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Outedated PvP SC Units - SkillTree changes suggestions

1.Introduction

With this post I want to bring to light four units of the Specialty Change category that were designed for mainly PvP* content , but have not been able to keep up with the recent powercreep or have lost the core idea behind their kit.
*Chaos Inquisitor last changes happened before PvP balancing was yet to be taken in consideration


The four units will be presented in order beginning with the ones I have invested most recoureces , meaning highest gear scores and best in slot Artifacts maxed out: (1)Chaos Sect Axe , (2) Shadow Knight Pyllis , (3) All-Rounder Wanda , (4) Chaos Inquisitor

I will only be  making suggestions about their skill tree as that's what should make a random 3* unit into a valuable asset.



2.Suggestions

Chaos Sect Axe

With an avarage equipment score of 98.83 I tried using this beast of a man to supposedly counter AoE Light unit attacks in RTA and top 500 Guild War battles.
The results are not positive , he can barely survive the most recent Light "Knights" attacks and brings way too little benefit even against his best match-up Belian.


-Skill Tree


His main selling point should be revisioned:

  • When an ally is attacked by a Light elemental enemy, has a 15% chance to counterattack with Attack Chain.

Strictly linked to Attack Chain as of right now it lacks in reliability because of it's low activation rate and in offensive output as it will only rack up to 10% Injuries.
A higher Injury cap wouldn't help as the base damage is too low against the Light tanks he should be facing.


My suggestion is a specialization against Knights or high HP enemies

  • Increased Attack Chain trigger chance, could be class focused or Health focused for more reliabilty
    [When an ally is attacked by a Light elemental enemy, has a 15% chance to counterattack with Attack Chain increased and a 10% chance if it is a knight/ is the enemy with the highest Health up to 25% ]

  • Increased damage through Defense penetration to make up for the high defensive stats
    [Increases damage dealt by Attack Chain by 10%, when attacking a light elemental unit penetrate defense by 30%]

  • Better survivability, the new standard requires slower units to rely on themselves, team strategy has been subverted for 1 on 1 counter strategy.
    Increased Effectivness is great to land Chaos Sect Axe debuffs, but between that and surviving the ever increasing oppriment debuffs the latter has more value.
    [After being attacked by a Light Elemental enemy, has a 100% to dispell one debuff/reduce debuff duration by one turn from the caster. Can only be activated once per turn]


Instead the increased effectivness could be embedded into the skills, light counter style

[When hitting a light elemental unit increase effectivness of the attacks by 50%]


Shadow Knight Pyllis

This time around I'm running an avarage of 97.16 gear scoreon this anti Violet Knight, but as I try to make use of her Specialty Change tree I notice that's not what is making Pyllis way more used than the other SC heroes in this list, it's the good old Rocket Punch or recent counterpart M.O.A.S. putting in works as always.

Pyllis simply can't offer the required mitigation for the current meta and thus turned in her pre-Specialty Change version: a crazy Defense Stacker with some collateral upgrades.

-Skill Tree



Overall Pyllis would have been great last year if Light Adin didn't exist:

  • Increased Hit Chance all in one spot, being able to avoid evasion stackers is great in thory , but through ML Arunka and her low potential to get turns it would be best to free up space in her skill tree
    [Increase Hit Chance by 75%]

  • Utility at the start of the battle, any usable knight needs to offer some protection right from turn one, and at most Pyllis could reduce a dual attack or extra attack damage, a way to use her higher Effectivness and her self CR boost from provoke would be a turn 1 provoke on a specific unit (possibly increasing Immunity set value)
    [At the start of the battle has a 100% cahnce to inflict provoke for one turn on the enemy with the highest attack / combat readiness]

  • Interaction with soul weavers would pair well both with her kit as she needs prolonged fights to shine and with her lore as personal guard
    [Perceptive Slash will grant 2 additional souls for each allied Soul Weaver/ will grant increased Effect Resistance to allied Soul Weavers]

  • All-Rounder Wanda


    The go to unit to lock down evasion heroes, and by being a dark Elemental units she should have no problem dealing with them, yet with Fire Flan being in the top 5 Picked/Banned RTA units she has no presence at all.

    With command Model Laika being obsolete and her role as a single target controller being worse than ever before she's having a hard time both with high speed and effectivness, as well as a fast stealth dps.


    -Skill Tree



    On top of her passive still targeting random enemies her role as a single target evasion counter role should be reinforced:

    • Less randomization on turn one, although it fits her character perfectly it does not help in taking down evasion opponents, considering they can go up to 100% without a hit chance artifact and a Target debuff Wanda the hit chance queen could still miss.
      Substituting the gambling 25% for S1 to decrease S3 cooldown
      [If an enemy has 50% or more evasion has a 100% for Steady Aim to target the unit at the start of the turn]

  • Increasing her anti-hiders specialization by ignoring targeting limitations as long as the enemy has a target debuff. ML Arunka and the incresed number of stealth granting skills and artifacts make it hard for Wanda to hit her marked opponent.
    In combination with the previous suggestion this would solidify her single role as evasive units stopper
    [When an enemy is targeted ignore target limitations and has a 25% to extend buffs on the caster by one turn/ grant the caster stealth for two turns.]

    This way I feel Wanda could still keep her randomized chance to survive, not by decresing her S3 Cooldown, but by extending her stealth , letting her still be very susceptible to team wipes.

Chaos Inquisitor


Last and least deserving of any gear above 90 gear score is Chaos Inquisitor, still lamenting his skill tree having +10% Health ever since the Stone Age. This character was thought as a mixture of a PvP and a PvE unit, now pivoting more into neither, his only use remains to solo kill that one ancient inheritance boss in what spans from a few minutes to several hours based on your upgrades.


-Skill Tree


Surprisingly enough he still rocks that incresed Health by 10% on top of other antiquate skill tree effects:

  • Remove the increased Health, it's just the opposite of what his passive rquires him to increase. A lifesteal style torrent ability would be cool instead.
    [Reduce Health by 10% and absorb 10% of damage dealt as health]

Change Preach into Heavy Strike activation limitation into something else.
I'd love this goblin slayer angrier cousin to abuse his ability to get to mitigate hits and survive with low health, my suggestions are:

1. Immunity to fixed damage. Damage debuffs have become overlooked because of all those huge fixed damage unleashers
2. Penetration based on self missing health, rewarding his risky playstyle giving him the chance to take down tougher opponents both in PvP and PvE
3. Self inflicting Injuiries making shields effectivness even better on him
4.Some use of his Effectivness, I like that he only uses it to strip his opponents but it limits his offensive capabilities by a lot.

examples:
1. [Has a 100% to Ignore Fixed damage inflicted on the caster]
2. [Penetrates enemy defense when using Preach proportional to the caster's lost health up to 70% at 30% remaining health]
3. [Consume 40% of remaining health before using Preach inflicting injuries on the caster up to 15% of his total Health]
4. [Increase Attack of the caster based on his Effectivness, increases effectivness of all allies by 15%]



3.Conclusions

With these suggestions I hope we can suprass this trend that SC units tend to have, being popular (or not like Pearlhorizon) on release and then getting obsolete after a little while.
I tried to keep the core idea behind the units while giving them a purpose in the current meta or a glint of hope in Chaos Inquisitor case , while still having them suffer from the same counters they already were facing since their release.

I hope this post can reach someone or at least spark some change because I did take quite some time to think these ideas through and write them down in an easy to read way.
If there were more people making some well thought suggestions I think we could avoind mistakes like Mui and Dominiel reworks.

With high hopes for the future have a good day / night

baldrakka "fish god"

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