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If I get the Trophy from the General where my team cannot be moved for 5 rounds, only then do I switch up her skills and put her as damage.
There could be very powerful combos with her, but I just can't bring myself to get to know how to use her properly other than support without her dying to a single Fell the Tree or Hull Break, or get slapped around by the rabble. For some reason the enemies really like rank two.
For the Duelist, I would mostly just alternate between Fleche and Meditation with an occasional Disengage if she floated to the front. Fleches were regularly hitting for 11-15 and critting in the 20's, which isn't the best, but the Duelist was usually decked out with dodges and buffing allies in the process so she was well worth the slot.
Also without Breacher, I would take Man-at-Arms.
antagoniste in the back is a really solid support, she can put on a ton of negative tokens with it, and it also lets her just straight up stun with the gun
intrepide is a complete and utter meme. your entire survivability plan relies on passing multiple 75% checks in a row, and if you've ever played darkest dungeon, you know anything below 100% is not to be trusted, especially if it can end up with you getting 1 tapped down to death's door
Antagoniste or Wanderer pairs well with Leper, particularly because of Ruthless Instruction (blind ignore).
I've only ever used Intrepide in a dance team, as someone else mentioned, but definitely prefer pairing with MAA for Hold the Line. Feint for Dodge tokens. Disengage or Meditate for defensive stance, to prevent losing Dodge. Or just have MAA guard her when needed.
I never really got comfortable with Instructrice, though others swear by her superiority. Buff others with stress damage and Coupe de Grace every other turn. Something like that.
She's low health because she's so hard to hit. IMO.
The MaA is way better than a Crusader in a rank dancing comp for sure. I only used Crusader because he had Breacher and that basically allows you to go ham with all 4 characters turn turn 1.
Yes, med, especially med+, is her best button. Agg stance med+ is completely bonkers.
Possible movement exception: use an antagoniste for debuff spam. Touche all day every day, plus boot for occasional free stuns. Weak or vuln on demand. Not to mention flick for block pierce, dodge pierce, or both. Pick and stealth-dagger.throw on one button, at the cost of range.
Sahar's best strategy is in fact not-Sahar, it's supporting someone else who wants to move. She can forward or back on demand, with little loss in power. Unlike the jester, a duelist can also cheerfully stand still on demand, with meditation, coup, ruthless instruction, flick; this lets her deal with bad turn order RNG or when her dance partner doesn't want to use their movement ability.
For the second-best strategy, I would recommend being very fast. A GR or HWM can do more damage than Sahar, but you can have all three. A jester can also spam triple dodge+ on himself and can burst harder than Sahar (at the same time!) but you can have both. Sure you can do much more damage per turn with a tempest/ravager front line, but only at the bottom of the turn; meanwhile a Sahar combination prevents damage by killing the source before it can act. VES-GR-DST-RUN, spend turn 1 with a giant pinpoint alpha strike, turn most matches to 4v3. Then spam dodge+ (or stealth) and let the vestal regen any incidental damage.
--
Nevertheless, let's talk a bit about Sahar in isolation.
If you want damage out of Sahar, you want a rotation with agg-stance fleche and ripostes. fleche-disengage-feint
Fleche's +30% damage seems to be a deliberate design waterline, as it's also exactly what a leper gets out of revenge+ and roughly what lunge is worth over face pick. Fleche won't hit as hard as a nightsworn lunge, but a) as above, you can have both b) you only need back 1 to reset and c) Sahar has ripostes. Even one riposte is low-key huge.
However she does have very low HP, and if you guard her she can't riposte. Hence there's the dodge-spam school of thought with fleche+, which can retain the dodges. With three dodge+ up Sahar is nigh-unkillable with an effective 112 HP, not to mention the stress resistance. Though she does need to be healed immediately if the dodge fails - if nothing is between her and death's door but a dodge token, you will regret it very very often.
If you try touche spam (not antagoniste) you'll find she does acceptable damage, except she either ends up stuck to row 1 or row 4, and touche has no range. Why not take HWM or LEP instead? Consequently, try fleche+-med+-disengage. Spams dodges and ripostes, while extending her reach to 3.
With an antagoniste, fleche-disengage lands a combo, which means they're open for a boot stun. There's also the coup+ stun, and she can pause the cycle to lay down debuffs with touche, not to mention disengage is still adding dodges and deleting enemy ripostes.
Instructrice has the best offence, because her disengage swaps stances instead of setting def stance. fleche-med-disengage sets up for agg stance fleche. She has lots of dodges for 2/3 steps in the cycle, plus kills from agg stance add 3 regen, which is a lot like 9 max HP. 33% or so in this case. Also off-brand jester with inspiring tune expy.
If intrepide is supposed to be good, nobody is aware. Deliberate meme path. Amusing, but Sahar will just pop like a bubble sometimes.
There's always the nightsworn team. Go fleche-med for dodge and riposte, then nightsworn repartee for the very nice taunt+riposte combo. Even better, prep+-med+ for additional riposte damage.
P.S. Default ruthless instruction is 2 dodge, which seems pointless at first, but consider it like a no-threshold OCC heal. It has a 25% chance to do bupkis, but the other 75% of the time it not only "heals" damage, it "heals" debuffs and stress. If you want to heal someone who is already above 50% health (and don't have mantra+/FLG) instruct them ruthlessly.
The way to avoid this is to work Block (or Block+) into your build when you start building up a dodge chain. She won't lose the Block token if she continually dodges, and when she inevitably gets hit, it'll be half as devastating.
On longer fights, I would opt for an early discipline and play her as an evasion tank, and it worked great because the Block+ would prevent her from getting one shot on a hard recoil.
Proxy Doll comes from the Academic's Study labeled "Faceless Fascimile".
Side Note: I would have used the Love Glove if I found one over the fire trinket.
Or instructice in the back
the riposte dodge thing can work, but I doubt anyone here enjoys having their build depend on that 50% dodge chance working out.
The build I finally found that worked best for me is utilizing duelist helion, put helion in front and keep nailing her to that frontline spot with tip toe. This not only ensures taunt to protect duelist from getting blown up half the time, but it also opens up duelist to use thrust every turn, which crits easily and can do like 30 damage, while negating its usual downside of moving duelist in to the front rank as helion occupies it allowing you to thrust again.
Backranks are flexible but Seraph Vestal has the most synergy as it can give helion block and doge which she doesnt generate naturally and give attack modifiers to duelist allowing you to keep thrusting.
Personally, I've taken to playing her in a comp with Sharpshooter Highwayman, Seraph Vestal, Antagoniste Duelist (Only for the modified Touche and Disengage), and Vanguard Man-at-Arms.
Not the highest damage comp, sure, but I'm hopeful on getting a grand slam with it, with just the first two bosses left to go. It's reliable and can hit most targets quickly, and is (most of the time) relatively trivial to reorder from a bad shuffle.
In short for my own experience, Duelist works, so long as you keep her maintained with dodges and take care of DOT enemies first, or have lots of relevant curatives equipped. Stress can be healed later, and straight damage doesn't bleed you on Death's door. (Incidentally, I find her to be *great* with the Chirurgeon's apron, since her low health pool makes percentage healing and DOT effects on her... pretty terrible... but regen works amazingly well.)