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Would be nice if you always had mental fortress turn 1 but talk to the hand with flurry and tantrum is good too.
Sometimes you start with wave of the hand and a bunch of random block cards.
Other times you stall with multiple vaults while setting up powers.
If you're lucky, you chain omniscience and kill errything turn 1.
Nirvana's ok but scrying can be redundant if you don't discard anything.
Sometimes you go wrath, miracle, joints, huge wallop so you can stay in wrath.
And you prolly have relics to help you block since watcher's so good at steamrolling elites.
So, really, you have lots of options.
Lol, Watcher has a hard counter to Time Eater. If you use Vault as your 12th card, it skips his turn and you get to go again like normal. Sorry we forgot to mention that one earlier. ':-D
https://www.youtube.com/watch?v=9czLA-7ELdM
Personally, I would have worded it like "Watcher favours offence more than defence compared to the other characters". It's hard to argue the term Glass Cannon when her gimmick is literally "deal (and receive) double damage", but it's not like she's incapable of defensive styles and builds either.
I can't speak for higher ascensions, but my last notch on the ladder was a Watcher build that rarely used damage stance and would Hand-Wave, Hand-Talk, Relic + Triple Wish and Double Deva their way to 60-150+ armor per turn with infinite energy over time while doing whatever damage I had on hand.
Of course, this is less efficient compared to playing into her double-damage, and as the above poster said, she's the type of character where you really need to be mindful of lethal (in both directions), and how much damage or defence is optimal per turn - because her mistakes can be much more costly - such as having no choice but to end a turn in furious mode after leaving an enemy with 1 HP, then eating tonnes of damage due to the miscalculation, misplayed card, overconfidence, or whatever.
Despite being so different compared to the other three, and having the capability of blitzing so many fights with double damage via all kinds of crazy and/or fun builds, she's my least favourite character overall because I find her a lot more finicky and picky compared to the more standardized alternatives.
Well, then, let me ask you this: What exactly is a glass cannon? What makes it so? Also, how do you keep a glass cannon alive, so that it keeps working? Simply by shooting first and killing anything that can kill you before it gets off an attack, or is there more to it than that?
She's really not that different from Silent or Ironclad. Defect, now THAT one's different.
The numbers were off the top of my head, to be honest. Ultimately, the run very quickly went immortal, to a point where the damage being dealt by myself and the enemy was irrelevant.
To me, Glass Cannon is something that thrives at dealing huge damage when left to its own devices - but crumbles defensively under pressure. I typically use the term in PvP games where you might forgo defensive stats and abilities to make a bursting build (at the risk of being caught and killed very easily by an opponent).
In those games, it's usually a pre-battle commitment you can't change until the final result, but for Watcher, it's your own choice via stance-dancing, so the term "Glass Cannon" applies more to entering Fury Stance (rather than a permanent 100% all-the-time description of Watcher as a whole). She has a plethora of defensive cards to choose from, and it's not like you have to stay in Furious, so it's more of a choice.
Either way, I wasn't disagreeing. I merely stated that I wouldn't have used the term as a full-time representation of the character, even though it certainly does apply when Furious.
Hope that makes sense.
It's the opposite for me. There is no character I dislike, but Defect is when I clicked with the game, whereas Watcher still feels the most alien.
To me, Defect Orbs are just passive effects you can monitor on-screen - and can incorporate a lot more passive play in various simple ways without as much forethought - so it feels more comfortable and familiar.
As for Watcher, she technically has 4 stances to consider ahead of time (which can interact with each other across their own web of cards), and the double-down gimmick requires a lot more care compared to the others - benefitting the most from mechanical knowledge, forethought, planning, and a bit of maths.
As someone who likes to give every character a fair chance, I'm finding Watcher the most awkward to progress with, despite the concept simply boiling down to "double-damage-dancing".
I can see why someone would call Defect 'different', but to me, Watcher is the starkest contrast to the other characters.