Gamygin Posted August 1, 2020 Share Posted August 1, 2020 (edited) Basically, one Shieldbearer, and the rest as Soulslingers. Shadow Round procs off a target taking damage by another Daughter, and basically allows the casting Soulslinger Daughter to deal damage. If you cast this on, say, two Soulslinger Daughters, then both may deal damage for the one attack dealt by another Daughter, like your Shieldbearer. Basically rush the boss with your Shieldbearer and turn him around to expose his rear and flanks for the Soulslingers. Position your two Soulslingers within the courteous distance of Shadow Round and have both cast the spell (I typically have the first Soulslinger burn her entire AP pool, then the second Soulslinger Daughter burn 50 AP before casting her non-damage dealing skills). The next time your Shieldbearer deals damage, their skill will activate (basically the Shieldbearer's turn is 25 AP of repositioning or changing his angle, then casting Slam). But how does your Shieldbearer survive? Intercepting Round is the answer to all your problems. Always attempt to cast it from your lowest level Soulslinger (makes it easier to heal or replace), and you pretty much only should cast it once. This stops the first attack, any type of attack, on any Daughter within range, while simultaneously dealing decent damage. Signature boss attack? Intercepting Round. Big AoE delayed spell? Intercepting Round. Team wip-Intercepting Round. It's another HP skill, so I usually have this same Daughter become the fulcrum of the battlefield, moving her as little as possible, all the while burning her entire AP bar on basic shooting. I'll usually spread her damage about, opting for multiple targets rather than single fire. This strategy is primarily to "pin" the enemies orientation for easier flanking. The other Soulslingers are utilised for single target "liquid burn" damage. Blademasters? Someone's gotta be the sacrifice. ADDENDUM Soulslinger Build Preference Shot (flat damage increase memory) Intercepting Round (initiative delay memory) Shadow Round (initiative delay memory) Spirit Haste (initiative increase memory) Spirit Burst (percentage damage increase memory) Spirit Round (initiative delay memory) Shieldbearer Build Preference Lunge (initiative delay memory) Slam (armour breaking memory) Blacksmith's Grace Saving Grace (initiative delay memory) Shield Charge (armour breaking memory) Spear Tornado (armour breaking memory) Blademaster Build Preference Slash (percentage damage increase memory) Imbue Blade (percentage damage increase memory) Lightning Strike (armour breaking memory) Sidestep Menacing Strike (percentage damage increase memory) Blade Tornado (percentage damage increase memory) Edited August 3, 2020 by Blackened Oath Clarity of terminology; added class builds for synergistic combos. 3 Link to comment Share on other sites More sharing options...
CookeKeyes Posted January 8, 2021 Share Posted January 8, 2021 Thanks for this. I messed around with this game for a few hours on PC, and I started thinking how intercepting round seemed rife for exploitation. I kinda just assumed boss attacks would be immune, but apparently not. I’m a bit surprised this hasn’t been nerfed... Link to comment Share on other sites More sharing options...
DordorTheSwift Posted April 22, 2021 Share Posted April 22, 2021 Alternative for the shield: give swords the sidestep move with a memory that gives an armour boost and move them in to relentlessly attack. Keep gunners on follow up attacks. Surround an enemy and it turns into a blender of blades and bullets, with the armour boost negating retaliation. Link to comment Share on other sites More sharing options...
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