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Good HP
Good guaranteed stun
Can stack prot, hits 80% prot cap without trinket support.
Guard is one of the best bailout mechanisms for a hero being focused
Good movement + Rampart means hero is resistant to shuffles
FilthyRobot's How Good is Man-at-Arms (https://www.youtube.com/watch?v=1dtYXglqyw0) covers most of the main points. There's some inaccuracies due to changes, Rampart no longer hits row 3, Bellow no longer does damage, but most of the information provided is relevant. What's listed below mostly matches the opinion presented in the video.
Short skill rundown:
Crush:
Damage is nothing special, but it can hit row 3, unlike most other basic frontline attacks.
Rampart:
Good trinket support, guarantees the stun/knockback on most regular mooks. Stun + knockback means you can 2 for 1 certain enemy types (e.g. cultist brawler / fungal scratcher, anything that suffers from being pushed back from row 2 to 3)
Guard:
1) One of the best answers to saving a hero being focused. Think 4x spiders, 4x groupers, etc.
2) Prot bonus from guard stacks, up to 80%. Useful answer to certain bosses, giants, etc.
Bellow:
Useful tool. Not guaranteed to proc, but if it resolves guarantees move order for the team before enemies. For spiders, groupers, dogs, if no one got focused hard round one, bellow instead of stun means you get 3 extra actions before enemy round 2. Most cases that's enough to guarantee 2 dead enemies, with 1 of the 2 remaining stunned. Or in the case of fast stress dealers and limited heroes that can hit rank 3/4, you've got 2 actions to kill the back row before they move a 2nd time.
Retribution:
I don't use this skill much, but it has it's uses. -75% is a much bigger penalty to pay than HWM's -20%, so you really need the skill to activate multiple times to get value from the skill
Command:
ACC + Crit buff is nice if you need it, but most regular hallway fights don't need it. Most fights it's not worth giving up the turn to cast it.
Bolster:
Specific use. Good for dodge comps. Stack with Tactics for +20 party dodge that lasts all fight.
Simplest bar would be:
Crush, Rampart, Bellow, Guard.
Mostly Rampart, Crush if you can get a kill, Bellow for specific comps. Guard if someone gets rushed or eats a bad crit. Most likely skills to drop would be either Bellow or Crush, Rampart and Guard pretty much always stay on the bar.
Rampart being able to move forward and stun can be clutch when you are shuffled and need to reposition. It gives some synergy with other move skills.
Bellow gives a crit bonus VS marked, so works well with other mark heroes.
All his camp skills are very useful, all buffs you can blow all 12 respite to roid out your team for 4 battles.
When talking about him it is almost just as important to talk about who you could pair with him.
- if you aren't going for gimmicky tank parties like "The Wall", he is pretty much the only tank you'll ever need outside of Ruins or Weald
- building off of the above point and Neonivek's post, one of the best classes to support squishier frontliners like Blackjack HM, HEL in general, and single SBs who aren't part of a chaingun setup
- because of the aforementioned good movement, along with his support skills being usable in any position, means that he is fairly shuffle-resistant even without Rampart equipped, unless you go full offensive powerhouse with him
- the degree of the Bolster buff means it has some utility even outside of Dodge squads (also personal bias since I practically always start off with Bolster, no matter the party, and on average get one-two Dodges/combat that I LIKE to think I would not gotten otherwise)
- bulding off of Panfilo's point, his Camping Skills are awesome: Tactics might legit be the best Camping Skill in the game, Tactics+Weapons Practice can give teammates a total +13% CRIT--which is nuts--and the RP costs of the set feel just about right for what they offer (I personally like CRU and HWM's skills more, but most feel slightly overpriced and aren't as universal for what they offer)
- hardly ever use Crush, never use Rampart...but the benefits of both are so obvious from watching other Estates use them that I can still recommend including both in your kit whenever possible
-.............Guardian Shield is best trinket, fite me
Give him trinkets that maximize his PROT and HP, then add his Defender skill, and he gets ridiculous damage reduction, and the one he guards can't be hit by single target attacks. This is basically his main duty.
Activate the Retribution skill and enemies get counter attacked each time they try to hit him or the hero he guards. Awesome.
Your Leper can't hit anything ... buff the groups' accuracy or debuff the enemy's dodge.
Equip the stun, so although he can't do much damage, he can make an opponent miss an attack turn. Maybe just enough for a blight or bleed to finish the job.
Everyone's using high stress trinkets ... start the battle with the group battle -stress + dodge skill, to lessen the potential stress.
Gotta bring a couple of damage dealers, though, preferably one of whom can lessen stress, like the Crusader or Jester, to manage the stress from the powerful trinkets.
The simplest solution is to have him be your tanky support. He's like a Jester that can survive getting hit. You give him guardian, command, bolster, and retribution. "But wait, Panfilo, he can't use retribution in rank 4!"which is why you give him a buddy who can scoot him back there: A hero with a move forward skill they can use in rank 4.the idea is to have the hero in rank 4 and the MaA in rank 3 initially. Begin with retribution, then have the other hero move themselves forward with a skill. Now your MaA will get the Guardian shield effect with riposte active. Following turn you cast guardian, then the buffs the rest of the battle.
This also necessitates the use of a front line healer, but you have several options here too - battle nun vestal, stun/pull /stab Occultist, flagellant, Crusader, and so on.
And here is a story, I was on that Brigand 12 pounder mission, didn't know it was so strong and my Shieldbreaker at 1st line, Highwayman at 3rd* line and Vestal at 4th line died, my MAA was the only survivor against the %70 HP cannon, I also didn't have any attack skills so I kept using Rampart and Retribution one by one, in the end my legendary was on his feet while the cannon collapsed. Now think about this, that party was my MAIN party, best heros with a good synergy, vestal healing everyone +8 each round high attack highwayman etc. but in a fight which killed my best 3 heros, my MAA was victorious and standing on his feet without a scratch.
He's essentially the only hero you can actually call a 'tank' and not get laughed at for doing so. Guard is the only tank-ability in the entire game, and while MAA isn't the only one to have it, he is certainly the tankiest with it, so-much-so that his prot-stack can cheese mechanics and even entire bosses.
Of course, that's not all. His overall kit is just extremely useful - a solid stun (always good) rolled into an answer to shuffle (double-good), abilities for pretty much every rank (always handy), high HP (always handy), optional Riposte (used in various strategies for even more cheese), party buffs, enemy debuffs, and solid camping skills.
In short, he's undoubtedly one of the best things you could have on the frontline in any zone.
Until he loses his mind from +30% stress, +20% even with the Bolster bonus. I'd rather use one of his other trinkets like Rampart Shield and something else (if Stun is actually important to you). Or just +ACC and +DMG (my go-to). Or his CC trinket set if relying on Riposte (which I don't do so I don't do this).
I'd consider just using Tough Ring, since +10% is fairly minimal, but the +20% from Barristan's Head is just too brutal when combined with that.
I use him in boss fights routinely. And he's great in almost any DD final level.
Normal missions? Barely at all.