Talked a few times about Necrass/Eblana, time to make an amateur analysis on Wulfenite, the new Trapmaster.
First a small clear using her Skill 2 to show her role and some characteristics.
•Her skill 2 traps deal 250% of her atk as physical damage twice and debuff enemies’ Def by 25%. Once activated, all ready traps on the field will detonate together. The debuff is calculated before damage, so her traps will benefit from it.
•When her skill charges, a small animation happens that interrupts her attacks. That’s relevant to keep in mind because, if an enemy takes 5 of her attacks to be taken down, it could leave her range alive because of that animation.
You can see Wulfenite as a support to your squad. Manual detonation gives her more flexibility than other Trapmasters for dealing with specific targets
Deploying no more than 4 traps puts her in a tough spot in comparison to other Trapmasters. Rest assured that she’s not bad because of this particular characteristic. It just requires planning and precision. 2 words that define Wulfenite.
Manual detonation offers a lot of conveniences. Since it’s the beginning of an IS run you may not have enough in your squad to spare to break the crystal. Even Dorothy could suffer with this situation because that’s a path not many enemies go through and her traps only trigger when an enemy steps on them. Only Wulfenite has the upper hand in this and other cases.
Earlier I said planning and precision were 2 words that determined Wulfenite.
Here is another example of that precision.
Stunning an enemy (something she can only do on Skill 1) that does something dangerous might interrupt them or give your operators some breathing room. You see traps near Gummi here too in case she’s blocking an enemy and her HP gets dangerously low. The stun might give your blocking operator time to heal.
You could argue that Ela Skill 2 traps would work as well or even better, and you’d be right for the most part. Ela’s traps are the most versatile, but she is a limited operator, you may sacrifice using her famous Skill 3 and her Skill 2 is offensive recovery. With enough planning (if the situation allows it) Wulfenite can do simply what needs to be done.
Wulfenite Skill 1 traps deal 250% of her atk as physical damage (only once, unlike Skill 2) stunning them for 3 seconds. A longer stun than Frost and the same Bind duration of Robin Skill 1.
The 2 main things you’ll have to keep in mind when using Wulfenite are:
1) How long her skills take to charge (she needs 20 Sp while Robin and Frost need 12) for her to store more traps
2) How many traps she can deploy in advance (Robin and Frost both can store and deploy 8-10 while Wulfenite can store and deploy 4 with potentials). Keep in mind you can’t activate them immediately, that’s why you deploy them in advance.
By no means Wulfenite is a bad Trapmaster, she just requires precision and planning. The convenience she offers may sometimes outweigh where she falls short in comparison to other trapmasters.
Except for Ela and Dorothy, Trapmasters lean mostly towards support and utility with some kind of damage. They will handle mostly mobs but struggle with some elites and bosses. Wulfenite’s kit doesn’t allow her to be prodigal like Robin and Frost.
Now, remember the first video? Wulfenite doesn’t deal much damage but
•Helps move the device with normal attacks and traps that hit twice
•Trap detonates killing enemies in Necrass range granting her servants of lament
•Debuffs the defense of an enemy Eunectes attacked which helped her finish them faster and escape with some HP.
Manually detonating traps at the right time, disrupting or taking down specific targets is satisfying. It gives a fun feeling of being a strategist. If these things appeal to you, she may be a fun addition to your occasional team.