I wanted to showcase a few potential AR defense strategies that might mean healers are the way going forward.
There are a few aspects of AR that need to be clarified first.
1. Looks like there's a 7-turn limit, which makes things quite difficult for the attacking party.
2. It's not clear whether scoring is all-or-nothing or whether you will lose score for losing units during a raid.
3. It is almost certain that BST and merges have no direct effect on score. Feh fielded a team of Askr trio + Fjorm and she was able to score maximally.
4. In this mode, you have a rating, known as your lift, and tiers are related arithmetically to rating, ex: once you hit 4000 lift, you're in T11 regardless of how many other people have the same rating as you or what tier they're in. (4000 might not actually be the value for T11, or it might. Just using it as an example.) So tiers can contain an unlimited number of players. The rewards for tiers are potentially similar to the flat 10 stones + 10 coins + orb + 3000 feathers that we get from arena every week. There is a separate reward for AA-style ranking to reward the strongest players. Anyways, I explained lift because at the end of each season, your lift will not be reset to zero but to the minimum value required to achieve the tier in which you finish the season. So you don't need to climb from ground zero every week.
4. At T11 (and if I'm not mistaken, once you achieve T11 it's impossible to drop below) you can add a 5th member to both offense and defense teams. At T19 you can add a 6th member to the defense team.
5. There is a building that inflicts damage to enemies in three columns centered on the building at the start of turn 3. The enemy can try to destroy this building before it activates, but if you put it a the back of your defensive setup, that will be pretty hard.
6. There is also a building that heals a certain amount of damage at the beginning of each turn with a very wide radius.
7. All players are required to put certain buildings in their defensive setups which raiding parties can destroy to restore their aether (the stamina for this mode). At least when the mode launches, it is strongly in the interest of an attacking party to pursue these buildings because stamina in this mode is very limited, similar to GC stamina. Once people get into the upper tiers they won't need to fight for lots and lots of rating points (lift) every season so they might not prioritize these buildings as much anymore. (IS has also made an exceedingly good decision that it doesn't recharge like regular stamina or GC stamina; it will recharge a set amount once a day. Makes the game quite accessible for people with various schedules, probably regardless of time zone.)
8. Offense is likely going to be more important than defense as a source of rating for multiple reasons. First off, who knows how many people will come knocking? Second, any player who falls victim to a raid has the option to attack the player who first attacked them at the normal stamina cost (by the way, replays are a thing), so if you succeed in offense, you will likely get more people coming knocking. Third, the amount of score you can lose via successful raids on your keep is limited. Once you get raided, you cannot lose score via defense for 20 hours, and if I'm not mistaken that goes even if you defend successfully.
So here are some strategies which are pretty rude
- Spam Skadi and put a bunch of CC+vantage. On turn 3 everything will get reduced to 1HP and panicked.
- 3-4 healers with 1-2 daggers: a stalling strategy, and partial credit to xchan who mentioned putting 6 healers (now we will literally have the six paths of pain+). The idea is that if the attacker can't break through and kill the team in 7 turns, you win by default, so this team just aims to be unkillable. It's especially nuts because healer AI prioritizes healing over attacking, so they will be nearly impossible to bait. Not that they can be taken on enemy phase anyways due to dazzling staff, but this even prevents them from overextending into exposed positions. I haven't received confirmation that null follow-up is usable on ranged units, but if it is, you want daggers that look like the one I picture below. Bottled juice is the weapon of choice if witchy wand isn't on the team; stack atk and spd smokes on it. If null follow-up is not available to ranged units use something like watersweep Saizo.
The healers should vary their skills and movement type and mostly use these skills:
Weapon: witchy wand+, absorb+, Thoekk, or Hlithskjalf. Gravity+ is a maybe, especially with the turn limit. Pain+ can also be good, especially as a psychological weapon, or in some cases it can actually get dangerous if it gets far enough. In 90%+ of cases, dazzle refine is to be preferred. Wrathful dazzle is maybe mainly for absorb+ and for Loki, who's stuck with wrathful on her weapon. Fear+ and slow+ are less strong as candidates because they should probably be the responsibility of the daggers.
Assist: martyr+, restore+, possibly recover+ with live to serve, possibly even rehabilitate (again, more of a psychological weapon). Special mention to restore+ because healers will target allies with debuffs even if those allies are at 100% HP, again making healers hard to bait into exposed positions.
Special: mostly miracle, but an earthwater balm might not be bad. I would be a little wary of visible buffs because offense teams might bring the panic-inflicting building.
A: depending on the weapon, close counter might be viable (especially absorb+), but otherwise, go for survival. spd+3, or fortress def/res, or brazen def/res if you can't afford that.
B: if you're using a wrathful refine, definitely dazzling staff. Otherwise, guard, live to serve, and null follow-up are probably the next strongest options.
C: close guard, distant guard, atk ploy, spd ploy, breath of life, drive def, drive res, spur def/res, drive spd, infantry flash for more miracle charges, etc.
S: live to serve, distant def, close def, fortress def or res, spd+3, breath of life, drive def, drive res when it comes out, etc.
Potential counters to these strategies:
- Harsh command
- Restore+
- If you can't hit fast enough to one-round the healers, use brave weapons. I doubt SP will matter in this mode if BST and merges don't.
- bold fighter, potentially
- galeforce
- not being afraid to be a glass cannon, because you're probably fast so they won't be able to double you and they don't have the firepower to take you out even though your defenses are thin. Basically, exploiting the weakness of a hyper-passive style
- just to make sure, bring a single savage blow so that the healers will distract themselves on each other instead of double-or triple-teaming you.