1. We have given up on getting our animals from the Troll-Men, right? They would have already feasted on our hard-earned animals.

Mostly what Alectai said. I'll also note that our animals are just not that expensive to replace most of. Like, the herd we bought post-raid was just north of 200 silver. We currently have several times that and are likely to get more from upcoming battles and possibly mercenary service to the dwarves (and we have to work as mercenaries if we fight with them due to the treaty). Animals are wealth, but that's all they are, and the amount of wealth in question, while a meaningful percentage pf our total wealth, is not earth-shattering by any means.

We'd have to work back up to Superior animals, but we only had a single cow and a single chicken in that category. Not the end of the world to lose.

2. I propose we checkout if Fasts can hold Frenzy, and if it can, we should semi-permanently dedicate one of our shapeshifting slots to Fast. We are, if I am not wrong, planning to keep 12 pockets, which at 12 orthstirr each, eat up a very significant part (144 orthstirr) of our orthstirr reserves. I would like to know if Fasts are more efficient at holding Frenzy than the Pocket's holding ratio of 3 pockets to 1 Frenzy.

As Alectai says, storing Frenzy appears to be what Fasts are for, and one Fast Creation slot (in our Fylgja) can hold 3 Frenzy. In the long run, that's absolutely how we're storing our first three Frenzy.

Pockets are actually 10 per, so keeping 12 would be 120 Orthstirr, not 144. Also, for the record, we may well not be keeping that many long term. We're keeping that many for now because we're using some of them to store Frenzy, sure, but also because we want to experiment and see what they do before going too low on them. If we didn't discover any new uses I'd advocate keeping, like, 7-9 at most in the long term. With additional uses, up to 12 seems more reasonable depending on what said uses are (and maybe more once we have some more Orthstirr to play with).

3. Why are we not getting Hugr Infusion Rank 3? It seems achievable in terms of Odr investment, since it takes the same amount of Odr as Hamr Infusion Rank 3.

We probably are this coming turn. We didn't this past turn because we wanted to know the situation for storing it first with regards to Fasts, and now that we do, a third point is indeed correct next turn, I think.

4. How does Frenzy work? Is it only on tactics rolls, or does it have significance in actual combat too? Can we spend Frenzy, since in the char sheet it is written as 2/2, which kinda implies it is a expendable resource like orthstirr or Endurance?

As Alectai says, it acts as a bonus on combat rolls, so to the total of attacks and defenses and as bonus successes on Tactics (or other skill rolls made as part of combat). It also acts as prosthetic Endurance which refreshes every round, which is where the 2/2 comes in.
 
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...So here's a question: how do Berserkers normally get Frenzy without Odr? Does it have to be "introduced" by Shapecrafters somehow? We've seen that we can create Fasts for ourselves, but it's unclear how a non-cultivating Norse would be able to access Frenzy on their own.
 
...So here's a question: how do Berserkers normally get Frenzy without Odr? Does it have to be "introduced" by Shapecrafters somehow? We've seen that we can create Fasts for ourselves, but it's unclear how a non-cultivating Norse would be able to access Frenzy on their own.

We've been told Shapecrafters are required for the process, yes. That's actually all we know.

Like, the first thing Steinarr said about our Frenzy was 'I have no idea how you did that without a shapecrafter'. They are, absent Odr, required to provide the Frenzy itself.
 
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I wonder if Sten has heard about our Orthsirr issues from Abjorn.

Did we tell Abjorn?
 
...So here's a question: how do Berserkers normally get Frenzy without Odr? Does it have to be "introduced" by Shapecrafters somehow? We've seen that we can create Fasts for ourselves, but it's unclear how a non-cultivating Norse would be able to access Frenzy on their own.

Shapecrafters can use Shapeshifting on your behalf, presumably as long as you have Hamr 4 and therefore have an open 'Slot' that you just lack the ability to use yourself.

