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| Going Offense with Taskmaster | |
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| Tweet Topic Started: Jan 13 2017, 01:31 AM (439 Views) | |
| Zatoxic | Jan 13 2017, 01:31 AM Post #1 |
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Pokémon Trainer
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Hey so my group just started a campaign and I'm looking into the future of taking on the role of group protector and doing what's necessary to protect the others from le bad guys. I'm running Duelist/Ace Trainer and I will be picking up Taskmaster. I know that it goes pretty well with tanky poke'mon but I was wondering on how to utilize offense with it. Do I just stick with only 3 injuries to my sweepers all around boosts? Or is there something I am missing from going for the 9 injury bonuses. I know about how OP endeavor is with it, but I was wondering other tactics. |
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| Paperblade | Jan 13 2017, 03:17 AM Post #2 |
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Pokémon Trainer
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The injury boosts are pretty much risk vs. reward. The more injuries you are running with baseline, the more you want the rest of your build to support Taskmaster. At really low injuries (1-2 or so), there is no risk but you're getting almost no reward. In the middle area, it becomes a matter of how many bonus effects you want vs. how easy you are to KO, (3-7). Then, at the really high number of injuries, you are playing with death but get an insanely good passive effect--this warrants a build heavily tailored to making it work. The only damage boosts in the class are the 1 injury bonus and the Cruelty related effects. Taskmaster can easily get a lot of crit/effect range boosts, so those kinds of moves are highly desirable. Since you're Ace, Double Down is particularly good here since your massive ranges get two rolls. Taskmaster greatly benefits from pokemon and supporting classes that make your pokemon as annoyingly longlived as possible--you can't be whittled down with status, you have extra evasion, extra DR. Pain Resistance means a lucky crit or big SE hit does nothing. For someone who is looking to be on the front lines, protecting their team, etc., I would probably suggest 3 injuries or 7, depending a bit on what your party members are, your pokemon, what sort of encounters your GM puts you against. At 3 you have more HP and some evasion (which will stack with Duelist), and you have enough injuries that you can afford to kind of ping-pong around HP markers from effects like Seize the Moment (which is more likely to get the big heal since Task has more crit--I believe if you use both it and Deadly Gambit you autoheal, for whatever that's worth). Low starting injuries also makes Strike of the Whip less life threatening. On the other hand, the DR gained at 5 mostly offsets the HP lost, and if you are being an in-your-face tank sort of role as guardian, your GM can't whittle you down with various "lose a tick" effects (coughstatus) very well, and your high injuries mean a lucky crit or such can be ignored. Note that the 7 injury benefit means your pokemon don't lose HP from Press, but they still get the boosts. That's a free Dragon Dance or Bulk Up or whatever you want on your trainer's turn, which also stops them from being sleeped (hey, status means FUCK all). And Strike of the Whip's injury control means if you're particularly crazy, you set it up so you're at 9 injuries when under 0HP, meaning your pokemon jacked up on stages is now double resisting every attack ever, pretty nice since when they're immune to anything that's not damage. And shit, you're even an Ace Trainer, so when your pokemon finally DOES faint, you can just Perseverance to ignore a lethal injury (not that it's likely pokemon will actually go from >-30% to -50% with +10 DR and double resist, but hey... accidents do happen) Edited by Paperblade, Jan 13 2017, 03:31 AM.
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