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I like to use Pierce or Puncture that gets her forward (Pierce for regular attacking, Puncture if I need to pull a back row enemy forward), and then Impale or Adder's Kiss that moves her back and inflicts blight (I prefer Impale more personally). I also like using Capture, because it's a damaging move and inflicts blight (and more dmg against marked targets too).
I really like opening with Impale. It does fairly strong damage to the entire enemy party, and can setup your first kill quite well. Just pair her with another dancer in slot two, or with someone who doesn't care whether they're in slot 1 or 2, which is most tanks, and a few other front liners.
When building parties around the Shield Breaker, I always start the ShieldBreaker in spot 1 or 2, and mostly spot one unless I have Expose AND Puncture, allowing me to move back via Combat Skill from positions 1, 2, and 3, as well as move forward one from any position - as I have no for sure idea on what skill I might prefer to start combat off with, or who's going to go first. I definitely always go with Serpent Sway as a chosen skill to have, as well as Pierce, which are 99% of the time always there. Puncture is also almost always on, because it's a combat skill that I can use from ANY rank. I mostly only use Adder's Kiss in the beginning of the game, before Impale get's a Blight attached to it, after which I almost purely use Impale. Captivate i don't find myself using very much even thought it deals the most damage when the Occultist is there and marking targets.
In the Cove, I have 2 or 4 different set ups, using the Occultist, the Jester, the Abomination, the Man-at-Arms, a Plague Doctor, or another ShieldBreaker
Example Cove Team:
Variations happen, of course, but almost always there's a Jester and Occultist. If I sub out the Man-at-Arms for an Abomination, I put the Abomination in spot 2 or 3. If spot 2, no other changes to the party, but if in spot 3, I'll have the Occultist sub out Abyssal Artillery for Hands of the Abyss and put him in spot 2, with the SB and him swapping places at no disadvantage. If I sub out the Man-at-Arms for a Plague Doctor, it's pretty much the same thing, but with the PD going into Spot 3 and the Occultist in spot 2 all the time (maybe spot 4 for the PD and spot 3 for the Jester).
When it comes to quirks, I found myself looking at both the Shield Breaker's "chassis" as well as her combat skills. She is relatively squishy, with low hit points and a Dodge that I believe is just a little under the top dogs (Occultist and Grave Robber, I think). Her accuracy is relatively high and is reinforced by her District (Training Ring with +4 ACC and +10% max health). I also prefer where possible to use the Crimson Court set trinkets with each of my heroes, though exceptions exist (Grave Robber, Leper, a few others). Her trinket set bolsters her otherwise squishy self with +10% PROT, +15% Max HP. She's already getting +10% Max HP from the District, so that's +25% Health right there. This makes grabbing Hard Skinned a wonderful option to me.
She really splits her skills between Ranged and Melee attacks, so I dislike getting her Quirks like Eagle Eye, Slugger, Unerring, etc. Deadly seems interesting but it's only +1% crit chance: bring a Jester. Her speed is already top of the line, so Quick Reflexes is unnecessary, and it's rare that you need her to go first every combat (On Guard) - I reserve that for Stunners like the PD. She's getting a flat +4 bonus to her accuracy from the District, and none of her trinket's (class specfic) grant any bonus there, so I like to get Natural Swing and make Accuracy bonuses far less relevant. A base +9 Accuracy from District and Quirk is a wonderful thing.
The final quirk is kinda open to me, but I generally think it should either be Clotter, Hard Noggin, or Unyielding, with Unyielding being my first choice, followed closely by Hard Noggin. As with everything, YMMV.