Why the Tokugawa and Enkidu are Awesome in Lancer Rpg

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welcome back everyone I'm the Bell gamer and today we have an interesting set of frames along with our license here in the tagawa line who are the energy Berserkers of Harrison Armory and honestly especially with the Tokugawa probably the most high damage frame in the game but simultaneously being you know a glass Cannon so this is a very interesting Mech line and so if you enjoy running into enemies putting your life on the line to rip them the shreds this might be the frame for you but let's go Ahad and take a look at the STS so you can judge for yourself all right so looking at the base attributes we have a somewhat tanky frame I mean we have average armor average HP average evasion but an abysmal e defense that kind of gets paired up with its minus two Tech attack so the Tokugawa does not want to be anywhere near any kind of tech action whether using the or having them used against it now it does have an above average heat capacity at eight which is pretty significant and decent sensors which is very interesting I don't know why its sensors are this big but whatever I guess it it doesn't really matter it's repair capacities also on the low end of average with a higher than average save Target and a pretty decent speed I think being on the low end of average there as well they also have technically below average but honestly most Mi have six system points so yeah we have essentially a pretty decent frame that just goes away from Tech actions as much as possible and instead has a really good heat capacity and a really good save Target plus one armor is honestly not that bad but that's not going to be anything meaningful as we're going to look at what makes the toag gawa the towa so right out we have limit break which is very cool and understand the naming convention but I can't help but think of Final Fantasy whenever I hear it regardless completely irrelevant so whenever the Tokugawa is exposed now if you're unfamiliar exposed means essentially you always take double damage from whatever Source you take damage from that's really devastating and that means that while we're exposed your armor value essentially counts as half instead which is pretty nasty now when you are exposed though your ranged and melee attacks deal plus three bonus damage on hit all weapons that would deal kinetic or explosive damage instead deal energy damage so essentially all weapons deal energy damage and your ranges increase by plus five for range weapons or plus one for melee weapons plus one threat specifically which is really good plus like increasing your range is really really hard in this game only with like a core bonus or pretty much something like this so that's really good but being exposed one is hard unless you're the Tokugawa because you need an enemy to expose you and two is putting your life on the line but that's not the end of it because we also have plasma sheet so whenever it's in the danger zone or whenever your heat Capac capacity is at half or higher any attacks with weapons that deal any amount of energy damage all become burn damage instead which is really nasty or sorry all bonus damage becomes burn becomes burn which is really nasty and this pairs perfectly so that plus three energy damage bonus that we're getting to all of our attacks are being converted to burn so we're doing energy damage plus burn which means that it's automatically armor piercing and there's just a chance they don't lose the burn and take it again on the next turn at the end of their turn which is really good and highly damaging and also plus three damage is actually a lot that's a pretty significant bonus damage modifier in this game considering most other bonus damages are like a D6 so and I I am understand technically a D6 on average is 3.5 or four but plus three is still really really good and it's always that no matter what so averaging out it's going to be pretty much as good if not 05 difference less and skipping the weapon mountains mounts real quick let's talk about its core systems because this is how we tie everything together so how do we get exposed well we have overclock which as a protocol you become exposed until the end of your next turn so one of the benefits of overclock is that it doesn't always take up your overclock slot because it pretty much preps you for this turn and next turn so if you have another protocol you wish to use overclock is not that bad and there we go that's how we get exposed and to add extra benefit when we use our Core Power we get the benefit of Radiance which as a protocol which I I already just mentioned here how protocol works you activate this Core Power and any weapons that deal energy damage gain five range if they're ranged or plus two threat and this does stack with limit break that's honestly pretty cool and honestly Radiance is really not that bad because there's no other stipulations you just activate your core power and you essentially extend your range for many weapons doubling it even and then whenever you become exposed you enhance that even further this is insane and can make for some of the furthest range sniping potential in the game which is really interesting and it also sets the toer gowa up strangely to be a really good artillery Mech which is interesting and honestly it kind of more leans that way as when you're exposed you would take double damage so being as far away from the enemies as possible seems like a good idea