Somehow, they can also induce Frenzy up to a point, and that seems... Shady, because Frenzy is apparently a hyperactive nervous system and pain-response dampener, that naturally comes into play evidently when the Mind is Infused with Odr (Which, as we've established, is the 'Natural' progression path of Norse Cultivation). When you consider that this is something that can be achieved through Cultivation--but the Enemy allows it to exist through a specific method that seems way beyond what all but the very best of the best could even hope to emulate (Again, Attribute costs double with each level. Even with Snake's Tongue, raising Hugr to 9 would cost a small fortune, raising it to 10 a large fortune, and that's the earliest I can see it being possible to have enough mental capacity to weave a Shapecraft strong enough to emulate a 3 point Hugr Infusion 'Legitimately' A rank 10 Attribute strikes me as being in spitting distance of Steelfather Tier, not something anyone could afford the time of). More importantly, being a Berserk is considered a place of particular honor and reputation, AKA "The current Culture considers Berserks to an ideal that you aspire to." Given how the Enemy never allows something to become widespread unless its suits its agenda, this suggests that the Berserk Induction Procedure has a very hefty hidden cost, since nothing happens for free, and if something is too good to be true, it's probably fake.

It's probably one of those Landmines that the Enemy has planted in various places. Shapecrafters that we didn't raise ourselves should be considered Suspect. I don't think the procedure itself is bad--it's just a branch of Seidr after all--but currently established Shapecrafters may unwittingly be wielding the Enemy's tools.
 
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The Enemy isn't omnipotent, it's entirely possible for things to exist because they can't spare the power to suppress it.

Berserkers and Steelfathers are not a threat to it, there's no reason for The Enemy to suppress them. Or at least not a strong reason.
 
The Enemy isn't omnipotent, it's entirely possible for things to exist because they can't spare the power to suppress it.

Berserkers and Steelfathers are not a threat to it, there's no reason for The Enemy to suppress them. Or at least not a strong reason.

Steelfathers are explicitly a dead-end, who trade potential for safety. Steel is bad juju throughout the world, and they explicitly take it into themselves to gain a measure of its invulnerability--and possibly its corruptive powers.

Berserkers aren't necessarily a dead end, because Frenzy comes in naturally at a certain point of Cultivation, but the specific method that's used to get it without being a Cultivator is probably a booby-trap distributed by the Enemy. I wouldn't be surprised if someone who got Frenzy through Shapecrafting will find it impossible to Cultivate, period. (Possibly by making it an absolute guarantee that you get killed by the Gate maybe? And it might just not work and you die on the table if you're already a cultivator and try to get your Frenzy woken up)
 
Berserkers aren't necessarily a dead end, because Frenzy comes in naturally at a certain point of Cultivation, but the specific method that's used to get it without being a Cultivator is probably a booby-trap distributed by the Enemy. I wouldn't be surprised if someone who got Frenzy through Shapecrafting will find it impossible to Cultivate, period. (Possibly by making it an absolute guarantee that you get killed by the Gate maybe? And it might just not work and you die on the table if you're already a cultivator and try to get your Frenzy woken up)

I've gone on about this before, but I think shapecrafters are like alchemists in traditional xianxia. They're not inherently corrupt or anything and a lot of their stuff just smoothes away issues and is harmless and even beneficial even in the long term, but some of it burns up long term potential for short term gains. I suspect their way of introducing Frenzy is in the latter category.

Which they probably don't know, and most berserks suffer no actual down side from because they aren't ever gonna cultivate with odr anyway, but it's an issue. So I don't think it's a trap in the sense that the Enemy designed it as such, I think it's a shortcut that the enemy has concealed the price of by concealing the existence of the things it costs.

Personally I suspect Shapecrafted Berserks do get odr from somewhere , which raises interesting questions about where and how.

I highly doubt that. I think the difference between a normal Norseman and a true Cultivator is only and exclusively having Odr...if berserks had it, they'd be cultivators and they aren't...not quite anyway.
 
