or boost again to leave your final Core Ghost CG 10 for a massive 11D6+4D3 turn
  11. You would have to use the unhinge chronoflow boost before overcharging because you lose the haste once you take damage (heat counts as damage, I think?)
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