Currently there are the spells we can unlock:
- Burst (1/1 Master)
- Telekinesis (2/2 Master)
- Shell Barrier (2/4 Adept)
- Frost Beam (2/2 Master)
- Ring Bind (2/2 Master)
- Divide Energy (1/2 Adept)
- Blitz Action (0/2 Novice)
- Knight Armor
If I remove the spells that aren't fully trained up yet we're left with:
- Burst (1/1 Master)
- Telekinesis (2/2 Master)
- Frost Beam (2/2 Master)
- Ring Bind (2/2 Master)
- Knight Armor
As it current stands we have completed Week 1 (Maskless 6.1 -> 6.4), Week 2 (Maskless 6.5 -> 6.7), and Week 3 (Maskless 6.8 ->6.11) so this is the last week in Maskless. This is important because next arc is another
Endbringer Arc:
ENDBRINGER FIGHT NEXT ARC
and given how much the last one shook things up I wouldn't be surprised to see something equally game changing this time. My bet is this is when the TSAB show up.
We also have to consider what actions we're taking this week. Currently people seem to be favoring Fishies and Saddle. On one hand Saddle means we're almost certainly going to get at least one more spell unlock but on the other hand we're entering a situation, tunnel fighting, which we
know could have killed Taylor. Now things have changed, we have Cartridges and backup, but there is still an element of risk here.
Burst would be very helpful in taking out more monsters in cramped quarters but pretty useless in the Endbringer fight. Telekinesis might be helpful against Typhon and would be helpful in clearing debris/grabbing people for S&R in the Endbringer fight. Frost Beam could be very useful for restraining Typhons hoards and of
massive importance against Leviathan if he's the next Endbringer. Ring Bind probably won't help against Typhon's creatures as they are probably strong enough to break it and
definitely won't help against any Endbringer. Knight Armor could be useful against Typhon since closed quarters mean an increased chance of getting hit and could mean the difference between life and death against an Endbringer.
@Silently Watches - We know that back in Emigration 4.5 Calamity Witch's Barrier Jacket was insufficient to resist the pressures the wreck sank to. Will upgrading it to Knight Armor improve the depths we can safely reach by a noteworthy amount? I ask because while it
hopefully won't be relevant we might run into problems diving for that wreck with Dragon.
Over all right now I'm torn between Knight Armor and Frost Beam. Knight Armor could be a lifesaver but Frost Beam is incredibly versatile
and reveals a new spell which Knight Armor doesn't.