it's very bizarre the overall design that they got going here and honestly the plus three threats for some weapons that can make them essentially a medium range m weapon which is really really cool now let's talk about the weapon mounts so we have two Flex Mount or sorry we have one Flex Mount and two main mounts here this is okay and I feel like it's balanced because the toag gawa is so powerful getting just bonus damage baked into its kit so no heavy mount makes sense but getting two main mounts over a over at least like two f mounts is a little lame in my opinion now you can retrofit one of these to a main ax and that's probably one of the best ways to go about it in my opinion but I don't know it's it's something that I don't like the mounts but I completely understand because honestly auxiliary weapons are insanely damaging on the Tokugawa with the plus three energy bonus just flat when you're exposed so I get it mix this in with some of the long range like Nexus weapons or whatever and you got a very terrible mix of high damage quick Fire full barrages heading your way that's really scary and it makes the Tokugawa insanely cool I actually really like this Mech its design is like a Berserker it goes full out and you wreck enemies high risk High reward my problems is it wants to always be on the brink of being destroyed and I actually my players played against a Tokugawa in our live play as one of the the final episodes in our live play and that Tokugawa went down real fast now granted I was operating five mechs as the GM at the time so I wasn't really using them all to their best but that being the case the Tokugawa is just so squishy because it just it wants to be squ squishy to get most of its benefits I I do like the mech and I think there's some very interesting plays for it but if you are going to play the toag gawa you have to invest in as much hole as possible and you're also going to want to invest probably in some engineering to get your heat cap higher which is a little bit counterintuitive because that makes it a little bit harder to get into the danger zone but it gives you a much bigger danger zone to work with more or less so that all being said let's go ahead and talk about the enidu which is the variant frame in this license so now we have the enidu which you might notice is a striker and Defender frame I don't really know I mean I guess I understand how it's a Defender frame but it's not a Defender frame in the normal sense it's also a size two and it is technically the pregenerator of the kidu or of the the Tokugawa which is very interesting but there's just there's some lore stuff behind this one that I don't really like even though I guess it does make sense when you actually think about it it's a primal Mech yeah it it's a a primal Mech that makes people essentially go berserk when they're using it now this was done so that essentially the fighting uh forces on heran would be able to fight against essentially the third commission which I guess makes understand like the third commission did a lot of really terrible things but this just seems like a bad Mech by Design because it just makes the pilots go insane and operating the mechs is incredibly difficult them needing to be essentially Juiced up on a cocktail of different things just to keep them functioning it's no wonder that this got turned into the toaa regardless it's a very interesting Mech so let's go ahead and take a look at it so stat wise we see a LW similar things though we do see a higher than average HP of 10 and a normal e defense though A minus two to tech tech so this Mech is absolutely not designed to use any Tech actions it's also slower at a speed three but that actually makes sense and it has less of a save Target and less of a system point with the same heat capacity and a little bit of a better repair capacity so overall we have a slightly more defensive Mech that does not have a as good as saves is not as fast base speed wise which just gets altered and has less system points to work with now those aren't necessarily bad and the enidu unlike the toaa is not based on being exposed so this Mech is actually way more tanky than the tokogawa just by being just by a Grace of not wanting to be exposed though compared to other tanky mechs it's really not that tanky though it does have a pretty decent evasion despite you know its more tanky stats so honestly it's not too bad not the best in the line and honestly it's not really a Defender Mech so why is it a Defender Mech let's look at the traits because this is where the defender quality comes in and that actually comes from ironically Primal Fury now similar to the Tokugawa this Mech also gets benefits when it's in its dangerous Zone but this time it gets a unique mode it goes into so when it ends its turn in the danger zone Zone it extends its plasma Talons which we'll look at here in a moment and it it becomes a Zone Defender but with a bit of a catch so let's go with the catch first actually so as a special reaction the incudent must use its plasma Talons to attack any character hostile or alied that enters exits or moves more than one space within its threat this is special reaction that can be used once per turn it can be used any number of times around so you could technically attack everyone on the map if they trigger this and it doesn't count against your normal maximum number of reactions so you can still use your normal reactions when you do so now when you hit anyone with your pisma Talons they become immobilized until