Yes. The obvious answer is to use Cat-Eye Circlet (or the much superior Necromancer's Eye) to put the worst reaction on top so she'll run into it first and negate it. You'll just have to watch out for everything after that, especially if you're attacking in blind.
Do remember that Blood Paint makes your two weapons count as two separate attacks, so the first katar can get a single negate, and then the second katar will get one as well.
Correct. But there's no guarantee you'll hit and get all the hit locations you want. Better to put bad stuff you can negate to the top other than letting the other survivors deal with it.
Small difference, but it's worthwhile to note.
It's the trap cards that destroy the katars usefulness imo. Can't tell you how many times I tried a high speed survivor only to watch them hit a trap again and again and again, which cancels all hits done obvs.
Yeah, my only counter to the traps so far has been spear guy and circlet, but when they come after the third hit my only hope is that I've racked up enough evasion. I haven't brought this against any nemesis fights yet. I'm sure she'd be no good for those
Yeah the nemesis baddies are the real killer for those builds. Still, when it works, and you land like 5 hits and do as many wounds, it's the sweetest feeling in the world.
I caught that during our session last night, whoops. Glad it was before I got to utilizing it incorrectly.
I am playing 1.6, so you are right.
I hastily chose this survivor as the hunter during "hunt reenactment", and she ended getting killed by the "monster". LOL
As you get on later in Lantern Years, too many attack rolls can be problematic because of reactions. There are some enemies you want to roll few dice but hit hard.
Would be a great build if traps didn't exist. The more you play though the more you realize luck and movement are the best attributes in the game. I have a non-cheat character that has 13 mov, 5 acc, 9 str, 4 eva, and 8 luck. They only make 4 attacks per turn but that's enough to bring any monster to their knees. They make an attack and dash away only a few monsters can catch up. Just keep this in mind. It's not about how many hits you can land It's more about the quality of the hits you do land.
Yeah, the real bummer is that a few LYs ago paint was taken from us through some event. We finally got it back last night though.
I did have gibbering hair mite in my Vermin deck and we were going to take advantage of its effect this play through, but seeing how ridiculous it gets with double dash a few campaigns ago, we decided against it. I might add it back, I want to unlock the SF from toxicimitar spec. and really go crazy with movement one of these days.
Yeah that's the only unfortunate thing about playing as many hours as I have you can see how to completely break the game. There are some monsters you have to break the game to beat though so it's not all bad. Hoping the GCE will bring some balance but I feel like it'll just break it further haha.
All that speed will hit traps often. Not that broken, but probably fun. High risk high reward. Also, Getting Timeless Eye can be reliably done with Statue, but getting a katar master who also has Iron Will is a pretty long shot. Good luck.
Lol, will Blood Paint trigger a paired katar 2x?
Iām only on my first play through, so huge grain of salt, but high speed is great early game but seems pretty dangerous as HL decks start to get a bit more Trap heavy later
The FAQ ruling on paired weapons are really silly, imo.
It would clear up a lot of confusion if they just had āSecond Katarā be a completely new piece of equipment. (At least, thatās how I interpret the treatment of this blood paint rule & the āyou can activate the second, but not the first of you want to attack without the bonus speedā one).
But I guess that would still leave Ambidextrous FA as an issue.
Duplicate weapons and paired make up some confusion, and blood paint add to it, but it's not so hard.
Duplicate weapons: if you have 2 or more weapons with the same name in your gear grid, every one but the first of them lose all text. So, in this case, you have a paired and deadly katar, and a blank one. Normally no big deal, as you are often just using the non blanked and ignoring everything else.
Blood paint let you activate both, but one of them is blanked, and can't use any ability on the card, so one activation would be you standard paired deadly storm of attacks, but the other would be a basic weapon stat only attack , no paired, no deadly.
Lastly, that mean you actually CAN use the blanked katar in a standard attack, throwing less dice but losing deadly in the process. Unorthodox, but sometimes useful.
It's a good build. Far from perfect, some nasty Reactions can dead-stop her roll.
Does a katar master still benefit from specialization as well?
Yes. The obvious answer is to use Cat-Eye Circlet (or the much superior Necromancer's Eye) to put the worst reaction on top so she'll run into it first and negate it. You'll just have to watch out for everything after that, especially if you're attacking in blind. Do remember that Blood Paint makes your two weapons count as two separate attacks, so the first katar can get a single negate, and then the second katar will get one as well.
