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Arknights: Mastery Priority Guide - A Death in Chunfen

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Introduction

That's a faster turn around to the next patch than I expected! Good thing I had some free time. I'm not complaining, though. These camp skins are probably my favorite in the game. I guess there's some new units too we can talk about...

I forgot to update Ines' lookahead before publishing. This has now been fixed. Check it out below!

This article specifically covers the new units from the A Death in Chunfen event, You can find the full version of the guide here, or on the banner below which covers all of the other noteworthy Masteries in the game

FAQ and Banner Discussion

Q:  Should I pull?

A:  In another era, the answer would be yes, but in the current game with two very meta units on the near horizon, Qiubai is instead a “probably not”.  If you've been listening to my nitpicking and holding off heavy pulling for the next big meta unit, this isn't the banner to break it on.  If you blew your savings on Chongyue and are desperately trying to save enough for Yato, then hold strong.  Most teams will be perfectly fine missing Qiubai.

Qiubai is a curious unit and somewhat of a rarity.  Her raw DPS and strong archetype give her a semi-constant presence in the end-game, but she's balanced out by some significant drawbacks that hold her back in the general game.  She is a unit that will appeal most to very Advanced players (the max-risk sort), but may be frustrating to others.  Given that her supporting 5★ is one of the worst in the game, most players will simply find more value in saving the pulls for Yato and Ines instead.

Q:  So, is Qiubai meta or not?  What are her drawbacks and why do they matter?

A:  It really depends how you define meta.  She is an important part of the top end of the game, however she isn't a go-to when it comes to crafting a blind story run.  Ultimately peak DPS has value and matters which is why she tends to appear in max risk CC clears and the like, but unlike someone like Mlynar, Surtr, or Texas2, Qiubai will require planning and often another unit to use effectively.

The most obvious drawbacks for Qiubai are her cycle time and ramp-up.  The latter is relatively minor thanks to the increasing ASPD, but the former is a brutal 55 SP which is extremely long by modern standards.  Her initial activation is mercifully short at least, which aids in her end-game presence since deploy limits often necessitates cycling unit deployments.  However, activations after the first can prove frustrating for a lot of players and scenarios.

More notable is Qiubai's reliance on outside help to reach that vaunted DPS potential.  She is a burst operator, but without an external Slower/Binder, that burst is dramatically lower.  A significant chunk of her damage potential draws from her first Talent but her S3 has no internal way to trigger that except for her second Talent.  That second Talent has a low activation chance, and alone only results in around a 33% uptime during S3, meaning that she loses a lot of her potential damage.  For a burst operator that's a big problem.  It is of great fortune for Qiubai then, that Suzuran slows in a wide area for the same duration as her S3 while also being the greatest damage buffer in the game!

That said, Suzuran isn't a hard requirement for Qiubai.  Her damage on her own is still good and there are plenty of good Slower/Binders out there which can supplement her own Talent (the very cheap and very available Ethan comes to mind).  However, Suzuran just matches so much better than anyone else that Qiubai looks a lot less appealing if you don't have Suzuran already.  For the end game players, that isn't too big of a deal since Suzuran is already a top unit to begin with.  However, for the general game, it's a pretty big hit.

Q:  I've seen it mentioned that Qiubai has one of the best Masteries in the game.  What's up with that claim?

A:  Qiubai's S3 is a rarity among Masteries.  At S3M1 it gains a whole new aspect that isn't otherwise there, upgrading the damage from her first Talent.  There's very few examples of this elsewhere (Blue Poison's S2 comes to mind) and Qiubai's is really the first on such a powerful unit.  On top of that, the other gains are also really strong (two full extra stacks of ASPD!) resulting in a huge difference in performance between an SL 7 Qiubai and an S3M3 Qiubai.  This is reflected in her grades and write-up below.

Q:  That's all?

A:  That's all.  There are only two new units and Wind Chimes is awful so not worth any discussion beyond her write-up.  It's a pretty short update this time.

Q:  Any Module thoughts this patch?

A: Global - A Death in Chunfen - There are no new Modules this patch!  The scheduling pressures are a bit different between global and CN.  There's a criticism that could be levied against Yostar here scheduling-wise, but it's best to not get too far off top

CN (lookahead) - So Long, Adele

  • Reaper - It's easy to sleep on the Reaper Modules, but the base effect is actually quite good.  Over the duration of an entire map it really adds a ton of sustain.  The 4 and 5★ upgrades are relatively unimpressive, but Executor got a great Module.  It shouldn't change his assessment much since the fundamentals of his kit remain the same, but it'll be a must get for those who want to use him.
     