the end of their next turn which is utterly devastating essentially what the enidu wants to do is it wants to sit in a Zone and lock everyone out of it by forcing enemies to essentially go around or be ripped to shreds which is really cool but that this works both ways your allies also can't operate really well within the zone now your allies can actually be in the zone as long as they don't move which is interesting and technically enemies are the same but this can gum up the works if not use appropriately and so your team essentially has to work around you or they need to understand that when you go into this mode they should stop moving which you know can can be a kind of a bad thing from time to time now this mode ends at the start of your next turn or if you exit the danger zone for whatever reason so that being the case the you never get to use the plasma Talons I guess when you're not in your Primal Fury mode so let's take a look at the the prim the plasma Talons here so the plasma Talons are a threat three which is a massive range especially when you consider this is a size 2 Mech so it's SI it's like amination zone is essentially bigger than other mechs now it's also an auxiliary melee weapon nothing discounts it from use from the benefits of any auxiliary melee weapon talents which is kind of cool and they do a good amount of damage they do a D3 plus two which is insanely good for an auxiliary weapon armor piercing damage and they're reliable too meaning that even if you miss you're still doing two energy piercing damage anyway which is really like very good now you do need to be in the danger zone but that's irrelevant because you have you only get it in this mode now from my understanding you can only use this when you trigger your Primal fury because it says your your claws extend which which means I guess you just don't get access to this any other time which seems very weird but I guess that's just how it is because there's no like Primal Fury mode down here it says extends which you would think okay increase the range of but there's no like non-extended range so yeah I guess you just only use your plasma Talons when you are in your Primal Fury mode which I feel kind of sucks but they are really really good weapons even if they're not the highest damaging weapons you could possibly use so it is what it is I don't know I I think they could have just kept them on all the time and it wouldn't have been as big a deal now let's look at it other traits here we have all fours now this is where the slow speed kind of makes more sense for this Primal Mech because when you're in the danger zone you can't make range attacks but you gain a base speed of six instead it also says you can't reuse R Tech attacks which I mean you weren't going to do anyway so base speed six is good which means that this is a really really fast Mech a really fast kind of sturdy Mech too one of the faster mechs in the game when it's in the dangerous Zone though this does mean that the enidu just doesn't want any range weapons on it because why would you you get your best effect when you're in the danger zone and when you're in the danger zone you can't make range attacks so this is a melee Mech this is only a melee Mech which isn't a bad thing but I'm sure everyone who's played Lancer a decent amount has had frustrating points where they didn't have good long range weapons in some combat scenarios so that's something to keep in mind now it's brute strength is also really cool it gets a plus one accuracy on all whole chicks and saves which means this is a really good grappling Mech really good for ramming and all kinds of other really good things and it has a blood sense which is very interesting essentially enemies that are at half or under their maximum HP get eliminated but you don't know how much HP they currently have this is important for the use of their other core system which is their activate by bifurcate or bifurcate whatever and this is a protocol so you have to use at the beginning of your turn and a full action so it takes up both your actions you what you do is you use spend a core point at the beginning of your turn to activate this and then you spend a full action to Target an adjacent character now it says Allied or hostile but I don't know why you would do this on an Allied character ever and attempts to tear them in half with its Talent now if the target has seven or less HP and only one structure remaining which to be fair this is a lot of enemies in the game they only have one structure very typically and they aren't currently immune to damage so you can't use this on like a lich for instance they're immediately destroyed the action cost for the ability is then refunded so you actually get your full action back and the in G can boost as a free action if this action fails to destroy the target though the target instead takes one kinetic damage if you do fail to kill the enemy there is a I guess a small glimmer where at the end of the scene you actually get your CP back if you fail to destroy any characters using this ability so that's good at the very least oh and it can only use this action in The Danger Zone which I mean it pretty much it just wants to be in the danger zone so you know nuclear Cavalier here we come because that that only benefits your use of this I think B bifurcate is very interesting and there's a lot of ways that you can easily read enemy HP so I think it's a really good one to just instantly finish off a tankier enemy but seven damage is also