07-10-2024, 12:13 AM
(This post was last modified: 07-10-2024, 12:14 AM by PossumParty.)
(07-09-2024, 11:56 PM)Caboozles Wrote: I think that the limitation on solcharges is there by design. Constantly shifting your orb next to or on top of someone would explode dodgies, and the power of Solblader is reigned in by those limitations.I love Caboozy friend..
Radiant Surrender is pretty mid, but Radiant Solace is the most powerful heal in the game on a soldier class, with the caveat of it requiring setup (that can be circumvented with Star Parade)
I think all none of these options are really something I'm on board with.
There may be other things Solblader could benefit from, but solcharges I think is fine.
In my opinion, I don't think its one of the strongest heals in the game. It IS very strong and a good heal, but the set-up required to get that big heal is incredibly long, as it takes 3 turns to pull off, or 4 without a casting tool. All the others big heals in the game are just really good, with some niches and caveats. Graft with Detailed care is really massive and is almost equivalent to Solace. Solace is 150% Light scaling, +50% more heal with a big orb. Graft is 100% Light + an extra 25 and with detailed care, also gets that +50% (if they're next to you). In one turn you could simply Mass + Graft if nearby allies. If Not, Mass + Rescue + Graft. LB has 120% Light scaling on Phoenix - it revives people to boot. Does this take 3 turns to set up? No, its just 3m. Bwoop, revive and heal on command.
And sure, Solsphering with dodgies probably does suck. But honestly I don't see why you can't just do that anyway before this change? Bash is easy to do, day shift takes 1 charge and 1 momentum. Yestershift is 1 solcharge. And there's other options, like letting Solphere be evaded or glanced on. Give it great accuracy or whatever.