  • Centurion - As with the Reapers, the base effect here is fantastic, however the upgrades have more individual value.
    • Gavial the Invincible - Her upgrades aren't particularly good, especially for the cost.  Gavial is an extremely good unit so any upgrade is worth considering, but this is a rare situation where the upgrades on a meta unit are probably not worth it.

    • Blaze - She got a fantastic Module that Blaze fans will definitely want to upgrade.  However, it ultimately doesn't change anything about her (minimal) role in the meta.

    • Specter - Although a somewhat minor upgrade, even for herself it totals pretty nicely in addition to making AHs more monstrous.  It won't affect her grades though since she's already a top graded 5★.

    • Savage - Bruh.  The fact HG won't throw most low-tier units a bone is literally killing me.  They could have removed her Talent restriction and doubled her SP generation and she’d still be bad.  Instead we got a pile of dogturds for a Module.  Bruuuuuh.

    • Estelle - Lowkey a great Module.  It hasn't gotten much attention since there's so many good higher rarity Guards, but Estelle has always been a great low-rarity laneholder, and her very cheap upgrades add a huge amount of bulk.  It won't affect her grades, but is worthy to note at least.

  • Swire the Elegant Wit - There isn't much value in looking ahead to a Module introduced with a new unit, but it's still worth mentioning as a matter of planning.  If you plan to pull for and raise Swire, then her Module and upgrades are essential.  Be sure to account for her mod3 in your planner.

A final note is that there were no second Modules introduced in this patch.  I have long taken the stance that it is not worth waiting for theoretical second Modules on good units.  The pace of introduction is extremely slow and favors more off-meta units.  Even without reading into the meaning of not having any second Modules, this potential slows the pace down considerably.  I'd be very cautious about "waiting" for theoretical Modules on meta-units.

Q:  "This shilling myself question"

A:  If you missed it in the previous updates, I published my first fictional work.  You can find the clean version of it over on AO3 here.

A Death in Chunfen - Springtide Snowfall

Qiubai

Skill
Mastery
Story
Advanced
Roguelike
S3M1 Breakpoint
S3M3 S+ S+ S
S2M3 B- None B

Qiubai has some unique pressures when it comes to Mastery consideration. With her S3, she can reach above-Surtr-tier DPS on multiple targets with range. Her Masteries are essential to that purpose, representing a staggering 33% increase in DPS and a 58% increase in total damage. With her strong archetype, Qiubai can be an end-game caliber DPS unit. Yet a brutally long cycle, an RNG Talent, and a reliance on external help to maximize her potential can really bring her value down on some rosters.

To the first point, she has a uniquely powerful breakpoint on her primary skill that actually adds a facet to the skill which is not otherwise present. But do not take the presence of a breakpoint to indicate that you should stop at only S3M1! Qiubai's S3 Masteries all the way up to S3M3 are some of the most valuable in the game.

However, to the second point and despite those massive gains, Qiubai’s priority still suffers due to some major drawbacks on her kit. The 55 SP downtime is the most obvious, but less obvious is that her S3 has no internal mechanism for Bind or Slow to trigger the extra damage on her first Talent. This leaves her reliant on her second Talent, which has fairly low RNG odds and will only trigger for about a third of her total attacks during an S3M3 activation. With the aid of an external source of control such as Ethan or Suzuran, Qiubai can hit a peak DPS of around 3000 DPS per target. But on her own that total is a much more modest 2100 DPS per target. That’s still extremely good, and Qiubai does have strong value when alone, but not quite as crazy as most other top meta units.

If you are only interested in Qiubai for her meta value, then you can stop there. In situations that you can not abuse her S3, a different unit is likely the better play. However, if you are interested in Qiubai as a regular member of your team, lack a reliable and strong external slower, or want to use her as an IS starter (which she is quite good at) then you may also find value in her S2 given S3’s long cycle and inconsistent control. The 10 SP Attack Recovery is quite reasonable given her Lord range, and the AoE Slow triggers her Talent resulting in very good damage for such a low SP skill. While it lacks the crazy total damage of her S3, it makes for a good alternative skill.