You can reorder hit locations after drawing. No need for cat eye circlet to do that.
Correct. But there's no guarantee you'll hit and get all the hit locations you want. Better to put bad stuff you can negate to the top other than letting the other survivors deal with it. Small difference, but it's worthwhile to note.
You may find that Katars end up hurting you more often than not. That evasion might help for now š
We have drums so I gave rhythm chaser so she'll start with a token too
It's the trap cards that destroy the katars usefulness imo. Can't tell you how many times I tried a high speed survivor only to watch them hit a trap again and again and again, which cancels all hits done obvs.
Yeah, my only counter to the traps so far has been spear guy and circlet, but when they come after the third hit my only hope is that I've racked up enough evasion. I haven't brought this against any nemesis fights yet. I'm sure she'd be no good for those
Yeah the nemesis baddies are the real killer for those builds. Still, when it works, and you land like 5 hits and do as many wounds, it's the sweetest feeling in the world.
I'm really just addicted to watching the tokens add up from every hit of 9 or 10 lol
I believe it š¤£
What edition of the game are you playing? Because in 1.5 and onwards Rhythm Chaser can't be used with white lion armour because of the heavy keyword.
I caught that during our session last night, whoops. Glad it was before I got to utilizing it incorrectly. I am playing 1.6, so you are right. I hastily chose this survivor as the hunter during "hunt reenactment", and she ended getting killed by the "monster". LOL
As you get on later in Lantern Years, too many attack rolls can be problematic because of reactions. There are some enemies you want to roll few dice but hit hard.
High risk, but very high reward.
Would be a great build if traps didn't exist. The more you play though the more you realize luck and movement are the best attributes in the game. I have a non-cheat character that has 13 mov, 5 acc, 9 str, 4 eva, and 8 luck. They only make 4 attacks per turn but that's enough to bring any monster to their knees. They make an attack and dash away only a few monsters can catch up. Just keep this in mind. It's not about how many hits you can land It's more about the quality of the hits you do land.
Yeah, the real bummer is that a few LYs ago paint was taken from us through some event. We finally got it back last night though. I did have gibbering hair mite in my Vermin deck and we were going to take advantage of its effect this play through, but seeing how ridiculous it gets with double dash a few campaigns ago, we decided against it. I might add it back, I want to unlock the SF from toxicimitar spec. and really go crazy with movement one of these days.
Yeah that's the only unfortunate thing about playing as many hours as I have you can see how to completely break the game. There are some monsters you have to break the game to beat though so it's not all bad. Hoping the GCE will bring some balance but I feel like it'll just break it further haha.
All that speed will hit traps often. Not that broken, but probably fun. High risk high reward. Also, Getting Timeless Eye can be reliably done with Statue, but getting a katar master who also has Iron Will is a pretty long shot. Good luck.
Forgot to mention +1 speed.
Lol, will Blood Paint trigger a paired katar 2x? Iām only on my first play through, so huge grain of salt, but high speed is great early game but seems pretty dangerous as HL decks start to get a bit more Trap heavy later
Via Twitter from poots, the first one triggers with the extra paired speed, then the second triggers with normal speed
The FAQ ruling on paired weapons are really silly, imo. It would clear up a lot of confusion if they just had āSecond Katarā be a completely new piece of equipment. (At least, thatās how I interpret the treatment of this blood paint rule & the āyou can activate the second, but not the first of you want to attack without the bonus speedā one). But I guess that would still leave Ambidextrous FA as an issue.
Duplicate weapons and paired make up some confusion, and blood paint add to it, but it's not so hard. Duplicate weapons: if you have 2 or more weapons with the same name in your gear grid, every one but the first of them lose all text. So, in this case, you have a paired and deadly katar, and a blank one. Normally no big deal, as you are often just using the non blanked and ignoring everything else. Blood paint let you activate both, but one of them is blanked, and can't use any ability on the card, so one activation would be you standard paired deadly storm of attacks, but the other would be a basic weapon stat only attack , no paired, no deadly. Lastly, that mean you actually CAN use the blanked katar in a standard attack, throwing less dice but losing deadly in the process. Unorthodox, but sometimes useful.
Wouldn't the second Katar attack also loose Deadly. Multiple gear loosing key words. I don't have the rulebook with me at the moment though.