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Joined: Jan 2014
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I use delays fairly often. The Ranger in my party has the Bully talent and a higher initiative. The Warrior in my party has knockdown skills but a lower initiative. The Ranger frequently delays so the Warrior can knock a critical target down, at which point the Ranger gets the Bully bonus + 100% hit chance on said knocked down target, and since she is going at the end of the turn (and has a high initiative) she's immediately going again at the start of the next turn.

Pew pew pew pew pew pew.

Some opponents like to "protect" other opponents, and it's also better for a squishier party member to wait until all the opponents have burned their turns before unloading on the opponent being protected (usually the opposition's caster).

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Originally Posted by cilantroll
Also, there seems to be little difference between just saving the AP and delaying, but IMO...I dunno, it feels better? Haha. Battles tend to start with enemies all over, but letting them go first, they often run towards my group and naturally clump. My Jahan has Glass Cannon, and if he just saved his AP, it'd be over his max (since recovery is doubled, but not starting).


If you want X to buff Y and X goes before Y then problem solved. If you want X to buff Y and Y goes before X then Y saves AP and X buffs immediately, giving Y extra AP on their turn with the buffs.

No one said you had to skip both of them.

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Originally Posted by Tyhan

If you want X to buff Y and X goes before Y then problem solved. If you want X to buff Y and Y goes before X then Y saves AP and X buffs immediately, giving Y extra AP on their turn with the buffs.

No one said you had to skip both of them.


It's not often that simple.

Most of the time, it's X Y Z (I have 1 Lone Wolf). Like Gyson above, I have a Ranger; sometimes she'll get the Oath of Desecration, sometimes the warrior. If it's the warrior and he's getting 2-3 buffs, delay simplifies that process, and he can act again at the end, all statuses intact (as in, warrior was X; waits, gets buffed by Y and Z; acts with all buffs).

Why is this significant? If warrior X WAITED and gets buffed by Y and Z, next round, his buffs are already depleted by a round. By delaying, he's made full use of all his enchantments (once at end of round 1, again beginning round 2). Oath of Desecration lasts 3 rounds; if player A can only attack once a round, by delaying, he puts out 3 attacks for the duration of the spell. By waiting, he puts out 2 attacks while under the buff.

Or as Gyson mentions as well, the star use of delaying for me is also setting up other character's attacks. I also have bully, and a double turn often means death for at least a few foes.

So maybe in summary, delay gives us flexibility. If I wanted to buff Jahan (he can only take about 2 hits), that's doable too, and I wouldn't want him to save AP, because Glass Cannon would waste some next turn.

Last edited by cilantroll; 07/07/14 10:53 PM.
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