Wind Chimes

Skill
Mastery
Story
Advanced
Roguelike
S1M3 None

Wind Chimes is a design failure, suffering from the worst of multiple worlds. Her archetype is incredibly fragile without offering much upside, and her rarity often suffers from being undertuned for the price. The result is a nearly unusable unit, featuring low damage, low survivability, and negligible utility. If you have an affinity for promoting awful units, I'd suggest going with her S1 despite being a basic Attack Strengthening skill. The damage and "utility" on her S2 is just so brutally undertuned that her S1, which at least has a good cycle, will outperform it a majority of the time. However, while extremely undertuned, her S2 is the more unique option, so the choice really depends on why you’re promoting her in the first place.

The Grading System

Story vs Advanced vs Roguelike

There are very few absolute answers when it comes to prioritizing upgrades. A major determining factor is what exactly your goals are. Now, there are actually many more types of players than these three, but the most obvious delineation as far as which Masteries to think about comes down to the type of content you're most interested in clearing. If you only find value in first time story clears and risk 18 CC, then your goals will be different for someone looking to reach high-risk (25+) in CC.

Story - A story player is a player who is only interest in rewarded content.  This means all normal stages and challenge modes (without added personal challenges), risk 8 on CC daily stages, risk 18 on CC permanent stages, and the SSS game mode.

Advanced - An advanced player here is any player interested in non-reward topics such as higher risk CC and more min-maxed gameplay or specialty clears.

A note on the topic of the Advanced grades is that these grades should not be taken as specific advice for a specific CC. There may be an occasional specific note to provide some context or example, but the intention here is to be more general than a particular event and prioritize skills that will be broadly useful in multiple scenarios. A skill appearing once in a high-risk CC is not enough for inclusion here as CCs tend to lend themselves to niche scenarios that can't really be planned for. Further still, Advanced grades encompass all min/maxed gameplay and do not, strictly speaking, have to be about CCs.

Roguelike - These grades are specific to the Integrated Strategies game mode (aka, the Roguelike mode or IS#2 or IS#3).  These grades are slightly different compared to the Story vs Advanced delineation since the same sort of pressures apply in the mode regardless of the type of player you are.  These grades tend to be more "meta" focused than the others.  For IS#3, only up to Ascension 7 (trimmed medal) is considered for grades, however write-ups may include suggestions for higher Ascensions.

The Grades

S - These Masteries are the cream of the crop. They are Masteries that everyone with the unit should do and give a high priority to. Units with S tier Masteries get an outsized value from them, either because the skill is incredibly powerful or because it changes how the unit is used.  For the Roguelike mode, S-tier grades are reserved for the best skills on the most meta of units (whereas meta value is not necessarily a requirement in other mode grades).

A - These Masteries are powerful Skills that most players who have the unit should do. These are among the most powerful Masteries in the game, but less overtly overpowered than the S-tier Masteries.

B - These Masteries are reasonably powerful and worthy of consideration, but have a factor which hold them back. The impact may be relatively small for the cost, the unit may not be especially powerful already, the unit may not fit well into the meta, or there may be a better version available, among other examples.

C - These Masteries are strong enough to be noted, but should only be done by the most end game of players with nothing else to do. There's value in them, but most players will have something better to be doing.

Breakpoint - Not a true grade, but a designator given to an M1 that gives an unusually large benefit. In most cases, these should be prioritized immediately after the E2, thanks to their low cost and high value. Note that there are many M2 and M3 breakpoints but they are not considered breakpoints for this purpose as the cost is much more expensive. Also note that some breakpoints on valueless skills are excluded as well.

NG or None - Not a true grade, but these are sometimes used for Skills which are noteworthy but not worth Mastery.  Either the skill or unit is not worth using, or the Mastery has very poor Mastery gains.  NG stands for "No Grade".

Please remember all rankings here are considered independent of E2 priority, but do consider overall unit strength.  And most importantly, these grades should be treated as guidelines rather than absolute requirements.

