Erebus
Arcane
- Joined
- Jul 12, 2008
- Messages
- 4,847
Some are usable, but I'd take other passive skills over them most of the time. You rarely fight as a coherent party for long, you'll get the bonus for the first turn or two and then usually not, mobility is far more important than triggering the buff. That's not even mentioning enemies with large aoe attacks or debuffs.
Passives that require a squishy character to be next to a front-line character are too situational, you want melee to move and engage, and support characters far from most enemies because they get knocked out very fast. It's better for melee characters because they'll support each other more often, but even then if you can get a passive skill with a pure stat bonus (like +to hit) or one with a bigger bonus that requires a specific character's support, the one that works all the time is better.
I fully agree. The buffs will trigger too rarely to be worth it (unless the player ignores much more important tactical considerations in order to trigger them as much as possible).
The Priestess has a passive skill that give her +10 to Astral Regeneration if she's next to the Wizardess. That one is almost worth it, as those characters might remain close together (and away from melee) most of the time. But I'd still much rather give her the passive skill that grants her a permanent +5 to Astral Regeneration.
The Thief has passive skill that actually grants him a bonus to Critical Chance if he's not next to another hero. That one's pretty decent, as the condition is much easier to fulfill.