I highly doubt that. I think the difference between a normal Norseman and a true Cultivator is only and exclusively having Odr...if berserks had it, they'd be cultivators and they aren't...not quite anyway.
And yet, Berserks have a Fury identical to ours in seemingly every way, and Fury is a product of the interaction between the subconscious mind and Odr. Something has to give somewhere, and I don't find the idea of Shapecrafters having a bootleg odr source that unbelievable.
 
And yet, Berserks have a Fury identical to ours in seemingly every way, and Fury is a product of the interaction between the subconscious mind and Odr. Something has to give somewhere, and I don't find the idea of Shapecrafters having a bootleg odr source that unbelievable.

Frenzy can be the product of the unconscious mind and Odr. I don't think it follows that that is the only source for it.

Oh, here's a thought. Maybe there are animals/plants that are True Norse Cultivators, and Shapecrafters refine odr from them?

Odr isn't exactly physical most of the time...but Frenzy seemingly is (we can store it physically, after all). I'm willing to believe it's synthesized from creatures that already have it if such beasts exist.
 
Oh, here's a thought. Maybe there are animals/plants that are True Norse Cultivators, and Shapecrafters refine odr from them?
That actually makes a lot of sense. Animals and Plants tell no tales, have no culture to speak of, and hold no grudges, so the enemy would have less reason to mess with them and less avenues to attack them.

Frenzy can be the product of the unconscious mind and Odr. I don't think it follows that that is the only source for it.

Odr isn't exactly physical most of the time...but Frenzy seemingly is (we can store it physically, after all). I'm willing to believe it's synthesized from creatures that already have it if such beasts exist.
I mean, I don't think we've tried to store Odr in a Fast or our Pockets yet, because that sounds like it could be very risky. We know that Fasts can hold Frenzy right away bbecause we were told in character I think.
 
We should try storing tricks in our soul pockets. If we do try, we should try it out with a trick with absolutely minimum consequence and danger, such as the Goal-Tell trick.
 
We should try storing tricks in our soul pockets. If we do try, we should try it out with a trick with absolutely minimum consequence and danger, such as the Goal-Tell trick.

I'm not sure that's the right Trick for that, but we should probably try that at some point and see what happens, yes.

Going back to this for a moment:

I don't think it's a limiting versatility thing, so much? Like, if we had to invest in both or else lose one of our two attack forms, that woudl be a strong reason to invest in both, but that's not what it is. Right now, we effectively have three options to choose from.
- +2 kindle spinners, +0 chops
- +0 kindle spinners, +2 chops
- +1 kindle spinners, +1 chops

Now, if we look at any given fight, even if we walked into it not knowing which setting it was, we're going to successfully hit home with one or the other of these, unless it comes out as dead even. If it's dead even, then there's no difference between them. If it's not dead even... our ability to predict which one we were going to hit home with in the prep phase for any given fight is going to be better than purely random guessing. So even if our tactics during the fight remained utterly unchanged, we'd generally have better outcomes by making educated guesses about which one was likely to deal more instances of damage.

If we're choosing before a specific fight, I agree, and I regret not doing this with the Sten fight (I was distracted at the time). But mostly, we're picking these at the start of a turn where we don't know what we're fighting or when or even if. For that situation, I think we want one of each so we can adapt our combat style appropriately to unexpected enemies.

Then, of course, we can adjust our tactics. It's not a matter of limiting versatility, but yes, if we can push more of the effectiveness one way or the other, and then do that thing more, the results are likely to be better overall. Being able to specialize and synergize is a source of strength, especially when that specialization is not in any way lossy.

We're definitely cutting off some of our options by going +2 damage on melee or range only. That's not always bad depending on the enemy (like I said, we should've done +2 melee this fight, sorry for screwing that up everyone), but it's a limitation and one people can very readily exploit if we're not careful.

Now, the "it turns off shortsighted" is a thing, but only sometimes. It's pretty unlikely to be a thing in the Sten spar, for example.

