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With the number of stance cards played you quickly top out the ultimate charge and then if you don't hit the ultimate you have +2 energy every round to spam more stances and attacks. Combined with extra card draws and larger hand size you can do a ton of work every round.
I played my first Pathfinder run just the other night and had a similar build in Conquest mode. It felt very easy and powerful in difficulty 8.
Starting with Tactical Mastery, I would build up into Insight+Blockade. Lopsided Pairing would've often been same or better tbh. Then the big hits and maybe repeat after Gravewalker's Touch. Still amazed that a starter card scales so well: apparently buffed in 1.12 patch.
>He bloc he attac but most importantly he don't do math
You're so correct about the calculations. My Wyrdhunter play devolves into tracking the vulnerability and passive counters. Even as Berserker, if I need to lifesteal tank hits then I'm triple checking incoming damage and trying to lifesteal suitably to end up under 25% HP for next turn. Pathfinder was more simple.
Compared to my expectations, I was very surprised to find that the Focus mechanic was mostly just a back-up plan as Pathfinder. Dupe/draw/energy mechanics and Onslaught are the big deal.