So I did make some mistakes in the video and got a couple things confused. You can stack the bonuses of range and damage (I already new the damage [art but it got caught up in the mix) so here is an errata. External Batteries - Really good on Tokugawa and honestly just makes Artillery Tokugawa more of a thing though still just as risky. Lucifer NHP - Bonus damage does stack with bonus damage from Limit Break so really devastating though it's still a good idea to use Lucifer protocol to avoid being exposed to improve overall survivability.
Another thing, the plasma talons are always usable in danger zone, not just limited to primal fury. the extending them text is just flavor, according to most people i've worked with.
I believe the Enkidu’s core power can be used multiple times a scene. You turn it on and for the rest of The scene you can execute anyone with 7 or Less HP as a full action. You do so, get a free boost and full action back and can do it to another enemy you could reach with boost. That would prompt another boost and potential execute on the same turn. And then can use in later turns if needed as the protocol lasts for scene.
The point of Bifurcate is that since the action point is refunded, you can chain it with large groups of squishy enemies, especially for free. On another note, Enkidus Primal Fury's reaction does not count for the number of reactions you used in a turn, so it makes that damage essentially also free.
It's worth noting you can't use bifurcate multiple times in one turn. You can't take the same action twice in one turn unless you are able to use the action as a free action. Bifurcate is not a free action. It's a full action that gives its action point back on a success.
@@CaymenEditz I was wrong anyways :). I believe it was clarified in the lancer FAQ but the action economy being refunded is meant to be treated as it retroactively being a free action
Deep Well Heat sinks give you a cost overcharge when in a danger zone (which you should be in anyway), and it gives your Tokugawa or nuclear cavalier mech a way of being more heat resistant while not making it harder to get into the danger zone and stay there. So, 4 points may be steep, but the extra actions from overcharge, especially when using the Heatfall Coolant System cor power, is worth it in many cases. Many damage mechs don't need many systems to do damage and execute their game plan, preferring traits, talents, weapons, and core powers instead. All this makes the opportunitie cost not as high as you would think. It's a lot like Paracusal mod in that way.
I Just realized that with the power of Superheavy Retrofitting I could potentially turn my Range 48 Siege Cannon Build into a Range 58 Siege cannon build....oh damn, I have to cook something up tomorrow My fellow player is fielding a Tokugawa and oh my god, the damage is insane, he destroyed a Tier 1 Goliath Ultra in TWO turns!! It cost him two structure and three stress over the course of the rest of the fight but holy shit with NuCav, Lucifer and Plasma Gauntlet, he dealt somewhere up to 50 burn (DM stopped counting at some point, because it was overkill all the way). My White Witch was getting sweaty trying to keep him alive afterwards Also another note, you can activate as many protocols as you have at the start of your turn, so you can Overclock + Lucifer easily.
I am dissapointed to report, that you can't put Superheavy Mounting on the Tokugawa because it ADDS a superheavy mount instead of replacing an existing one, so no Range 58 Siege Cannon build for me :(((
Aaaaaa! I love the Enkidu frame so much! It's my new main Lancer OC frame paired up with the Atlas for that sweet Terashima blade to go full rage sword dog, lmao!
Fun fact: since enkidu's plasma claws are an aux melee, they can be thrown with Rank 2 in the Hunter talent. As well as with the Disdainful Blade ability at rank 3 of the same talent. I now have an LL6 enkidu that with sekhmet ai and added integrated and flex mounts from core bonuses can throw 7 segment knives and the plasma talons with 5 range and only one full action. Every single turn. Its the chaff shredder that at minimum in danger zone with every attack hitting, deals 24 damage before armor and crit bonuses.
On the topic of being disappointed about the lack of flex and main/aux mounts, you don't get any bonus damage on the 'secondary' attack when you skirmish, so really there's no synergy there aside from being able to generate some extra heat using a heat generating aux weapon from another licence like the Manticore or Metalmark. So your core bonus is probably better off spend elsewhere - although free damage from a main/aux is still pretty nice. Integrated Weapon is probably better though since it's just a regular free attack with no limitations about bonus damage.