Yeah, it's situational for a specific fight, but again, my point was more 'what do we walk around with?' We are able to readjust before we go on a mission of some sort, or a fight we can prep for, but it takes a bit...if we're ambushed we want a 'default' build set up and that's mostly what I've been talking about.
 
If we're choosing before a specific fight, I agree, and I regret not doing this with the Sten fight (I was distracted at the time). But mostly, we're picking these at the start of a turn where we don't know what we're fighting or when or even if. For that situation, I think we want one of each so we can adapt our combat style appropriately to unexpected enemies.

Even then, we can make educated guesses based on which skills are mastered, what sorts of things we're intending to do, what sorts of enemies we're likely to be upsetting and who's going to be with us when we do.

Like, consider the two options - +2/+0 and +1/+1. We have the following potential outcomes:
- We guess correctly as to which is better: advantage to +2/+0
- It doesn't actually matter: advantage to +2/+0, because we can choose to use the one that has the bonus more.
- We guess incorrectly, but it's only a marginal difference: advantage is still to the +2/+0, because a +2 with a marginal disadvantage still beats out a +1. (the level of difference that counts as "marginal" for this goes up sharply with enemy damage resistance)
- We guess incorrectly, and it's significant: advantage to the +1/+1

...and, again, we have actual information available to us. Our guesses are going to be better than a coinflip.

We're definitely cutting off some of our options by going +2 damage on melee or range only. That's not always bad depending on the enemy (like I said, we should've done +2 melee this fight, sorry for screwing that up everyone), but it's a limitation and one people can very readily exploit if we're not careful.
We still have all the options we had before we got shapeshifting. We aren't losing those. The only downside is that the disfavored one hits a bit less hard, while the favored one hits harder. That's "shifting advantages", which is a very different thing than "cutting off options".

Worth noting here that the enemy won't even know which of our two attack styles does the most damage until they get hit by one of each.

Yeah, it's situational for a specific fight, but again, my point was more 'what do we walk around with?' We are able to readjust before we go on a mission of some sort, or a fight we can prep for, but it takes a bit...if we're ambushed we want a 'default' build set up and that's mostly what I've been talking about.

Okay, but for the "default ambush build" is the +1/+1 really better? I mean, we know what tricks we have. We know what they do, and how much orthstirr they cost. We can build out a default "getting ambushed" strategy, and then shift it as we get new tricks or gain mastery.

Now... it's another thing to think about. it's another thing to juggle and make decisions on. You might not want to reconsider and remake the same decision again and again every round based on limited information. I can respect that... but honestly, even if we guess arbitrarily, and turn the "did you guess right" into an actual coinflip, we're still stronger overall. Flexibility is good. It is! Specialization (when it can be done without efficiency costs) is better.
 
Huh.

Shapecrafters seem to do permanent Shapeshifting. Or at least lock it in somehow.

Halla's Hamr 7 Shapeshifting is temporary, her body wants to 'revert' when it can.

It's possible that self-Shapecrafting can do something like permanent in the sense of locking your Shapeshifting slots.

Interesting that Infusion Rank 3 grants a Shapeshifting slot. I would have imagined it would have been Infusion Rank 4.

---

For anti-ambush I would get Enhanced Senses for the record. So it would be +1/+0
 
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Even then, we can make educated guesses based on which skills are mastered, what sorts of things we're intending to do, what sorts of enemies we're likely to be upsetting and who's going to be with us when we do.

Like, consider the two options - +2/+0 and +1/+1. We have the following potential outcomes:
- We guess correctly as to which is better: advantage to +2/+0

This is true. If we guess right, advantage us. Obviously. But not really a super big one most of the time. Frankly, the extra damage up is usually gonna be overkill vs. most foes, not in the sense that it will kill enemies in one blow, but in the sense that it will very rarely change the number of blows required. Our damage is high enough with even a +1 that we are wrecking people, hitting an easy 4 at range and 5 in melee on basically every attack, with some going higher than that. Even vs. damage reduction, we just don't need higher damage than that the vast majority of the time, especially targeting people in areas they're weak in.

