

Stack with Tactics for +20 party dodge that lasts all fight. Most fights it's not worth giving up the turn to cast it. 75% is a much bigger penalty to pay than HWM's -20%, so you really need the skill to activate multiple times to get value from the skillĪCC + Crit buff is nice if you need it, but most regular hallway fights don't need it. I don't use this skill much, but it has it's uses.

Or in the case of fast stress dealers and limited heroes that can hit rank 3/4, you've got 2 actions to kill the back row before they move a 2nd time. Most cases that's enough to guarantee 2 dead enemies, with 1 of the 2 remaining stunned. For spiders, groupers, dogs, if no one got focused hard round one, bellow instead of stun means you get 3 extra actions before enemy round 2. Not guaranteed to proc, but if it resolves guarantees move order for the team before enemies. Useful answer to certain bosses, giants, etc. Think 4x spiders, 4x groupers, etc.Ģ) Prot bonus from guard stacks, up to 80%. cultist brawler / fungal scratcher, anything that suffers from being pushed back from row 2 to 3)ġ) One of the best answers to saving a hero being focused.

Stun + knockback means you can 2 for 1 certain enemy types (e.g. Good trinket support, guarantees the stun/knockback on most regular mooks. What's listed below mostly matches the opinion presented in the video.ĭamage is nothing special, but it can hit row 3, unlike most other basic frontline attacks. There's some inaccuracies due to changes, Rampart no longer hits row 3, Bellow no longer does damage, but most of the information provided is relevant. Good movement + Rampart means hero is resistant to shufflesįilthyRobot's How Good is Man-at-Arms () covers most of the main points. Guard is one of the best bailout mechanisms for a hero being focused Can stack prot, hits 80% prot cap without trinket support.
