Requesting Advice for Shield & Sword Captain
Jul 4, 2018 8:25:42 GMT -5
via mobile
drspendlove likes this
Post by fusei on Jul 4, 2018 8:25:42 GMT -5
I recently started playing a crit sword and shield build and it became one of my fav.
Do note that you need specifics team comp to make it work and a minimum level of 22 (not for the first playthrough).
Attributes : 8ish Fortitude, 8-10 Willpower, 16 Focus (priority). The rest will depends of the difficulty you're playing, higher difficulties might require you to put more points in willpower to manage the heat.
Strength in combination with Focus is nice too, but you shouldn't have points to spare unless you're 32.
Skills : max Tactics/Warrior (that order), leftovers in evade.
Equipment (core): Tact-whisper (+9% crit), Specialist Pilote Kit (+4dmg +8%crit) and Arcum Blade (solid and cheap).
For shields keep in mind that you won't have much gear level to allocate. So it'll probably Knight's Shield or War/Thunder Shield if you have reach the auto-block cap (more on this later).
As far as armor goes try to start with the Commander's Leviathan (48 armor, 84% deflec) or a heavier one if you are more of the slow approach type.
Talents : You've got two options the first one rely on your team to reach acceptable crit rate level the second one is more self sufficient (level 25+ required).
First option : Max Warrior's Wrath (buff +6% crit among other things) and I picked Blade Wave (melee AoE ) but to say the truth no talents are really mandatory for this build. Combat stats : self buffed 39% crit (
Second option : Max WW, 1 BW and at least 6 (bigger AoE) Fire Commander (crit vulnerability debuff, 9 heat cost!). Combat stats : self buffed + ennemy debuffed 55-67% crit chance. However beware of the massive heat cost of this build.
Team notable buffs : Fortify Position (Engineer, +22% crit +10% auto-block -mp +armor), Calling Shots (Soldier, +11% crit), Rallying Charge (Soldier +dmg +mp -armor), Battlefield Enhancers (Paladin +56dmg) and Warding Fire (Paladin +auto-block if cap not reached).
As you may have noticed FP and RC work really well together, offsetting eachothers drawbacks.
Team 1 limited swap options/req points : Engineer with max FP, Soldier with maxed CS and 4 RC.
Team 2 more swap options and more req points : Engineer with max FP, Soldier with max CS, Soldier with max RC and Paladin with max BE.
Keep in mind that these are just some rough guidelines, you'll have to build your team according to the mission.
Not mentioned, but obviously any other crit build unit will performed very well here (crit soldiers, snipers).
Do not play too defensively with these teams, clearly not build for that.
Also If you are not accustomed about playing team that rely heavily on buffs I can give you a bit of advice.
First, you don't want to deploy many templars 6ish tops.
Second, keep your req point to purchase Commander's Deployment (refresh buffs, whole team, 350 rp) when buffing would make you loose too much momentum or if you're already at high heat.
Third, well time is money, plan your moves don't waste turns or you might need to spend rp refreshing buffs for nothing.
Four, time your buffing session. Sometime you might have a few turns before making contact with the ennemy.
It won't be really helpfull for your first playthrough, but might be fun trying later on.
Really I just like this Captain a lot, deadly but not a squishy as a crit pistol cap. Quite balanced and fun to play. Have fun!
Do note that you need specifics team comp to make it work and a minimum level of 22 (not for the first playthrough).
Attributes : 8ish Fortitude, 8-10 Willpower, 16 Focus (priority). The rest will depends of the difficulty you're playing, higher difficulties might require you to put more points in willpower to manage the heat.
Strength in combination with Focus is nice too, but you shouldn't have points to spare unless you're 32.
Skills : max Tactics/Warrior (that order), leftovers in evade.
Equipment (core): Tact-whisper (+9% crit), Specialist Pilote Kit (+4dmg +8%crit) and Arcum Blade (solid and cheap).
For shields keep in mind that you won't have much gear level to allocate. So it'll probably Knight's Shield or War/Thunder Shield if you have reach the auto-block cap (more on this later).
As far as armor goes try to start with the Commander's Leviathan (48 armor, 84% deflec) or a heavier one if you are more of the slow approach type.
Talents : You've got two options the first one rely on your team to reach acceptable crit rate level the second one is more self sufficient (level 25+ required).
First option : Max Warrior's Wrath (buff +6% crit among other things) and I picked Blade Wave (melee AoE ) but to say the truth no talents are really mandatory for this build. Combat stats : self buffed 39% crit (
Second option : Max WW, 1 BW and at least 6 (bigger AoE) Fire Commander (crit vulnerability debuff, 9 heat cost!). Combat stats : self buffed + ennemy debuffed 55-67% crit chance. However beware of the massive heat cost of this build.
Team notable buffs : Fortify Position (Engineer, +22% crit +10% auto-block -mp +armor), Calling Shots (Soldier, +11% crit), Rallying Charge (Soldier +dmg +mp -armor), Battlefield Enhancers (Paladin +56dmg) and Warding Fire (Paladin +auto-block if cap not reached).
As you may have noticed FP and RC work really well together, offsetting eachothers drawbacks.
Team 1 limited swap options/req points : Engineer with max FP, Soldier with maxed CS and 4 RC.
Team 2 more swap options and more req points : Engineer with max FP, Soldier with max CS, Soldier with max RC and Paladin with max BE.
Keep in mind that these are just some rough guidelines, you'll have to build your team according to the mission.
Not mentioned, but obviously any other crit build unit will performed very well here (crit soldiers, snipers).
Do not play too defensively with these teams, clearly not build for that.
Also If you are not accustomed about playing team that rely heavily on buffs I can give you a bit of advice.
First, you don't want to deploy many templars 6ish tops.
Second, keep your req point to purchase Commander's Deployment (refresh buffs, whole team, 350 rp) when buffing would make you loose too much momentum or if you're already at high heat.
Third, well time is money, plan your moves don't waste turns or you might need to spend rp refreshing buffs for nothing.
Four, time your buffing session. Sometime you might have a few turns before making contact with the ennemy.
It won't be really helpfull for your first playthrough, but might be fun trying later on.
Really I just like this Captain a lot, deadly but not a squishy as a crit pistol cap. Quite balanced and fun to play. Have fun!