just not a lot for a lot of enemies so I don't know spending One Core point to essentially get rid of an enemy granted if you manage to do so you get the the actions back at least which is good it just seems like not worth it for cor points expenditure but it's got a lot of other really cool things I mean the Primal Fury is devastatingly powerful now real quick let's go and take a look at its mounts here it has two Flex mounts that's it I don't know why the Tokugawa could get two Flex mounts but here it is I don't think that it needed only two mounts to make this a balanced Mech it just doesn't have the same damage output doesn't have the same defensive quality this Mech kind of just doesn't do a whole lot as both a Defender and an artillery Mech you could say Primal Fury makes it good for zoning but that's more of an control effect if you ask me personally there's nothing defending about it you just stop enemies from going through a certain area or you get into a bunch of enemies and then you stop them from mov moving all together as a Defender this is not a Mech I would pick as a Defender as a striker I think this one is a lot more interesting in that respect because it can lock down in a Zone and you know at least do a bunch of damage to some enemies that are willing to go by you and you're pretty fast as well and your blood scense and by bifurcate do allow you to bypass a lot of things it's a very interesting Mech I just I don't know and I think one of the other things that is at least a upside is you want the same kind of stats as a Tokugawa you want a good amount of Hull because you might as well just increase your defensive quality right and some engineering for some of the other features that we're going to find here in the license in just a moment maybe some system points too maybe agility though so like the this might take some points away from your Tokugawa frame if you're trying to use like both mechs essentially so just something to keep in mind I do think it's not a bad frame I just don't know its purpose when you just compare it to some other frames in the license but as a kind of an additional pickup with the toag gawa it's not honestly it's not that bad so overall I think this is a not a bad frame as an additional or as a frame variant rather all right so starting off here at rank one we have the annihilator a range five threat three Close Quarters combat as sensory shotgun weapon does a D3 plus two which is not too bad same d damages the plasma Talons on the midu which is very interesting but this one has an additional effect make a secondary attack against all characters within a burst one of the target of your attack these attacks can't deal bonus damage and don't trigger the annihilators Heat or secondary attacks oh yeah this weapon also is armor piercing and does heat not a bad shotgun not a lot of damage but considering it's a shotgun entry that can do area damage to an enemy and when you consider the fact that on the Tokugawa this can have up to a range 15 when you're exposed you get a long range sniping shotgun that does armor piercing damage and it does area damage to All Enemies around it and in a addition to that your threat will become three further so enemy enemies running up on you are going to get shot by this as well honestly on the Tokugawa this is really fun very cool don't want to use this on the enidu though as it's a range weapon and you're just going to lose access to it anyway so yeah really good for the Toko gawa and a very interesting weapon though it mostly works for the tokogawa but for any Meg frames you want to do a little bit of Splash damage with and generate heat for yourself for any those of you who love nuclear Cavalier honestly not a bad weapon external batteries is an interesting one and it works doesn't work really well on the the Tokugawa so what it does is for two system points you put external batteries on your Mech which gives your we range weapons a plus five range and a plus one threat now why this doesn't really work on the Tokugawa is standardly stat like flat bonus static bonuses are once per only one can affect a certain thing at a time as stated in the rules the only reason why limit break works with their uh Core Power for the Tokugawa is because it states specifically being the specific rule so while you're exposed external batteries does nothing and while you use your core system external batteries does nothing on the Tokugawa I guess this is not a bad thing to use on your Tokugawa so that you get the benefits of your stuff essentially when you're not exposed which can be good except when you take any structure damage any structure damage this system is automatically destroyed and you take 1d6 armor-piercing explosive damage from the explo uh from the explosion and this damage can't be prevented or reduced in any way so nothing can save you from this that is not good and also when you take structure damage there's just a chance that you lose two systems or a system and a weapon at the same time and neither of the frames have any good like amounts of system points to really make that kind of gamble so this is a good pick up for a lot of other frames now for the enidu this one's not so bad as honestly like if You' invest a lot in whole a D6 AP explosive damage is not a big deal and this can just extends the range of like your plasma Talons or any other range we or melee weapon that you have which is pretty cool so I think this is a this is a good one on a lot of other frames sucks on the Tokugawa which