The lower starting damage is, the more a +1 means, and our numbers are high enough that the second +1 hits diminishing returns (especially on melee attacks, where we can easily do 6-7 damage per hit even with only +1...7-8 is not materially better than 6-7 nearly as often as 4 is materially better than 3).

- It doesn't actually matter: advantage to +2/+0, because we can choose to use the one that has the bonus more.

This is not necessarily correct. Being able to vary our combat style and surprise opponents due to it is always very handy and having to take serious damage penalty to do it makes it a lot harder to do. I'd say this is neutral, with both options having upsides and downsides depending on the exact situation. We have not won most of our fights by just piling on damage, but by outthinking our opponents, and that gets trickier if we've invested heavily in one specific strategy leaving others underdeveloped and less effective.

- We guess incorrectly, but it's only a marginal difference: advantage is still to the +2/+0, because a +2 with a marginal disadvantage still beats out a +1. (the level of difference that counts as "marginal" for this goes up sharply with enemy damage resistance)

This isn't correct. It would be in isolation, but we do enough damage that it just isn't. As I discuss above, the difference between 2 and 3 damage would be super relevant here, but our minimum damage has hit 3 without the use of shapeshifting. So we're talking going from damage 4 to 5 or 5 to 6, which isn't gonna usually be enough of a boost to make up for using a less relevant form of attack.

- We guess incorrectly, and it's significant: advantage to the +1/+1

Indeed.

...and, again, we have actual information available to us. Our guesses are going to be better than a coinflip.

Are they? I'm deeply doubtful of that given the sheer breadth of different capabilities we've run into from different Norsemen thus far to say nothing of dwarves, trolls, or other things we haven't even fought. Fighting two identical looking Norsemen might necessitate completely opposing strategies and we won't know that until the fight has already started.

Like, right now we have the potential to be attacked by Foemen, Bandits, Horra's Men, Trolls, Dwarves, and Troll-Men...and that's just the enemies we know of. With all those possibilities, I don't think we do have better than coin flip odds of picking 'right' if there even is a right answer (it might easily differ between foes even in the same battle).

We still have all the options we had before we got shapeshifting. We aren't losing those. The only downside is that the disfavored one hits a bit less hard, while the favored one hits harder. That's "shifting advantages", which is a very different thing than "cutting off options".

Worth noting here that the enemy won't even know which of our two attack styles does the most damage until they get hit by one of each.

It can, with tough fights, render the non-favored style a lot harder to actually use, or even impossible, and wind up completely invalidating the advantage provided by those shapeshifting slots in the first place. And with easy fights, the lower damage will generally be plenty.

Okay, but for the "default ambush build" is the +1/+1 really better? I mean, we know what tricks we have. We know what they do, and how much orthstirr they cost. We can build out a default "getting ambushed" strategy, and then shift it as we get new tricks or gain mastery.

There is no 'default strategy' because it depends on who and what ambushes us. If we're ambushed by archers, we want to close the distance and use melee. If we are ambushed by a troll we may want to stay back and attack at range. It all depends on who and what we're fighting.

Now... it's another thing to think about. it's another thing to juggle and make decisions on. You might not want to reconsider and remake the same decision again and again every round based on limited information. I can respect that... but honestly, even if we guess arbitrarily, and turn the "did you guess right" into an actual coinflip, we're still stronger overall. Flexibility is good. It is! Specialization (when it can be done without efficiency costs) is better.

Cognitive load aside, I'm not convinced that's really true on damage in this system. As I go into above, each additional point of damage on a specific attack type has diminishing returns on most foes. This is particularly true of melee given how high our melee damage is getting (5-7 per attack even with only +1 damage). If I were gonna walk around with +2 in something, it'd probably be ranged to make Kindle Spinner more viable without Odr, but honestly that has issues with people who are resistant or immune to fire, at least at the moment.

