Robot's Deconstruction Hour: Coordinator
Mar 15, 2016 20:33:34 GMT
flamefist96 and Faithless like this
Post by Robot on Mar 15, 2016 20:33:34 GMT
Overview: Coordinator is the fourth of the introductory classes in PTU's 1.05 Edition. It is primarily geared towards contests, but carries a few in-battle benefits. As the nature of the class is centralized on a portion of the game which has turned into a running joke, it's often overlooked because of wasted features. In future editions, contests may see a working revision. With a rework, Coordinator could function as a support-role similar to cheerleader, given it's nature of being flashy or pretty in the animated series.
Pros
-RNGsus Saves: Strong in the rerolls Coordinator is. Failure prevention it has. Damage rerolls, frequency preservation on miss, and static roll values for literally everything your Pokemon is capable of.
-Strong Skill Options: All of the skill options available to Coordinator are good picks (like Command). All of the options are social skills which will see varying degrees of use (like Command).
Cons
-Contest Rules: Haven't seen an update since... well, I came in at the beginning of 1.04. As a class that is based on a ruleset that doesn't function well, the class suffers.
-Wasted Features
Synergies
-Commander is the only class that provides good opportunities for Coordinator's features.
Base Feature: Free Action, 1/Scene/Pokemon Reroll a Damage Roll. In terms of a primary class feature, not really that beneficial unless you're camping lower then average rolls. I can think of one person that should probably go coordinator, at the very least, because of this.
Decisive Director: Standard Action, Time wizardry. Quashing an enemy's initiative value (no opposition) is the best feature this class has to offer, and it's only synergy with other classes in the game beyond the RNG control. As in my Commander review, it pairs amazingly with Battle Conductor.
Adaptable Performance: If this feature weren't limited to contests, it could be useful in changing what bonuses your Innovations grant once per scene. Without that, it remains completely useless outside of contests. Gateway requirement for Innovation which really hurts the latter feature.
Flexible Preparation: Lets you shuffle around your poffin dice. I can't even hide this behind a thin veneer of usefulness.
Innovation: Blocked behind the paywall that is Adaptable Performance, Innovation becomes wasteful, even though the feature itself actually is really good for support builds.
-Template #1: Generates 3 Boons that can be used as a Swift Action. Each Boon grants some manner of +3. Critical is Focus Energy except it only lasts the turn per use, which is the weakest option. Evasion is probably the best of the bunch. Effect range is so/so, Accuracy only applies for your attack, not on all incoming. Tough's option is solid at letting you ignore passive damage sources.
-Template #2: Scene x2, 2 Stage Drop at Range 6, Cannot Miss. Drops from EoT Frequency to Scene x2 by virtue of being unable to miss. Not great.
-Template #3: Ideally boosts +1 CS on a 15+ with a DB 5 typed struggle. If that is it's base effect range, and not a modified one after the moves inherent effect, then that allows a boost on a 9+ which is unlikely, but might make this worth it for how weak the hit otherwise is.
-Template #4: Scene Burst 2 of +CS to Allies. Great support option for the Dancer or Cheerleader in your life.
Nuanced Performance: Similar in some ways to Reliable Attack and other abilities kicking around, for 1 AP and a free action, prevents the expenditure of a move's frequency on a miss. As in previous entries, consolation features that are based on the idea of making you feel better about your failings aren't ever a strong choice when building for powerplays.
Reliable Performance: 2 AP is very costly, but it operates on a free action. Allows you to take 10 with Accuracy rolls, as opposed to Duelist's 11. Contest rolls, or Skill Checks can instead take 3.5 per die. This is great for skill monkey oriented builds that rely on Pokemon for agency, sits pretty with Rule of Cool, and at Master Skill Dice, lets you take 21 with a Pokemon. Shame this is a capstone in a fragment of an otherwise sad dinosaur.
Pros
-RNGsus Saves: Strong in the rerolls Coordinator is. Failure prevention it has. Damage rerolls, frequency preservation on miss, and static roll values for literally everything your Pokemon is capable of.
-Strong Skill Options: All of the skill options available to Coordinator are good picks (like Command). All of the options are social skills which will see varying degrees of use (like Command).
Cons
-Contest Rules: Haven't seen an update since... well, I came in at the beginning of 1.04. As a class that is based on a ruleset that doesn't function well, the class suffers.
-Wasted Features
Synergies
-Commander is the only class that provides good opportunities for Coordinator's features.
Base Feature: Free Action, 1/Scene/Pokemon Reroll a Damage Roll. In terms of a primary class feature, not really that beneficial unless you're camping lower then average rolls. I can think of one person that should probably go coordinator, at the very least, because of this.
Decisive Director: Standard Action, Time wizardry. Quashing an enemy's initiative value (no opposition) is the best feature this class has to offer, and it's only synergy with other classes in the game beyond the RNG control. As in my Commander review, it pairs amazingly with Battle Conductor.
Adaptable Performance: If this feature weren't limited to contests, it could be useful in changing what bonuses your Innovations grant once per scene. Without that, it remains completely useless outside of contests. Gateway requirement for Innovation which really hurts the latter feature.
Flexible Preparation: Lets you shuffle around your poffin dice. I can't even hide this behind a thin veneer of usefulness.
Innovation: Blocked behind the paywall that is Adaptable Performance, Innovation becomes wasteful, even though the feature itself actually is really good for support builds.
-Template #1: Generates 3 Boons that can be used as a Swift Action. Each Boon grants some manner of +3. Critical is Focus Energy except it only lasts the turn per use, which is the weakest option. Evasion is probably the best of the bunch. Effect range is so/so, Accuracy only applies for your attack, not on all incoming. Tough's option is solid at letting you ignore passive damage sources.
-Template #2: Scene x2, 2 Stage Drop at Range 6, Cannot Miss. Drops from EoT Frequency to Scene x2 by virtue of being unable to miss. Not great.
-Template #3: Ideally boosts +1 CS on a 15+ with a DB 5 typed struggle. If that is it's base effect range, and not a modified one after the moves inherent effect, then that allows a boost on a 9+ which is unlikely, but might make this worth it for how weak the hit otherwise is.
-Template #4: Scene Burst 2 of +CS to Allies. Great support option for the Dancer or Cheerleader in your life.
Nuanced Performance: Similar in some ways to Reliable Attack and other abilities kicking around, for 1 AP and a free action, prevents the expenditure of a move's frequency on a miss. As in previous entries, consolation features that are based on the idea of making you feel better about your failings aren't ever a strong choice when building for powerplays.
Reliable Performance: 2 AP is very costly, but it operates on a free action. Allows you to take 10 with Accuracy rolls, as opposed to Duelist's 11. Contest rolls, or Skill Checks can instead take 3.5 per die. This is great for skill monkey oriented builds that rely on Pokemon for agency, sits pretty with Rule of Cool, and at Master Skill Dice, lets you take 21 with a Pokemon. Shame this is a capstone in a fragment of an otherwise sad dinosaur.