aur0ra85
09-19-2016, 01:56 AM
So, I finally got enough shards to upgrade my bat to 5 stars. I was using him as a 4 star character in all game modes/maps without too many issues prior to this. The character is fantastic. Kind of took me a while to figure out the best way of using him in my team, and took a long time to figure out the talisman sets and build them up.
Here is the end result:
https://s12.postimg.org/cxvwh143h/image.png (https://postimg.org/image/9r1cxejnd/)
https://s12.postimg.org/krwi2fbwd/image.png (https://postimg.org/image/68pd10ird/)
The thought process behind the talisman build:
I do plenty of damage with samurai and soldier Eddie already, so I wanted added value Passives and skill effects for the character.
Two mandatory red spots: since this character does not directly scale the attack stat, I wanted more value from the red slots so I went with the fire fierce versions. I'm sure a skilled talisman would have been better instead of the Fierce, but the talismans would have been restricted to this character alone and too inflexible for me. I didn't have any skilled fire talismans either, and WAS NOT interested in farming them. When the skill triggers it sets fire to the enemy with basic attack only for two turns on each hit; which works out to about 4K-8k in damage. Seems to not trigger the advertised 35%. This was a solid value talisman for this character.
The mandatory yellow spot: I had thief talismans hanging around and kind of wanted an excuse to get them to level 50. The red bat scales special with its power attack, so I receive added value for dedicating 3 talismans of the yellow variety. These thief talismans are not matched, 2 of them increase attack, and 1 increases magic, but since this character does true damage, it didn't matter (more on this later).
The leftover talisman: obvious choice here was increasing HP so health overwhelming was a no brainer.
How the build synergizes and how to play it:
Okay, here is where it gets interesting.... The trick is to have your third character do AOE damage and have it attack first, followed by the bat (you're looking for a perfect hit to trigger the fury generating skill), then follow up with soldier Eddie last with either his fury, or his bullet trace skill to kill an enemy. This first round should kick in the red bats passive of first blood which then allows the entire party to have another set of turns. The trick to perpetuate this cycle is to keep using the bats attack, even if there are a bunch left in the mob with a sliver of health, you want the thief skill to trigger again, and again, and again. With some practice you can get soldier Eddies fury to trigger almost every turn, sometimes twice a turn in manual mode. In auto, it triggers about every two or three turns. The red bat has a nice special stat with this build, so even if you can't trigger the thief skill, the fury meter fills fast anyway.
Now before anyone has a freak out about this character and talisman setup being broken OP; please note, this is a farming strategy, not a boss strategy, and if you run into trolls (or anything with a shield), and you try soldier eddies fury on a first hit, you're likely to do 20k+ damage to yourself, and blow your whole team back to stage 1 of the time rift.
I've put the bat up has my champion for all my troopers to try. It's an incredibly fun build/toon, and took me weeks to get it all maxed out. Enjoy. :)
And if it gets nerfed next update. I'm quitting lol.
Edit: forgot to mention, it's basic attack stuns, generates fury, sets things on fire, and it's passive triggers another set of turns for your whole party.
Here is the end result:
https://s12.postimg.org/cxvwh143h/image.png (https://postimg.org/image/9r1cxejnd/)
https://s12.postimg.org/krwi2fbwd/image.png (https://postimg.org/image/68pd10ird/)
The thought process behind the talisman build:
I do plenty of damage with samurai and soldier Eddie already, so I wanted added value Passives and skill effects for the character.
Two mandatory red spots: since this character does not directly scale the attack stat, I wanted more value from the red slots so I went with the fire fierce versions. I'm sure a skilled talisman would have been better instead of the Fierce, but the talismans would have been restricted to this character alone and too inflexible for me. I didn't have any skilled fire talismans either, and WAS NOT interested in farming them. When the skill triggers it sets fire to the enemy with basic attack only for two turns on each hit; which works out to about 4K-8k in damage. Seems to not trigger the advertised 35%. This was a solid value talisman for this character.
The mandatory yellow spot: I had thief talismans hanging around and kind of wanted an excuse to get them to level 50. The red bat scales special with its power attack, so I receive added value for dedicating 3 talismans of the yellow variety. These thief talismans are not matched, 2 of them increase attack, and 1 increases magic, but since this character does true damage, it didn't matter (more on this later).
The leftover talisman: obvious choice here was increasing HP so health overwhelming was a no brainer.
How the build synergizes and how to play it:
Okay, here is where it gets interesting.... The trick is to have your third character do AOE damage and have it attack first, followed by the bat (you're looking for a perfect hit to trigger the fury generating skill), then follow up with soldier Eddie last with either his fury, or his bullet trace skill to kill an enemy. This first round should kick in the red bats passive of first blood which then allows the entire party to have another set of turns. The trick to perpetuate this cycle is to keep using the bats attack, even if there are a bunch left in the mob with a sliver of health, you want the thief skill to trigger again, and again, and again. With some practice you can get soldier Eddies fury to trigger almost every turn, sometimes twice a turn in manual mode. In auto, it triggers about every two or three turns. The red bat has a nice special stat with this build, so even if you can't trigger the thief skill, the fury meter fills fast anyway.
Now before anyone has a freak out about this character and talisman setup being broken OP; please note, this is a farming strategy, not a boss strategy, and if you run into trolls (or anything with a shield), and you try soldier eddies fury on a first hit, you're likely to do 20k+ damage to yourself, and blow your whole team back to stage 1 of the time rift.
I've put the bat up has my champion for all my troopers to try. It's an incredibly fun build/toon, and took me weeks to get it all maxed out. Enjoy. :)
And if it gets nerfed next update. I'm quitting lol.
Edit: forgot to mention, it's basic attack stuns, generates fury, sets things on fire, and it's passive triggers another set of turns for your whole party.