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Lately I stopped using Bolster and started using "Bellow". I like it much more now, than Bolster.
Also stopped using Retribution due to it's weakness. If I've got a moment to hit with MAA - I'll use stun or crush.
And, obviously, Defender.
In Weald, since most of the monsters will attack your 1-2 characters, I'll use Defender first and protect 2nd unit. Then, if required, stun/attack. If stun/attack aren't that required and there are many fast enemies - Bellow. At 2nd round I just annihilate everything that's left standing.
If he doesn't guard.
If you played bolster first, then you should have enough speed next turn to guard before the enemy plays.
If you played Guard first, chances are it's the right time to use bolster next, but not always.
Guard lasts two turns, so play accordingly to the situation during the free guard turn.
As a general rule i'm not personnaly a fan of Retribution, i'd rather get Crush (support main damagers) and Rampart (stun/repositioning).
And do not spam bolster for dodge stacking unless you're using it along a Jester's Solo, the dodge bonus is just a little supplement on top of what's important, speed, which ensures you have the initiative for the next round.
The problem with HM doing Guard stuff is that if Unclean Giant will not miss and will crit = HM on death's door. And maybe even r.i.p. afterwards. You're just increasing risk by using HM as defender. While UG crit on MAA will be 6-12.
Both HoM and MaA are extremely usefull at end game, provided you build proper teams to go along with them.
Generally speaking i like to make
High Speed / Mark centric teams with HoM
Slower / Debuff / DoT centric teams with MaA
It's much more flexible than that though.