I couldn't finish 'em. Looks like this's gonna get complicated.
Snow will continually attack one character, building up "tension", and losing this tension when switching to a new target. If Snow's tension reaches 500%, he will use Sovereign Fist to kill the party. Snow can deal copious Wound damage. He will buff himself shortly before choosing a target, and is vulnerable to debuffs from Saboteurs. Snow has a strong area of effect attack he uses shortly after raising his tension.
It is crucial Snow's building of tension does not continue for too long; it is better to let him kill a character and then revive them, or provoke him using a Sentinel. Changing Snow's target will not reset his tension unless he has reached at least 200% before provocation, or his target is killed. Wound Potions are of essence.
Snow's buffs can be dispelled. It helps to hit him with debuffs, such as Deprotect, Deshell, and Imperil. Tri-disaster and Relentless Assault are useful to build up the stagger bar. Snow's area of effect attack can be healed using potions.
Snow can join the player's Paradigm Pack as a Sentinel. He has by far the highest HP of any monster, which can rise well beyond 20,000 if Vitality Crystals are used in his development and the HP: +30% passive ability is infused into Snow. One drawback is while he has high HP, he does not have any innate resistances, meaning he would be no better than other Sentinels with 10,000+ HP that can halve all attacks, abilities aside.
By foregoing excess HP development to boost to his Strength growth, Snow can become the best offensive Sentinel using counterattacks in random encounters and Guard and Ward abilities against bosses. His Feral Link is Sovereign Fist, a strong, physical attack that hits Snow's target and any surrounding enemies twice, useful for disrupting coordinated group assaults.
|Improved Ward II||Initial||Passive|
|Critical: Power Surge II||3||Passive|
|Improved Guard II||9||Passive|
|Improved Counter II||12||Passive|
- Green – HP
- Red – Strength
- Purple – Magic