And if we do really need that extra damage (like, there's a tough foe we specifically need huge numbers against), that's what Odr is for, but we'll generally need it a lot less often if the basic options are balanced, I think. Which means that specialization in this case does have an efficiency cost: Needing to burn more Odr over time. Like, with balanced damage bonuses, we'll almost never need to burn Odr on easy or middling fights...with a specialized one we'll need to do so sometimes on even middling fights where we picked the wrong one. We'll probably need to burn a bit either way on really tough fights, but the amount, in total, will likely not change. So less total Odr expenditure.
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Now, all of the above is entirely about 'walking around' load out. If we're going into a specific fight (or other situation) we should vary it significantly and often specializing for +2 damage in one category will indeed be correct (it is an advantage if you're fighting the right kind of opponent), but for just walking around I think flexibility is better than specialization in an area that may not apply.

For anti-ambush I would get Enhanced Senses for the record. So it would be +1/+0

This would potentially make sense, but we've actually run into zero ambushes where we needed to roll to spot them (maybe one if you count the squire throwing a spear). Most of them are Norse style ambushes where they just find you alone and then attack. Which make Enhanced Senses a lot less necessary for this purpose and thus a lot less useful.
 
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I mean if you ask me the real generalist option is stacking fast twitch reflexes like 3 times in a row so we can attack real real fast.
 
I mean if you ask me the real generalist option is stacking fast twitch reflexes like 3 times in a row so we can attack real real fast.

That's defensible but runs into the issue that, well, we don't have unlimited dice. So we get the attacks out quicker, sure, but more of them do not inherently hit and do damage (and those that do deal less damage each than if we were jacking up damage) and then we run out of dice...

Basically, it's an initiative booster, letting our attacks hit before theirs, but it doesn't actually give us any more attacks to make, or increase their effectiveness. Doing that is good to a point, but it does hit diminishing returns eventually and I think triple speed is probably about that point. That gives us 6 attacks before our enemy gets off more than one...that's very likely to be all our non-basic attacks right there.

Going all in on speed is actually a great setup for duels against people without damage reduction (basically, the same people basic attack spam is a good call against...you combine the two), but there are a lot of other situations it shines a lot less in.

That's the difference between a monster and a spirit beast. Monsters have Frenzy, Spirit Beasts don't.

With confirmation they exist, I'll bet good money that Monster body parts are involved in the making of a berserker.
 
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Cognitive load aside, I'm not convinced that's really true on damage in this system. As I go into above, each additional point of damage on a specific attack type has diminishing returns on most foes. This is particularly true of melee given how high our melee damage is getting (5-7 per attack even with only +1 damage). If I were gonna walk around with +2 in something, it'd probably be ranged to make Kindle Spinner more viable without Odr, but honestly that has issues with people who are resistant or immune to fire, at least at the moment.

And if we do really need that extra damage (like, there's a tough foe we specifically need huge numbers against), that's what Odr is for, but we'll generally need it a lot less often if the basic options are balanced, I think. Which means that specialization in this case does have an efficiency cost: Needing to burn more Odr over time. Like, with balanced damage bonuses, we'll almost never need to burn Odr on easy or middling fights...with a specialized one we'll need to do so sometimes on even middling fights where we picked the wrong one. We'll probably need to burn a bit either way on really tough fights, but the amount, in total, will likely not change.

So less total Odr expenditure.
So, first, if the answer is "put it all in kindle spinner", that's fine. I'm okay with that. Once we get kindle spinner trained up far enough, I'm especially okay with that. Between Kindle Spinners and her wings, Halla turns into a heck of a kiting build.

