Post by Robot on Oct 29, 2016 18:24:30 GMT
Overview: Survivalist is to PTU what Geomancer was to Final Fantasy Tactics. It wields effects based on the terrains that it is in or has formerly occupied and provides some half decent passive buffs. It would almost be a combat class if not for the support features that actually provide party utility. It is very representative of trainer types such as Hikers or Pokemon Rangers, and even has a way of fitting itself into Ninja. The Hp tag is always nice, and some of it's features affect both it, and it's Pokemon.
Pros
-Survival a decent skill to have, allowing for tracking, locating food, and GM permitting setting snares and whatnot.
-Hp Tag allows for added survivability in full contact fights.
-Naturewalks and passives allow for quick escapes in natural environments.
-Trainer can sanic if built correctly, developing an overland that outstrips many medium-movement Pokemon (greater than 10).
-Utility, sort of.
Cons
-Attacks granted from Natural Fighter are low power utility or status moves, and cost 1 AP per usage.
-Traps granted by Trapper cannot affect airborne or levitating targets, or targets with the corresponding naturewalk for a given terrain. Pokemon meant for a given habitat often have these naturewalks, so for a 2/Day use ability this is prohibitively restrictive. In open spaces these can simply be skirted by Pokemon with higher mobility values. The latter point has been improved upon in the transition to 1.05 where movement was reduced, but it remains an issue for the class.
-Everything is terrain dependent, and Adaptive Geography only allows you to function outside of your current terrain for two rounds per scene. This greatly reduces the utility provided by many of your features, and since the traps are an extended action to craft you arguably can't vary those at all.
Base Feature: Sets up your Terrain Mastery Mechanic. If your party is the type to sleep in towns it can cause a bit of a headache, something I've experienced first hand with Gear, our group's survivalist for Geode. Nobody was ever good for camping, so picking up non-urban terrains was sort of a chore. Gives some small skill bonuses for outdoorsy type things in a given terrain, and can be held onto until you're ready to use it on a terrain of choice. Required. Should be said that your mastered terrains lock you into certain choices later in the class, so pick wisely as always.
Natural Fighter: I don't like it, no sir. 1 AP for a single off list use of a move that is associated with your current terrain or later it's adjoining ones. Of theses, Grasswhistle, Smack Down, Haze, and Fling are the only really useful ones. Sand Attack can be a useful tactic against bosses, but in multi-target encounters is just a stall tactic and a poor one at that. Smack Down provides what will commonly be SFE coverage against it's intended targets (flyers), Haze is your anti-boost measure but the odds of being in Tundra, Ocean, or Mountain terrain while in a gym is fairly low, so don't expect to get any use out of it in your league circuit. Fling is the big damage option but it costs you an item, so use sparingly.
Trapper: Allows you to craft two traps a day, with an effect based on your current terrain. Given Naturewalks and 3D movement both ruin their usefulness entirely, this gives Survivalist it's best use when it is in an area where two terrains intermingle or are very close together. Crafting in one, and utilizing the traps in the other. Often this feature will do nothing at all, and is probably best triggered on humans, and not Pokemon at all. All traps Slow, and the common in-city gym option of Urban debuffs defensive combat stages in full contact fights. Survivalist really limits itself too much with it's fun tools to be considered useful.
Wilderness Guide: This feature would've been so much better if it had been a stratagem with reduced effects. As a guide it's kind of messed up that one would begin leading someone to the safe and proper way to traverse a terrain, then pause for a turn. While their allies are floundering or being pelted by sleet or sand, they continue to be fine. When asked later why they stopped, said guide would just cock their head and casually say 'frequency restrictions' and then carry on about their business like it wasn't a big deal. Assholes. Anyway, Wilderness Guide gives some small but extremely useful and pertinent bonuses to all allies as an Orders feature 3x Scene. This effectively lets them ignore three turns of Weather per fight in appropriate terrains, dodge hazards, hide from ranged attacks, or go fast. Sadly it's one of the better features of the class even with the janky frequency restrictions and the overall unreliability that comes with Survivalist's utility.
Terrain Talent: Provides Survivalist with a fun synergy if it's mastered Marsh, alongside Martial Artist. No longer take Poison damage, reduce the CS loss, but still gain your Guts boost! Fun way to get a Survivalist/Athlete/Martial Artist to +2 in a stat, but ultimately not worth it for a dip this deep. Unlike the entire rest of the class, Terrain Talents apply regardless of where you are, actually being static bonuses to your character. This is probably the most worthwhile feature in the entire class, it is a shame you have to take the other features to get access to it's full potential.