makes this a baffling system for the Tokugawa to even have and I don't know two system points I think is Bal I don't know I I think this is good for a lot of specific types of frames but not for any squishy frames which the Tokugawa leans to at rank two along with the enidu and the Tokugawa we have the torch a very good main melee weapon it does have a very far range but on the Tokugawa you can easily extend that and if you're using the enidu with the batteries not too bad either it's a one- threat main melee weapon with a D6 energy damage and three burn a D6 and three burn I mean that's just three armor piercing damage on top of a D6 this is really it's better than the shotgun except it doesn't do area damage so single Target the torch is really good though obviously at a much reduced range and it has Overkill which is also really good ensuring that you always do a good amount damage now this also does two heat to you so high risk High reward but honestly for a main melee weapon if you don't mind the short range the torch is a good one I wouldn't count it as like what your build weapon should be about like this should be a good off weapon for whatever main weapons you're currently using for the build though I really do like the torch I think it's just it's really good it just it just burns through enemies which is really good Burns always really really good so overall this one gets a thumbs up for me deep well heat sink four system points four that's a lot most of the most powerful like nhps or other systems in the game max out around three so four is really spendy now what the benefit of this one is is when you enter or when you're in the danger zone you get res resistance to heat for the rest of the turn this effect persists even if you leave the danger zone during your turn now it's when you start your turn in the danger zone so while that's a good effect I think four system points is really strong now of course I understand resistance to heat is insanely powerful it can let you overcharge more easily it can let you use weapons more easily there are some mechs that would really love something like this but something those mechs tend to share in common is a lack of system points to really utilize This and like from base Tokugawa this is almost all of your system points to put on so unless you're investing in system points is this really worth it is this a thing that you would want on your build I don't think so there's not a lot of mechs I feel like can spend four system points for unless they're very heavily invested in having a lot of system points and also just don't like having heat but also getting Into the Danger Zone I don't know that's just a lot if they made this three system points this would be a very very very good system I feel like four is just one point too many I don't know maybe y all think differently let me know in the comments below I like to hear some of your ethereum crafting around the use of this particular system because honestly to me the price does is not really is not really worth the benefit that this gives all right so we're getting to the end of the chawa video I know this video takes a long time I mean whenever I have two frames to look through there's always a lot to talk about but if you enjoy this kind of content I recommend subscribing i' talk about Lancer videos at least once a week with some odd fun events that we do in the Discord which is linked in the description we recently had a video where we looked at a top five Community builds which was really fun or at the very least if you want more people to hear about Lancer leave a like it makes it this channel much more visible to other CH to other people on YouTube so I'd highly appreciate it but let's go ahead and get to the final rank of the Tokugawa license Lucifer class nhp three system points now that's you know compared to deep well one less and honestly a much better effect in my opinion because not only is this an nhp which is an AI which is always really cool but you gain the Lucifer protocol which is there's been no cooler name for a system honestly uh you expend a charge starts at limited two and to give your next range or melee attack a bonus damage on hit equal to your current heat after activating this protocol which this protocol does do a D3 plus three heat to yourself This is excellent for getting any frame really most frames Into the Danger Zone right away now the weapon does need to deal energy damage to get the bonus damage from this effects and something about the Tokugawa as well is when you're exposed you get the higher of either your limit break or Lucifer protocol now this is something that I would say you probably would just I mean first of all depending on I guess when your cycle is because when you use your overclock like you would use this instead of your overclock essentially which isn't a bad thing and this gives the Tokugawa a safer way to deal damage once you've built a significant amount of heat in the game and honestly I mean the bonus damage is going to be higher than your limit break anyway like on average it's going to be a 0 five higher I guess so this almost replaces limit break and makes you just less exposed though you don't get the massive range increases which is something to keep in mind I think lucier protocol is insanely good can be used on a lot of frames as long as you're using some kind of energy weapons and again I just want to point out compared to the the Deep Well heat sink which is four system points and all it really does is