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The value of Quickened Pulse

What do you think is the real deal about this skill? For the arena, the only real hype I see it in your first battle, and that's about it. People optimize Reinhardt's damage output by putting that with Moonbow on him, but it's not like it means much since he's overkill as it is. Am I missing something?

The best use of it I've experienced is in Trials and Chain-like challenges, if anything. I've been running QP > Dragon Fang Quad Desperation Clarisse, and she's been monstrous. I've also tried it on Felicia (Poison Dagger > Desperation Iceberg) and it's been to a similiar effect, as long as she kept a 2-turn charge by the end of it.

Asked by Nogitsune1 year 2 months ago
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Well when it comes to tempest trials, I like having those AoE specials (Blazing Thunder is the best imo) in combination of Quickened Pulse seal, due to the fact that enemies have inflated stats and HP, so the massive bonus damage can make a difference. I don't always keep this skill on Reinhardt outside of his typical moonbow combo, I'd give it to other units like Alfonse who're slow and are meant to waste opponents in the first two strikes.

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I use quickened pulse on Brave Ike. Quickened pulse in combination with steady breath will allows ignis to activate already.

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Long story short, CD Cooldown is one of the strongest abilities in this game.

From a utility point of view, it allows you to manage CD Reduction and the timing of specials better for your units. For examples, Black Luna!Steady!Wrath, Brave Ike!Steady!Ignis, Blade Tomes, Lightning Breath, etc.

It’s good for long drawn out game modes like Chain and TT because it can gain a lot of value from being able to activate multiple times, once every map. This combined with longer, more powerful specials gives QP the ability to gain a lot of value.

As for the shorter and faster paced environment of Arena, it’s honestly the best Sacred Seals in my opinion. The whole game mode revolves around using 4 of your units to dispatch the other 4 units as quickly as possible, both winning the game and minimising the risk of your deathless run. And as we all know, specials are by far the easiest and fastest way to bring a unit down and remove a threat.
So keeping that in mind, QP is basically a free CD Reduction skill / free Killer or Slaying weapon effect due to how short and fast Arena is, and speeds up a unit’s ability to ORKO another unit with their special which is what the game mode revolves around.

As for QP!Moonbow on units like Reinhardt and Ryoma, it’s up to player choice, but I personally find it gets the most value from being on Arena Defence teams rather than Offense.
In Reinhardt’s case, it allows him to kill a lot of units he couldn’t kill before on the first initiation, whilst helping to remove the chance of someone baiting and killing him before his special actually procs (we all know how squishy the guy is).
As for Ryoma, it works on him like the enemy phase equivalent of how it works for Reinhardt, allowing him to proc Moonbow on his first counter attack, which when paired with his Raijinto makes him much more difficult to be engaged on by certain units.

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I think you make a really good point. I forgot how important it can be to dispatch if even one character off the other guy quickly.

I also think Reinhardt's durability is heavily understimated. Some people keep a Fortify Cavalry on him, which can make him surprisingly annoying to deal with since it takes a lot of firepower for your Reds to 2HKO him, and a lot of them seem to be running Lancebreaker which shoots those down a bit if they aren't quadding. Counter-killing him is the single best thing you got.

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You’re right, I think I worded it wrong. What I meant was that he has an extremely weak enemy phase due to his low speed, making it very easy to kill him when he’s being initiated on.

You’re definitely right about his bulk though, you have no idea how many times my Reinhardt manages to survive a WoM Olivia or Azura, or how many times he’s pulled through when I accidentally left him in someone’s range.

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I personally prefer the seal on my Nino, who has Moonbow, because in combination with infantry pulse(which I am fortunate enough to have)she can trigger on first attack and double on red mages to ORKO them when buffed properly and when equipped with Fury and Threaten Spd.

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You should understand the full reason people put Moonbow+QP on characters like Reinhardt to begin with: It leaves the list of hard counters to the unit very small. While it may not make much difference to Reinhardt in 75% of the matchups, there are a few who will fall when one of the blows is reducing res by 30%. This is mostly against foes who have triangle advantage and are designed to tank the hits with the relevant defensive stat. The Moonbow reduction severely hampers their ability to do so.

For a lot of the builds on the site that list QP as a seal, it's to allow them to get off a 1-longer-turn special in a specific scenario (when engaging, when defending, or on the second player phase). The activation time of the special is considered for what the hero is best at doing (engaging, defending, or baiting) and then allowing them to do a planned special in that scenario. It's all designed with only the first 1 or 2 phases in mind because those are the most critical for a majority of arena matches.

So, I just want to be clear that in the example of putting QP+Moonbow on Rein, it isn't considered optimal because players want to abstractly and unnecessarily maximize his damage: they are strategies built around allowing the heroes to do what they do best even better, and allowing the greatest number of victories in planned scenarios. If it were really overkill in every practical situation, smart players would prioritize defensive skills/seals instead.

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^This exactly.
Its not about making Reinhardt overkill things, its about cutting the number of units who can reliably tank his initiation to just a few units.
I cant explain how happy i am when i face a rein in arena and hes not using QP+moonbow, that makes it SO easy for my nino to bait and kill him, while with moonbow ready i need to start crunching numbers to see if shes actually capable if taking the hit.
From the list of normal counters, i think only julia, -def+spd fury nino, and fae can reliably bait and kill him, others may be able to take the hit but cannot counter, like titania and sheena, but for the rest, they mostly all are KOed.

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Adding Guard to a green mage really helps take out QP moonbow Reinhardt, increasing the list of counters. Makes for an easy kill with my S!Elise

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