Adaptive Geography: Permits a little more utility with Wilderness Guide and Natural Fighter, while also allowing you the skill bonuses as though you were in a different terrain if it was actually relevant. Adaptive Geography like most of the class is sort of a take it or leave it feature. The entire class is very campaign dependent, but is probably one of the most restrictive out there, with extremely limited uses even in a support role.
Pros
-Survival a decent skill to have, allowing for tracking, locating food, and GM permitting setting snares and whatnot.
-Hp Tag allows for added survivability in full contact fights.
-Naturewalks and passives allow for quick escapes in natural environments.
-Trainer can sanic if built correctly, developing an overland that outstrips many medium-movement Pokemon (greater than 10).
-Utility, sort of.
Cons
-Attacks granted from Natural Fighter are low power utility or status moves, and cost 1 AP per usage.
-Traps granted by Trapper cannot affect airborne or levitating targets, or targets with the corresponding naturewalk for a given terrain. Pokemon meant for a given habitat often have these naturewalks, so for a 2/Day use ability this is prohibitively restrictive. In open spaces these can simply be skirted by Pokemon with higher mobility values. The latter point has been improved upon in the transition to 1.05 where movement was reduced, but it remains an issue for the class.
-Everything is terrain dependent, and Adaptive Geography only allows you to function outside of your current terrain for two rounds per scene. This greatly reduces the utility provided by many of your features, and since the traps are an extended action to craft you arguably can't vary those at all.
Base Feature: Sets up your Terrain Mastery Mechanic. If your party is the type to sleep in towns it can cause a bit of a headache, something I've experienced first hand with Gear, our group's survivalist for Geode. Nobody was ever good for camping, so picking up non-urban terrains was sort of a chore. Gives some small skill bonuses for outdoorsy type things in a given terrain, and can be held onto until you're ready to use it on a terrain of choice. Required. Should be said that your mastered terrains lock you into certain choices later in the class, so pick wisely as always.
Natural Fighter: I don't like it, no sir. 1 AP for a single off list use of a move that is associated with your current terrain or later it's adjoining ones. Of theses, Grasswhistle, Smack Down, Haze, and Fling are the only really useful ones. Sand Attack can be a useful tactic against bosses, but in multi-target encounters is just a stall tactic and a poor one at that. Smack Down provides what will commonly be SFE coverage against it's intended targets (flyers), Haze is your anti-boost measure but the odds of being in Tundra, Ocean, or Mountain terrain while in a gym is fairly low, so don't expect to get any use out of it in your league circuit. Fling is the big damage option but it costs you an item, so use sparingly.
Trapper: Allows you to craft two traps a day, with an effect based on your current terrain. Given Naturewalks and 3D movement both ruin their usefulness entirely, this gives Survivalist it's best use when it is in an area where two terrains intermingle or are very close together. Crafting in one, and utilizing the traps in the other. Often this feature will do nothing at all, and is probably best triggered on humans, and not Pokemon at all. All traps Slow, and the common in-city gym option of Urban debuffs defensive combat stages in full contact fights. Survivalist really limits itself too much with it's fun tools to be considered useful.
Wilderness Guide: This feature would've been so much better if it had been a stratagem with reduced effects. As a guide it's kind of messed up that one would begin leading someone to the safe and proper way to traverse a terrain, then pause for a turn. While their allies are floundering or being pelted by sleet or sand, they continue to be fine. When asked later why they stopped, said guide would just cock their head and casually say 'frequency restrictions' and then carry on about their business like it wasn't a big deal. Assholes. Anyway, Wilderness Guide gives some small but extremely useful and pertinent bonuses to all allies as an Orders feature 3x Scene. This effectively lets them ignore three turns of Weather per fight in appropriate terrains, dodge hazards, hide from ranged attacks, or go fast. Sadly it's one of the better features of the class even with the janky frequency restrictions and the overall unreliability that comes with Survivalist's utility.
Terrain Talent: Provides Survivalist with a fun synergy if it's mastered Marsh, alongside Martial Artist. No longer take Poison damage, reduce the CS loss, but still gain your Guts boost! Fun way to get a Survivalist/Athlete/Martial Artist to +2 in a stat, but ultimately not worth it for a dip this deep. Unlike the entire rest of the class, Terrain Talents apply regardless of where you are, actually being static bonuses to your character. This is probably the most worthwhile feature in the entire class, it is a shame you have to take the other features to get access to it's full potential.
Adaptive Geography: Permits a little more utility with Wilderness Guide and Natural Fighter, while also allowing you the skill bonuses as though you were in a different terrain if it was actually relevant. Adaptive Geography like most of the class is sort of a take it or leave it feature. The entire class is very campaign dependent, but is probably one of the most restrictive out there, with extremely limited uses even in a support role.