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Identity V - Introduction and Strategy of Barmaid

2024-09-04 17:36:06

Assist Type: This type of Survivor excels at assisting Teammates in various ways to help the Team gain an advantage.

Contain Type: This type of Survivor excels at escaping from Hunters or delaying Hunters’ pursuit to help the Team gain an advantage.

 

1.Skills Introduction

(1)External Trait: Dovlin

Carries a wine barrel around to mix Strong Dovlin. Cannot mix or use Dovlin while in the Tide Turner status.

Strong Dovlin

Strong Doulin can be drank when the Barmaid or Teammates are injured, but they will become Tipsy and their Fear will be reduced

Note:After 20 seconds, the health will be fully restored, but receiving damage equal to or greater than a normal attack during this time will interrupt the healing process.

D.U.P.H.R.I.N

The Barmaid carries l bottle(s)of Dovlin Base on her. After drinking it, the stimulation of Doulin Base increases the drinker's movement speed by 50% for 2 second(s).

Note: Dovlin Base is highly stimulating, so the Barmaid cannot drink it when injured. Additionally, the Dovlin Base cannot be shared with teammates. The increase in fear caused by mixing drinks or drinking Dovlin Base is not considered as being injured, thus it does not trigger effects like panic, deterioration, hunting instinct, or cowardice.

Prohibition

Warning: Demi Bourbon's Mixes can't be serued to underage customers.(The Mind's Eye, the Coordinator, the "Little Girl,” and the Cheerleader will not be able to consume Strong Doulin.)

 

(2)External Trait:Mixing

When the Barmaid is injured, the time required for mixing drinks is increased to 10 second(s) due to fatique. The Barmaid starts with l bottle(s) of Strong Dovlin. l extrabottle(s) of Strong Doulin can be mixed per match, but only 1 bottle(s) can be carried at any time. Doulin Base cannot be mixed in the manor.

Note:When the Barmaid mixes drinks, they will instantly increase fear by a quarter due to energy loss. At the same time, they will receive a bottle of Strong Doulin and enter the Tipsy state to reduce fear.

 

 

(3)External Trait:Tipsy

After recouering from being Tipsy, Survivor's Fear will decrease,Drinking Strong Doulin will cause Survivors to become Tipsy for 19 second(s), after which their Fear will decrease by half. If a Tipsy Survivor is struck by an attack that deals damage greater than or equal to a normal attack, an overwhelming sense of fear will cause them to sober up immediately, removing the Tipsy status and its effects.

 

(4)External Trait:Hangover

Whenever the Barmaid or other Survivors become Tipsy, their maximum Decoding Speed will permanently decrease by 5%. This effect stacks up to 2 times.

 

2.Recommended Teammates:

(1) Seer

While the Barmaid is in the Tipsy state with a skill cooldown, they can utilize the Seer's owl to relocate or ensure recovery of their status. If the owl is still present after health recovery, there is a 3-4 second window to mix a new bottle of Strong Dovlin on the spot, extending the control time.

 

(2)Mercenary

The Mercenary plays a stabilizing role in rescuing team members. The "Last Effort" mechanism can ensure stable rescues, and the wristband can safeguard their own safety while also preventing interception by the Hunter.

 

(3)Antiquarian

When the Barmaid controls the Hunter near the Antiquarianr, the Antiquarian can assist the Barmaid in controlling the Hunter, ensuring the Barmaid can steadily regain health.

 

(4)Prospector

Similar to the Antiquarian, when the Barmaid controls the Hunter nearby, the Prospector can control the Hunter, ensuring the Barmaid regains health.

 

(5) Cheerleader

Provides the Barmaid with a speed boost, allowing them to recover health more effectively.

 

3.Practical Tips

(1) Make good use of the Barmaid's skills to provide speed support for teammates or to ensure escape speed for yourself during critical moments.

(2) Using Dovlin Base in the pallet/window areas can increase the success rate in dealing with the Hunter.

(3) During the match, the Barmaid can actively seek out teammates to provide them with Strong Dovlin,enhancing the team's overall mobility.

(4) When being chased by the Hunter, use Dovlin strategically to control the Hunter and buy decoding time for teammates.

(5) When rescuing an injured teammate, you can send your location to signal them to come to you for a dose of Strong Dovlin to recover. After rescuing a teammate from a chaired state, consider giving them a bottle of Strong Dovlin as needed until the Tipsy state ends, providing them with opportunities to recover health and disrupting the Hunter's chase rhythm.

(6) When the cipher machine progress is sufficient, pass the Strong Dovlin to a teammate about to be eliminated and assist them as needed. If the cipher machine progress is insufficient and the teammate about to be eliminated has poor self-preservation abilities, consider passing the Strong Dovlin to other injured teammates, especially to survivors like the Mercenary, Enchanteress, who have rescue abilities but longer healing times. This ensures operational space for the team's overall condition in the later stages and does not delay the decoding progress due to long healing times.

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