Mastery Look Ahead

GAO

Unit
Type
Comments
Leaves Chasing Fire
Rathalos S Noir Corne Collab Gacha Noir Corne is an interesting iteration on the Musha archetype. While the shortcomings are still there, his kit comes together better in total, and he brings enough burst and utility to make him something to consider, though far from mandatory or meta. His Mastery selection will be similar to his counterpart, Akafuyu, but will be graded higher. Both skills are strong, but have differing uses, so you will likely want to pursue both. If you only did one it's really a matter of preference, but I would start with S1. It handles both trash due to its reset and elites thanks to its block, plus the Offensive Recovery plays better to the archetype.
Kirin X Yato Collab Gacha Yet another super strong Limited Fast-Redeploy. Thanks HG, very cool. Yato isn’t quite as busted as Texas the Omertosa, but that’s hardly an insult. There is certainly room for both. For Masteries, Yato will range anywhere from a simple M3 all the way to M9 depending on your preferences. For many players, just Mastering S2 will suffice. It is the easiest skill to use and does so much damage that it covers the majority of use cases. S3 is also quite powerful, but it requires more planning and map knowledge to effectively use. While a strong skill and Mastery, not everyone will get as much use out of it. Finally, her S1 is a fringe consideration. It has extremely long uptime for an FRD and is buff receptive (think of Exusiai’s S3); however, it is much harder to use effectively and her other skills will be more than enough most of the time.
Episode 12 - All Quiet Under the Thunder
Morgan Welfare Morgan is the best non-Siege member of the Siege gang (maybe better than Siege too, depending who you ask), but that wasn't a terribly high bar. Dreadnoughts without the raw power of the 6★ options have pretty limited value, but Morgan does make fairly good use of the archetype thanks to a very strong attack scale that works well with her large HP pool. While she will need healer support, Morgan’s S1 can pack a big punch on a good cycle which should let her pick up a grade (albeit a low one). Unfortunately, her S2 isn't worth much. The Barrier decays too fast to be useful, especially for how short of wind-up S1 has. S2 ultimately makes her much more fragile on a much longer effective cycle time for similar damage.
Humus Gacha The bones of the Reaper archetype are good, which natively makes Humus decent. However, since Highmore is freely available to everyone and so valuable in IS#3, it puts Humus in a bad spot regardless of how good he is. His kit does come together pretty nicely, however he has no niche above Highmore or La Pluma, and he will potentially be ungraded due to poor Mastery gains. Both skills will be usable, but S1 does not get the SP reduction that the 5*s do. Start with S2 instead, but even then the gains are well below average in even ideal circumstances.
Cement Gacha Cement was memed to death even before we knew her kit (and to be fair they are good memes, CONK CREET BAY BEE). Unfortunately though, her kit is pretty poor and she will be ungraded. She can have an insane amount of bulk with S2, but it's very specific to one-target, slow-attacking, and Physical enemies. Since most mechanics don't favor blocking in the first place and she has the Duelist's restrictive one-block, that just isn't valuable, and the bulk rapidly decays with a tough cycle time. If you were to promote her anyway, I would go with S1 for Masteries which at least has some decent damage output in a true AoE. However, the archetype's Trait restriction will make the relatively high SP cost (compared to similar skills) very limiting.
Ines Gacha Near her release, Ines got some unfair treatment due to her not having the damage of the more broken Yato2 or Texas2, however she has more than proven her worth since. She brings an absurd amount of utility and DP gen on top of damage that is actually very impressive for her team slot that typically gets occupied by lower damage units. This gives her dual value not just on her own merits, but by improving a required, but often underpowered team slot as well. Ines' main skill is S2 whose cycle is so short she doesn't even need to be redeployed. Her S3 will get a grade as well, but more mid-tier as it tends to be more gimmicky. In previous versions of this lookahead I compared Ines to Saileach, however Ines is much more potent and is easily the second best pull target after Yato2.
Lone Trail
Silence the Paradigmatic Welfare Silence's alter form may be about as good as Abjurer's can get while staying true to the archetype, but it still comes short of the value that damage buffers like Gnosis or Suzuran have. Her ability to turn anyone into Surtr will no doubt find some usage in high end content over time, but in general, it just doesn't make up for smart play. Proper placement and strategy will come out ahead most of the time. Still, her S3 is a fun skill with a lot of potential and will be a middle-tier graded support skill. Her S2 could have value as well for those who want more regular use out of her. It is much more replaceable, being more akin to a typical healing skill. It gives good bulk on a flexible range and cycle which will at least make it a reasonable alternative to consider.
