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Seems like a class that scales well with investment. Boasts unusually high personal auto cap, but lacks an assassin to make full burst usage with it. Fairly flexible, with defensive, burst, and CA tools. Works well with Qilin, giving high meme potential to the class.
Engage Augments:
A fairly decent self heal, with a strong Stamina buff (45%) at a 3/5 uptime. A good skill, albeit affects self only.
Tactical Shield:
A small shield (4500 at max cells in this day and age), veil and 3/7 armor to the whole party is pretty ok. Can generally be used in most fights. Doesn't use cells, making it flexible.
Limit Burst:
A 25-100% bar, 25-50% CA dmg and 5-20% CA cap to the party every 12 turns is great for bursting and memeing, with albeit lower bar gain than Mechanic. Qilin-able with no problems, which is a benefit.
Blitz Raid:
A bit awkward since it will drain 1 on skill use and another one during the attack, meaning if you start with 5 cells you're left with the option to do 3 boosted or 2 boosted 2 unboosted. Great for bursting, a bit awkward for normal play. The skill with the biggest potential, but whether it'll beat Tag Team is dependent on supports.
Passives:
The meat of the class, giving an unconditional 30% Seraphic buff to autoattacks, with a conditional buff for autoattacks depending on the mainhand you wield. Sword gives you TA, 30% Perpetuity/Unique (unsure), and another 20% Seraphic buff, while Gun nukes for a 700k at the end of each autoattack string. This gives the class absurdly high cap on sword mh, capable of reaching 3.5m assassin autos. On the other hand, this gives guns a stable source of skill damage, reaching 2.2m per nuke on a skill build.
CCWs:
I don't find the Sword CCW to be required, but on a common note is you'll usually end up with 1 extra cell (due to ougis not using one) without the CCW if you don't use any of the cell using emps, so you can do an extra unboosted Blitz Raid if you prefer. With a respectable 10% echo (roughly?) per Cell, the CCW gives you a fairly good amount of echoes, with a free boosted Blitz Raid every CA basically.
Gun, on the other hand, provides a bit more flexibility as it ends up not using your cells for Limit Burst, with a good nuke on ougi (I've seen it do 4m in wind). Since it does lose the unique attack from Sword, I find that this MH option needs a stronger grid in order to bolsten your autos. 1 Cell every 3 turns can be equated to 1 free unboosted Blitz Raid, and with the extra leftover cell from ougiing, you can do another unboosted Blitz Raid or just one whole boosted one, albeit needs some brain thinking. Pretty good mh if your mainhands suck, but I wouldn't go as far as saying it's required.
FA Potential:
Casts each skill properly except for Blitz Raid which will never proc, but will desync and not perform its maximum potential if given enough time. Gives some sort of defensive utility and can boost everyone's bars on turn 1, but, given enough turns, will likely lose to a Kanabo Monk in terms of pure raw damage output and a Lumberjack in terms of utlity. It does however have Veil for free on a short cooldown, one-upping most Veil classes.
Burst Potential:
Limit Burst is likely the strongest partywide CA buff and bar barring Siete S4 without a lot of headaches and is complimentary with Qilin. Gives it great potential for Ougi bursting, such as EX , and can ignore Huanglong for purely 1t purposes, while still working for 2t purposes.
Blitz Raid has great potential, but will likely lose to Tag Team if your party has assassins, especially whole-turn assassins. The day KMR gives someone a targetable full turn assassin on RB is the day RB can do 11 assassins in one whole turn. (Qilin Qilin Double Strike Attack, without even adding in things like target reset CDs like the one girl wind has)
What about you? What do you think about Relic Buster and its mh options?
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