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Just about everything works in lower difficulties, but on apex probably like
Aurora, Tara, Carrion. carrion scales too slowly if he has no help and there is no survivability without lucking into cards that help you do that
Bjorn Tara ragnarock Is probably pretty bad. No synergy at all, tara and ragnarock have terrible starter decks and you would have to constantly move people around to hit one enemy for meaningful damage.
Edit: oops I meant misty not Tara. Misty’s starter deck is by far the worst one in the game. She is an absolutely fine character with a sick card pool and the ability to work in a bunch of comps, but dealing with a trash starter deck in apex in the early game is super rough if the other characters arnt decently powerful or supportive in the early game.
Angorn kept feeding haste, Thoram kept filling decks with 0 cost buffs (with artifact that added shield per generated card), while drakkaw got stacks on stacks of hex to melt away enemies. Angorn heals when necessary, Thoram shield wipes when necessary, and drakkaw just be a good bird and do hexing
There are many artifacts which fits her well. It doesn't have to be anything specific. Those that gives consistent crit damage, those that scale off of power, the one that doubles vulnerability damage, or increases crit damage. They are sort of end game, I guess. Except the one that crits on poisoned targets. The one that crits no matter what, but gives a few maluses can easily be countered with taunts from Shinzo and healing from Angorn.
Get her the windsplitter heirloom as soon as possible. Depending on the fight and enemy you'll need to gear up a tiny bit on apex, before you can take on shard battles... but do them before turn 5 if possible. Even with her default deck, she'll start to OTK normal enemies with that heirloom.
Artifacts to look out for in the start for her are the AP reducing ones. The ones that adds crit damage on the first hit, and the ones that gives might. Even 1 might is a good help for the Obsidian Arrows making it do 5 instead of 4 damage (without any of the other modifiers). Quick Draw+ is her strongest ability and an instapick unless you already have 3 and with the exception of getting the first multishot, first venomtip arrow, or a volley of arrows (if you don't have multishot). Running too thick a deck makes it a tad too inconsistent. Try to keep yourself to 9 skills. Enchanced Quiver looks really good on paper, but it's a bit of a trap as it worsens your Multishot/Volley Of Arrows when drawn and doesn't do much on the turn it was cast, unless you hasten her up with Angorn. Why not just kill all the enemies instead?
Her offensive abilities are of course only one part of the equation. Sometimes when you are unlucky it takes forever, to get any of the good skills and or artifacts.
Shinzo has resilience for days and the only heirloom of his which you should concern yourself about, lets him crit with backlash. You can get artifacts at the start of the game which gives him further resilience whenever he casts a nature/arcane ability (which are his two elements). The templar Oxblade which is a green rarity artifact pops up a lot in Anador (forest area) and gives him even more backlash, when he casts nature cards. Aghar's Dominion which is a blue rarity artifact is also easy to get there, which gives him a flat +3 backlash. What all of this means is that Shinzo and Angorn are sorted out pretty early in the game. Angorn just needs a few better regen abilities like Spirit Cocoon and Cleansing Touch to really pop. One is green the other is of blue rarity. Everything else besides those and Spore Burst+ is just the cherry on top. All of his heirlooms are good in any of his builds in my opinion and experience.
Why is this powerful? Because it allows you to utterly fail in your RNG. Campfires and the inns of the different capitals doesn't heal much on apex difficulty. Rather they are mostly a waste of time/threat and money. You can be down to barely any HP from a tough fight and heal up the entire team in another easier fight. Paths are often blocked by normal fights it's just a matter of planning. Shinzo can taunt and take the damage with the help of Angorn, while Angorn also heals them all up.
The game needs more healers or at least some changes to Celeste. Every time I play Celeste as a healer, I'm reminded of how much better Angorn would have been. I think the devs might have had the wrong idea about regen. It is better than healing and shielding and not the other way around. Regen is like shielding that stacks, stays, and doesn't decay unless used and even then it only uses the neccesary amount needed to heal.