give you resistance to heat on your turn not even not even like until the start of your next turn on your turn this just feels so much more valuable to me so overall insanely good I really really like this one and I think this works super well for the Tokugawa and you know what honestly for the Inu as well as they both have pretty high heat capacities and last up we have plasma Gauntlet will this be another kind of uh stinker of a system right at the end we'll see because honestly I mixed feelings on this one this one has two system points though which is something that's important to keep in mind and it can be only used in the danger zone requires a quick action and essentially you choose an adjacent character to you they need to make an agility save or take 46 armor piercing energy damage and be knocked prone now on a success specifically on a success they take half the damage and aren't knocked prone but you take half of the damage you inflict with this no matter what so even if they succeed you take half of the damage inflicted as heat and this is before any reduction so if you have any way of reducing heat which deep oil heat heat sink might come into effect it is not so bad but so 46 has an average damage of 14 which is really good which means this is seven heat on on average coming to you that's an insane amount of heat and it isn't even the worst part you also become stunned until the start of your next turn also this is a limited one system so unless you have engineering invested in you get one use of this it stuns you until the start of your next turn and that's that's that's the thing right this has such a high cost for doing possibly 14 damage like well like not likely possibly 14 damage I mean technically a Mach Max Capacity of 24 I believe if I'm doing my math right and knocking the enemy prone or they taking half of whatever you do and then you take a good amount of heat more than likely and then become stunned now stunned is also another part of this that is just I mean you lose your reactions which is pretty de devastating and the only mix that really want to lose the reactions are snipers because there's not typically a lot of reactions that artillery mechs have they can use though there are a decent amount still but they're less likely to Defenders who at least you know might not have any it's still kind of really scary this would suck on the enidu like the only time you're using plasma Gauntlet is when you are sure it's going to kill the enemy that you're up against which to be fair 4 D6 armor piercing damage is nothing to sniff at I just they could have removed stuned from this and I feel like it would have been more worthwhile to have because taking as much heat as this can do without like heat well deep sink is going to be deadly you know that's a lot of heat that's a lot of heat if you don't have any resistance to heat and as far as I know no frames innately have resistance to heat only really to burn so that's something that I feel like is I don't know I don't know when using this would be good other than the fact that this can be a very powerful finisher and even then you kind of want to go Shore Fire and only use this when the enemy just does not have a lot left in the tank or I will make mention if enem is stuns they automatically fail the agility save so that's technically free free well not free but it it it's an easy 4 D6 armor piercing energy damage on that enemy as long as you feel like your systems can take the heat which you know get a really good roll and you might just burn your reactor out I just I don't know plasma Gauntlet seems cool it's only two system points which is honestly L like what would make me consider this if it was three I just wouldn't even consider it honestly so two system points to do a finisher me I mean like it can be cool but becoming stunned until the start of your next turn is really bad it just removes a lot of reactions and reactions are honestly some of the funnest parts of the game so use it your own Peril I don't know I I'm lift mixed on this one if I was like if I was a rist out of 10 it'd be a six like I could see some use for it I wouldn't want to use it as much as like to the point where there's going to be a lot of battles where it might just be two dead system points I just don't utilize during the entire fight so I don't know but that's going to be it for the Tokugawa it's a very interesting one it's very much the high risk High reward if you enjoy gambling this is going to be the frame for you and honestly I think the Tokugawa has a lot of potential and kidu very interesting I'm not necessarily as big of a fan of it but you know what have you I do like both the annihilator and the torch weapons and I do think external batteries has a use it's just a little scary but on like a super range Mech honestly it's a pretty solid pickup next time what Mech are we going to be looking at I believe it's the kid it is we're going to be looking at the kid next time so if you want stay tuned for that but that's going to be it for me thank you all so much for watching good luck with your games Le bad luck to me and I'll see yall next time bye
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Channel: BadLuckGamer
Views: 522
Rating: undefined out of 5
Keywords: Character Creation, How To, Character Builds, Lancer, Rpg, Tokugawa, Enkidu, Mech, Mecha, License
Id: y0kq0hp2V8k
Channel Id: undefined
Length: 37min 42sec (2262 seconds)
Published: Tue Apr 23 2024
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