Robot's Deconstruction Hour: Enduring Soul
Jul 18, 2016 14:48:38 GMT
flamefist96 and Faithless like this
Post by Robot on Jul 18, 2016 14:48:38 GMT
Overview: Enduring Soul is the third of the battling style classes but feels more like it should've been included in the specialist team classes. It focuses on allowing you to take more hits and resist or ignore statii in combat. Not much to say about it beyond that, personally it doesn't feel like a very good class. Doesn't have any impressive selling points, or decent synergy.
Pros
-Ignoring Hp base relations very strong, particularly on hyper glass cannons, or high defenses low hp walls.
-Able to ignore critical hits or status for AP.
-Passive save check bonus.
-Come from behind victory seems to be the core intent.
Cons
-Requires Novice Focus
-Sole goal is to absorb more punishment with no actual damage mitigation beyond crit nullifiers and endure.
-Class is obscenely boring. Being a punching bag is not a battle style, it's being a punching bag. Staying Power, Shrug Off, and Awareness could be replaced with features much more useful or interesting, that give the class some semblance of a cohesive style.
Base Feature: 'Weaker' version of the Stat Ace's bonuses. Does not require you to have three Pokemon with over 20 in a stat to access, does not grant +1 Stat/10 Levels. May be a balancing concern where HP is given on a 3-1 basis. Required, and good for some Pokemon like Magnemite or Horsea where Hp is literally the lowest value out of all of their stats. Allows you to ignore base relations with a stat, decent option as options go.
Staying Power: Improves your Take A Breather action with a Pokemon once a scene. It does not change the action required to use Take A Breather, so unless you have allies to run interference for you for a turn, or have literally no other options... this Feature is pointless. You are spending a turn to remove volatile status which can no longer remove action economy (with the playtest packet), when you could instead do something like switch and attack. Barring it being your only Pokemon left, which takes forever with this class, or being a lynchpin setup to a team comp you happen to be running, this feature is a huge waste.
Shrug Off: Remove an injury as a shift action if you have the feature, or a free action if you use Take A Breather. Take a Breather is normally a full action and reduces to a standard (I am assuming, this isn't clarified in Staying Power) with a second feature. Once a Day, per Pokemon. As in most other features that focus on injury removal, healing tends to be pervasive enough in most games that you will rarely if ever see use out of this.
Awareness: Flat +2 on Save Checks. Stacks with Inspired Training, increases the odds of ignoring some statuses or curing faster by 10%. Uninteresting but an alright buy.
Resilience: 1/Target/Scene Ignore a Crit/Applied Status or both for 2 AP. Strong feature, pairs well with Juggler where it can swap what's out to prevent a second instance of this, AP allowing.
Not Yet: 1/Scene Attempt a revenge kill or a last ditch support maneuver when your pokemon faints. Strong feature as an advanced priority interrupt, but costs on future action economy.
Vim and Vigor: Lets you teach Endure to anything for 2 TP, and after they have used it get a little bit of Temp Hp. Costs 2 TP, a 3rd gets you an extra moveslot through advanced connection. This feature is very capable of turning around fights. It gives a very strong action economy.
Pros
-Ignoring Hp base relations very strong, particularly on hyper glass cannons, or high defenses low hp walls.
-Able to ignore critical hits or status for AP.
-Passive save check bonus.
-Come from behind victory seems to be the core intent.
Cons
-Requires Novice Focus
-Sole goal is to absorb more punishment with no actual damage mitigation beyond crit nullifiers and endure.
-Class is obscenely boring. Being a punching bag is not a battle style, it's being a punching bag. Staying Power, Shrug Off, and Awareness could be replaced with features much more useful or interesting, that give the class some semblance of a cohesive style.
Base Feature: 'Weaker' version of the Stat Ace's bonuses. Does not require you to have three Pokemon with over 20 in a stat to access, does not grant +1 Stat/10 Levels. May be a balancing concern where HP is given on a 3-1 basis. Required, and good for some Pokemon like Magnemite or Horsea where Hp is literally the lowest value out of all of their stats. Allows you to ignore base relations with a stat, decent option as options go.
Staying Power: Improves your Take A Breather action with a Pokemon once a scene. It does not change the action required to use Take A Breather, so unless you have allies to run interference for you for a turn, or have literally no other options... this Feature is pointless. You are spending a turn to remove volatile status which can no longer remove action economy (with the playtest packet), when you could instead do something like switch and attack. Barring it being your only Pokemon left, which takes forever with this class, or being a lynchpin setup to a team comp you happen to be running, this feature is a huge waste.
Shrug Off: Remove an injury as a shift action if you have the feature, or a free action if you use Take A Breather. Take a Breather is normally a full action and reduces to a standard (I am assuming, this isn't clarified in Staying Power) with a second feature. Once a Day, per Pokemon. As in most other features that focus on injury removal, healing tends to be pervasive enough in most games that you will rarely if ever see use out of this.
Awareness: Flat +2 on Save Checks. Stacks with Inspired Training, increases the odds of ignoring some statuses or curing faster by 10%. Uninteresting but an alright buy.
Resilience: 1/Target/Scene Ignore a Crit/Applied Status or both for 2 AP. Strong feature, pairs well with Juggler where it can swap what's out to prevent a second instance of this, AP allowing.
Not Yet: 1/Scene Attempt a revenge kill or a last ditch support maneuver when your pokemon faints. Strong feature as an advanced priority interrupt, but costs on future action economy.
Vim and Vigor: Lets you teach Endure to anything for 2 TP, and after they have used it get a little bit of Temp Hp. Costs 2 TP, a 3rd gets you an extra moveslot through advanced connection. This feature is very capable of turning around fights. It gives a very strong action economy.