Melanite Gacha Melanite is a pretty typical “modern” 5★. That is, decent enough to be usable with some niche value, but also nothing special meta-wise. She is the only non-6★, and only AoE, with dodge ignore (via her Module) which will make her appealing to many niche players. S2 will be her main skill with the high damage multiplier and piercing range both being very appealing for her rarity. However, true to her archetype, that S2 damage falls off quickly with range so she isn't the easiest unit to use. Her S2 will probably edge out a low grade due to that niche value and some very nice gains. Pass on her S1, which is just a poor skill all around.
Ho'olheyak Gacha While the big tiddy snek mommy has proven to be very popular among the hornier members of the community, she is a pretty poor unit in terms of meta. She is a higher rarity version of Qanipalaat, but while Qani gets some benefit of the doubt by only being a 5★, more is expected of the 6★, and the numbers are just not there with Ho'olheyak. Her control features are really nice, and she combos well with Dorothy, but ultimately her DPS is low and her cycle time is atrocious. S3 will be her main skill and the one to go for Mastery if you only do one since it mixes good control and range. However, the 60 SP cost is killer, so her other skills may be worth a look if you plan to make regular use out of her. S2 is likely the one you should go for as it has much better total DPS, though the double layer of RNG may be unpalatable depending on your tastes. Unfortunately for S1, its SP cost is higher than it should be so it ends up significantly inferior to comparable skills.
Muelsyse Gacha Limited I love and hate Muelsyse. She's one of the most interesting designed units we've ever had, but in the same vein she is very hard to write about! There's just so much going on in her kit; far more than I can cover in a one paragraph write-up, but I will try. It's easy to forget Muelsyse is a Vanguard since she doesn't seem like one, nor does her kit play like one. This is a good thing, given just how tight the “Vanguard meta” is, and how that affects units like Ines. Instead, Muelsyse is an extremely flexible unit that can cover a lot of ground in terms of damage, bait, and control... all while incidentally producing DP. While Muelsyse is powerful, it's a good question as to what exactly her meta value will be since "indirect" solutions don't tend to fare well; however, it’s likely that she will have high tier grades for Mastery. She will be a well graded M6 with both S2 and S3 worth pursuing. The DP, ATK buff, and cycle are all identical between them, but the clone effects differ and will be useful in different places, and flexibility is her strength. S1 may be worth considering at the very low end for melee clones, but for range clones it is inferior to the other skills.
Hortus De Escapismo
Insider Welfare Insider has gone well under the radar. Aside from looking like he's from a different game, the lion's share of the talk has, of course, gone to Executor and Spuria. However, Insider is a shockingly good 5★ Marksmen, sporting the highest ATK during skill among them, plus a quick downtime, the powerful ammo mechanic, and a modest niche that allows for more aggressive placement. Kroos is still the better welfare Marksmen option thanks to her extreme total damage and stun utility, but Insider will be a very viable option if you missed Kroos (keep in mind IW will rerun before Insider’s event) or just like him better. S2 will be his go to skill and should be graded similar to GreyThroat. S1's damage scale is nice, but he isn't a great buff target, and the Attack Recovery is inferior here despite the low cost since S2's SP cost is so cheap.
Spuria Gacha Spuria is the most "WTF" operator we've had in a long time. These days, it isn't easy to be so bad that you're in the running for worst 5★, yet here we are. She honestly makes me mad with how bad she is. HG either didn't playtest her, or purposefully decided it just didn't matter that a 5★ was this bad. Imagine Windflit, but even more restrictive, with a worse buff, and doesn't even work as a basic body-blocker. Do not raise her for any reason but memes, and if you're doing that, you don't need my advice for Masteries.
Executor the Ex Foedere Gacha The least surprising alter in quite a while, Executor2 appears to be pretty well balanced, which of course means the discussion around him ranges from "absolute shit" to "absolute god". He personally reminds me of Penance - capable of some truly insane things in low-op clears, but inferior to other options in a full team comp. There's just so many laneholders that it’s tough to call him a must pull, but he will be extremely good for those who do pull. S3 is the standout skill and its Masteries are extremely important. An RNG Talent and ramp-up are large flaws, but his biggest drawback is the fairly high Attack Recovery cost. The 24 SP at S3M3 is a significant issue, but it's a massive improvement over the 30 SP at SL7. S1 and S2 are likely to have decent amounts of niche usage, but the damage output is so much lower compared to S3 that they will likely only be luxury considerations.
Skógrinn Svartr Vill Einn Draumr