How lousy is it that Celeste probably won't be shielding the tank with her passive (as it most likely has the most HP)... and the counter intuitive notion of needing to attack the enemies for it to even do anything. Would have made a lot more sense to make her life leech focused or something. Should attacking to increase the defense be the idea behind her. Even then it doesn't seem that good. Many of her heals are also dependent on the recipient having spirit... which most of her abilties only applies to herself.
Hmm. Why not have her passive effectively be a weaker Spirit Halo seeing how many of her defensive abilities entirely depend on that to be effective? Have it give 1 spirit to all allies or in an area and an heirloom to double that value to 2. It'd still not be super good, but she'd at least be a bit functional. She's probably also not the first in line to get the offensive artifacts on a team. Her damaging abilities effectively only serves to trigger shock damage, which is kind of stupid when all the multistriking characters does that much better. Triggering a shabby amount of shock is worse than applying doubling the shock amount for the multistrikers. Damage is a large aspect of her character which is almost entirely useless. Same can be said about all the stuff that adds faith seeing how her passive is almost entirely uselss. Sure you can use a lot of card draw and AP to almost do something by consuming the faith... where other characters instead could have secured a kill or at least severely hurt the boss.
Where she "shines" is if you forget about her as a healer altogether and just focus on stacking shock while casting a shielding ability or two in a pinch. Ragnarok is a better "healer" in how much damage his minions shields your team from taking. Same can be said about Carrion. He even applies a lot of leech to better heal your team. I like the idea behind Celeste, she should just have been more focused on applying shock, shield, and healing. Not trying to get more faith to fuel her more powerful abilities for later or doing miniscule amounts of damage.
Yeah. I don't think he managed to do more than single digit damage to me, which was immediately healed up with regen in my last run with that comp. If we are talking about the last boss.
The green forest boss is a little annoying as it gets stasis once you destroy the cocoons or whatever they are.
I have Cleaned the +50% xp difficulty (can't remember the name of all the difficulties lol) as of now with that comp and i only bought the game 3 days ago.
But i wanted to try a double DPS comp with Misty because she has a bit of sustain, alas i'm struggling to find a good comp for higher difficulties with double DPS.
Ok thanks i'll try it, i hope enemies with light resistance aren't too harsh on that comp, especially now that i play on Apex difficulty, i have already been "struggling" to kill quickly because i had a too synergistic team and all enemies had Nature resistances against my poisons.
So, with Angorn as the anchor, my favorite teams tend to look like this:
Angorn/Tara/Thoram
Angorn/Mozebus/Lazaar
Angorn/Maverick/Thoram
Angorn/Maverick/Lazaar
Angorn/Misty/Lazaar
Angorn/Misty/Thoram
Angorn/Milady/Thoram
Angorn/Milady/Lazaar
...occasionally swapping out the rightmost hero for a tank or off-tank. I like Lazaar for multihit carries (and Moz), due to how he has multiple ways of giving Might (and card draw with his ult!). But, it's hard to beat Angorn/Tara/Thoram for sheer efficiency, though. Shared Nature and Elemental synergies keeps Combo effects usable, and both Angorn and Thoram can keep Tara chaining ultimate after ultimate while keeping everyone safe with heals, shields, and minions.
Agreeing with this, just as I am about to complete my first Apex run. It feels like any party which does not have Angorn in the centre will be a 'slightly harder mode'. Which is in some ways okay, since it will be nice to use different heroes to up the challenge. I enjoyed doing essentially the same with Slay the Spire / Downfall, where some of the heroes / anti-heroes were decidedly more challenging to use.
My preferred party config, for speed and simplicity rather than "optimal", is to have Angorn for shielding, regeneration and ideally, also immunity, blinding and poison. Add in one high direct-damage dealer, and add in a high damage-over-time (DOT) dealer. Without a tank, there are some riskier combats, but the high damage output is feels fun.