Post by drspendlove on Feb 18, 2018 10:32:43 GMT -5
Devastating Strike is a Paladin Talent that performs a single-target melee attack. It is similar to Slay, their default melee attack talent. The distinctions are:
1) It requires at least one talent point investment.
2) It isn't used as a counter-attack.
3) It deals a bit less damage than Slay.
4) It costs 6 Heat, instead of 3 like Slay.
5) It lowers the target's accuracy (melee or ranged) for 3 turns if it deals damage.
6) It lowers the target's dodge for 3 turns if it deals damage.
I used to discount this talent as too expensive (heat and talent points) compared to other Paladin talents, but have since seen value in it. I'm thinking if you're using a very heavily defensive Paladin build, perhaps a half-medic half-tank, low offense role, it could be very useful in increasing survivability against a foe you are unlikely to finish off with Slay or other talents at the end of a turn.
Furthermore, 6 heat isn't unreasonable for an attack, especially for a Paladin. My Paladins are rarely running dangerously high on heat. This is the case because I tend to run high willpower but also because Paladins have high HP which makes some overheating damage less worrying. Additionally, if I'm using a Paladin as a tank, it isn't accompanied by many other templars, making their expensive buff usage infrequent. Finally, if I'm using Devastating Strike appropriately, I'm only using it once per turn, often using Slay for the first attack for a total of 9 heat, not 12.
I do have a worry that it will not fare well against the melee Narvidians (not the worms) because my Paladins have poor penetration on their attacks and they might land some 0 damage hits, which wouldn't apply the debuffs.
Am I on the right track? What is the best use of this talent?
1) It requires at least one talent point investment.
2) It isn't used as a counter-attack.
3) It deals a bit less damage than Slay.
4) It costs 6 Heat, instead of 3 like Slay.
5) It lowers the target's accuracy (melee or ranged) for 3 turns if it deals damage.
6) It lowers the target's dodge for 3 turns if it deals damage.
I used to discount this talent as too expensive (heat and talent points) compared to other Paladin talents, but have since seen value in it. I'm thinking if you're using a very heavily defensive Paladin build, perhaps a half-medic half-tank, low offense role, it could be very useful in increasing survivability against a foe you are unlikely to finish off with Slay or other talents at the end of a turn.
Furthermore, 6 heat isn't unreasonable for an attack, especially for a Paladin. My Paladins are rarely running dangerously high on heat. This is the case because I tend to run high willpower but also because Paladins have high HP which makes some overheating damage less worrying. Additionally, if I'm using a Paladin as a tank, it isn't accompanied by many other templars, making their expensive buff usage infrequent. Finally, if I'm using Devastating Strike appropriately, I'm only using it once per turn, often using Slay for the first attack for a total of 9 heat, not 12.
I do have a worry that it will not fare well against the melee Narvidians (not the worms) because my Paladins have poor penetration on their attacks and they might land some 0 damage hits, which wouldn't apply the debuffs.
Am I on the right track? What is the best use of this talent?