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However, he is still infinitely better as a stress-healer primarily. Finale is a solid tool for one-shotting meaty targets on demand, yet at one-cast-per-battle he is by no means a boss killer, especially when all his other tools pale in comparison vs bosses, moreso when dealing with those impervious to bleeds or as part of compositions that really don't want Joe Soap dancing around and pushing others OOPosition.
I still take it as an anti-shuffle or for having the option to take my buffed finale, buff it more by moving into position (Dirk) and blowing up, say, Endless Horses in one go. It resets each time you get phased to a new area, so you still have to use it sparingly. Bosses come directly after a phase, so you lose all previous stacks - hence need to re-build it for a boss-fight.
Regardless of all that, it is a welcome change.
Didn't use then, don't use now. My Jester is a trusted buffer and a bleeder.
The problem is that doing so means he'll have +Stress and other negative stats for the rest of the battle - which isn't too bad if there's no stress-nukers around (seeing as he can monitor his own stress anyway), but not the best idea in some fights. While I do still use the 'opener' in apprentice/veteran, I leave it as an anti-shuffle and a stacking nuke-tool in higher content or endless.
If you know something is going to go on longer than you would like, and you happen to have taken a few turns with the Jester, then you end up always having a spare nuke in your pocket. This, to me, is infinitely better than having two variations of a smiliar DoT, Dirk and Stress Heal. I've since swapped entirely to Dirk, ST-Bleed, Finale and Stress Heal, ensuring he has movement for both directions to get to where he needs to be and back to doing what I want him to do.
This is entirely dependant on whether you are banking on burst or stress-heals. If the JES is there, 99.99% chance is he's there to stress-heal and bleed - Finale being a raw burst option that increases no matter what you're doing.
This is not the same as someone who provides burst as standard - because they are there to do that. He rarely ever is.
Furthermore, not all comps want heroes that dance all over the place, which is what a GR will be doing most of the time if you're banking on Lunges (and if so, you're only getting one per two turns unless you have additional shufflers). The Jes is far less likely to fart around unless you wish it to be so (and only x1 per go). Finale is also now castable from Rank 2, not just Rank 1 like before, which makes it a lot easier.
I love GR's, but no, calling her better is entirely dependant on what you want either to achieve.
Inspiring Tune Finale DMG +20% for 7 rds
Battle Ballad Finale DMG +20% for 7 rds
Solo Finale DMG +50% for 7 rds
They all got a extra round
20% became 30%
Solos 50% became 75%
Crit 10% is totally new
Old Finale had base crit chance of 4 at lowest level to 6 at higest, new one has 5 to 9.
This is a rather insane buff i would say.
use Solo, have the other heros move in front of him, use solo again -> Now is 150% and 20% crit were it used to be 100% and nothing.
50% more damage and 20% (!!!!!) crit is a little more than "slightly easier"
https://www.youtube.com/watch?v=HK7gBaID2-k
Indeed, nice observational skills friend.
This (for the most part). As said, I like having it stack up for if I feel like randomly taking a nuke out of my back pocket, or for positioning/deshuffle, but until then, doing other things would often trump wasting rounds on Solo (which you would take for Finale-centric builds where you are focusing on that rather than other tasks) -- at least as far as generic trash-mobs go. There's very few worth finale'ing unless you want to blow up something ASAP or you get those rare/obnoxious/nasty mobs later in Vet/Champ.
I could have setup recovery rounds via bleeds instead of forgoing that (or stress-healing) by using solo instead just to ensure a bigger finale. The fact it gives +100% stress for the remainder of the battle is also a dicentive unless you can be certain there's no risk of additional stress-nukes, or (in the case of bosses which typically cause above-average stress) a one-shot (or damn close to it).
Naturally you can make it work as a BAH-GAWD-BIG-BUTTON, but his standard play is more streamlined / less niche.
I would consider boss fights as "niche". You need the BAH-GAWD-BIG-BUTTON to bring them down. During the build-up phase the jester can still contribute to the killing of any supporting enemies with dirk and/or slice-off, and bring out the big gun when the killing blow is needed.
This works for me just fine, and I find it as of today the best way. Your mileage may vary.
No matter how people decide to use it, we can all happily agree and unite on the fact that the change to Finale was a very positive one regardless.