Second... the tactical difference between chops and kindle spinners really isn't that big. Like, most of the time, from what I can see, we can just pick. I mean, I've seen you do the "Well, sure. I guess we can mix them up" thing. Again, it's not just "guess wrong". It's "guess wrong, and it's a big deal". Then, saving that Odr is going to mean successfully identifying that hey, we don't need to spend the juice this time. That's going to mean actually identifying that it's a "easy or middling fight" rather than just jumping to spending odr straight off because the enemy is unknown.

...and, of course, you have to first guess wrong and then have a solid reason to change your mind. If there's no tactical difference between chops and kindle spinners, then the +2 is better (whichever side it's on) and if there is a difference, but you can't usefully discern it, then the +2 still wins.

As far as the 5-7 per attack? Well, sure - that's what we've been doing lately, with stacking huge numbers of dice and honing repeatedly, but it doesn't have to be. The real kick of shapeshifting+frenzy is how utterly brutal it can make your "just 1 die" and "1 die and 1 orthstirr" attacks - both in having static bonuses that buff every single one of them and in increasing the speed at which you can pump them out. Like, seriously, advantages like shapeshifting+frenzy are a major change to the combat math, of the sort that calls for a re-evaluation of overall strategy... and for that strategy, the big impact of the damage bonus is on which attacks they can simply afford to absorb. Do we have enough punch to make them pay attention to each attack? Well, let's talk about medium threats. We've already seen what a "medium threat" is going to look like for us pretty soon. We killed one and left him buried under a hillside. That guy had two points of damage absorb (plus additional armor-related shenanigans.) I suspect that sort of thing is going to be getting more common. Any time the task is "pour on the raw damage" (either because
they've got some sort of damage reduction or because they're a troll or something with an enormous health pool and regeneration or because they have absurdly good armor or whatever) then concentrating damage is going to be highly useful. Any time that's not the big important thing... well, at that point, by nature, where we put our damage bonus is less important, because "pouring on the damage" isn't the big important thing.
 
Also need to keep in mind too, we're reaching the point where we can start developing Hybrid Tricks that require prior stuff to unlock. For instance, I'm all for integrating Firebomb-Strike into things like Skewer-Flick Trick (A detonation when we've got someone impaled would do a ton of damage, and possibly ignore some DR as well) as well as the Leaping-Cleave + EWC Combination that gets us all the good and removes the bad, and we might be able to cast DnD style Fireball if we develop an improved version of Kindle-Spinner as well. Would we need to have a good Thrown Trick to develop that? Or can we just create a "Cast Fireball" Trick now that we have Master level Kindle-Spinner @Imperial Fister ?

Because there's few situations in which the ability to throw a big-ass explosion into a pack is a bad move. Kindle-Spinner is close to that, but it loses too much power and it has to roll across the ground to be used at a distance too, we need a proper ranged option ready to go if we're going to get that Skyfire Kenning.

Tactically? Halla isn't really great as a 'Kiter' so to speak, what she excels at is being Aerial Shock Cavalry. She drops in from the sky with a powerful strike, unleashes havoc before people can get their shit together, and takes off before she can get encircled, rinse and repeat until she runs out of gas or the enemies are all dead. Perfect EWC is extremely important to make this viable, and Inertia-Dump will make her aerial mobility absolutely silly while also probably being relatively cheap (Right now, she works on ballistic trajectories even if she can do them fast, so she's technically predictable in high level combat. Inertia-Dump would let her just completely change course mid-flight, turning her into an attack VTOL gunship that can unfold into a battle mecha when it feels like causing some carnage, certainly, I don't see an Inertia-Dump being as expensive as IAT, because that needs to be thrown and it also hold a hostile target for a time, Inertia-Dump is a one-and-done activation that just does Standstill's core effect)

Funny thing is, Mire Ward is also really helpful for this strategy, because it buys her more time to go blendo while slowing down people consolidating on her. She just drops it, throws up Mire Ward after the initial alpha strike, and chews people up while the Mire Ward slows down response, and fucks off when she runs out of things she can reach.
 
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