Santalla Gacha Santalla is a unit who isn't quite there. The effects, in principle, are nice. Freeze is a powerful effect, and a rare one at that. However, poor uptime and a strong RNG component really hinder her usability. The icicles actually aren't completely RNG, falling in a pattern of left column, right column, center column. This *can* mitigate some of the RNG (but not all), however this just adds a layer of complexity to maximize an already subpar unit. For most, Santalla will just not be worth the effort and frustration she requires, especially considering how many quality 4 and 5★ Casters there are. Still, she has good utility, and will likely pull out a low grade on her S2.
Typhon Gacha At first glance, Typhon may look like a side-grade or a debatable and incremental upgrade to Rosa, however the early going has shown Typhon to be a more "complete" unit. She is designed better from the ground up, rather than having a Module tacked on to an undertuned base. Modules can only fix so much. Typhon's primary boss killing skill (S3) is much more potent, while her secondary (S2) skill covers the general use scenarios much better. The result is a high damage unit with a big range that can be both a boss killer and a general DPS in one. This dual-value has made her a top IS#4 pick in the early going. Typhon will be a more highly graded M6 compared to Rosa. In Rosa's case, her S2 tends to "make up" for some of the flaws in her S3, while Typhon has two clear and powerful roles between her skills. Plan for the M6 (S2 and S3) with Typhon, but her S3 should be first, however, due to being her more unique role. Also be aware that Typhon still needs her Module too, although she is a little less reliant on the upgrades than Rosa is.
IS#4
Valarqvin Welfare The first operator to inflict Elemental Damage for the good side, Valarqvin is, if nothing else, an interesting look into the potential future. On her own, she's a modest unit. The Apoptosis/Necrosis is quite nice itself, but outside of IS#4 she doesn't apply it particularly reliably and she has nowhere near the value that Highmore does in her IS chapter. For now, she is mostly a novelty. Stick with S2 if you do raise her, which outputs enough to trigger the effect against bosses. S1 just doesn't do enough of the Elemental damage to ever reliably apply the effect outside of IS#4. She needs 3 activations to trigger the effect on normal mobs, but can only store 2.
So Long, Adele
Bryophyta Welfare In an era where 6★ powercreep is out of control, the 5★s seem to be going in the reverse direction. It's as perplexing as it is frustrating. Bryophyta is functionally worse than Whislash, an already ungraded 2.5 year old unit that's permanently available via Record Restore. It's baffling that kits like Bryophyta's continue to come out at this stage of the game. If that mini-rant wasn't clear, do not raise Bryophyta unless you have a fetish for bad units.
Poncirus Gacha A lot of people were excited by the idea of an infinite duration Vanguard skill, but unfortunately the numbers just aren't there so we're left with yet another disappointing 5★. The passive DP generation of her ramped up S2 is lower than Scavenger/Courier's much cheaper S1. Outside of the novelty that just leaves her as a stat stick, and while her ramped up stats are decent for the rarity, given her role and ramp up she just isn't worth the team space or resource costs. She's a nice idea at least but will be ungraded and only Vanguardknights or similar niches will find any value from her.
Swire the Elegant Wit Gacha A dream unit for creative players, Swire's alter will likely be a graded M9, but might not be worth raising at all for those who like more straight-forward solutions. Swire does so much that it would be impossible to give each skill a fair assessment in a single lookahead paragraph. That will have to wait for the full update, but for now S2 looks like it will be the highest graded skill. Unlike Trapmasters, the bombs aren't restricted to unoccupied tiles. Mixed with the slow she can kill some real tough targets with ease by rapidly replacing the bombs as they detonate. Her S3 will be a well graded alternative, especially with the push force increase, although will ultimately be more situational than S2. Finally her S1 makes a great every day skill. While not as unique as the other options, it's essentially a better version of Jaye’s S1 that isn’t reliant on attacking or neutered by enemy DEF.
Eyjafjalla the Hvit Aska Gacha Limited Eyja's alter might be an M9 consideration were she not so massively overtuned at SL7 already. It does make sense that HG would aim high on her numbers or there wouldn't be much reason to roll for a pure-healing Medic. Her Talent 1 is the primary culprit, so any Mastery investment can be overkill. All of her skills are potential options for Mastery, but S3 is probably the only one that will be well graded. The global healing is unique, the elemental burst healing is insane, and Mastery represents some huge gains on top of her already absurd numbers Her S2 will likely be a low graded consideration, but the thing with it is that it's overkill already at SL 7. While Mastery does increase the totals by quite a bit, they're already so high that the difference will be hard to notice in most cases. Finally her S1 might be something to consider, however it will probably only be used in situations where S3's cooldown is unpalatable and is likewise already strong at SL 7.
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Lost redditor, April simp, and Mastery guru
/u/TacticalBreakfast, TacticalBreakfast#1637 on Discord, or TacticalBreakf1 on Twitter. Note twitter may contain NSFW content.

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