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After looking over it, Defenders aren't that common of a class to begin with. Most of them don't show up until act 3. And the only one you naturally find is Sir Pelleas in Act one, who is Rightful morality.
I know it feels like a Taunting Defender seems like the expected outcome, but it seems that is more of the exception than the rule.
Kinda useless to have a tank that can't draw aggro. Never played a game where they couldn't. Makes Sir Kay useless as he cannot get into melee range or he is instantly surrounded and hit 5 times while the tank is ignored.
Mordred's character sheet says he is a Tank, but that is a lie. He is a Warlock. Using his Hex, and Thunder to peel off enemies Armor at range, sniping Archers, and positioning in the front to draw aggro.
The game has done some missteps when it comes to framing and managing players expectations. So your feelings are valid and shared by many.
I've done missions without a defender, using a Champion(s) as front line. You have to adjust your tactics accordingly knowing that while you need them in melee, you can't let them get swarmed either. Try a mission with that outlook and see what you come up with.
What Mordred is really good at is bashing someone, standing over them, and killing them.
Mordred is also good at Stun - which can be used effectively late game - coupled with Death Hex. Chain Lightning coupled with a fire/ice spell will take out the archers - especially if they're burning.
Lots of good points being made. I think you'll find that Mordred is Mordred. He's impossible-to-kill Mordred. He's Jack-of-all-trades Mordred. Mordred is the cleaner.
Keep in mind that opponents will rarely, if ever, disengage.
Engage two or three opponents with Mordred, and, after they're locked in melee, use Kay to move around them (if you can, give him some bonus movement from equipment), backstab (death strike backstabs tend to kill the opponent pretty damn quickly) and retreat (one square should be enough, and moving behind them doesn't draw an OA) while Mordred tanks them.
I had no problem keeping him alive, even at low level.
Also, I found that waiting for the enemy melee units to close the distance, maybe slowing some of them (usually either the most damaging ones or the farthest ones) with traps/spells helps quite a bit, as you can usually kill at least a couple per turn before the rest of them closes in.
This at low level. At level 15+, champions are pretty survivable on their own and can tank their fair share of attacks.
I never had enemies disengage from me on roguelite, but on very hard the AI seems different.
Enemy archers in melee range will take the attack of opportunity to disengage, maneuver behind you and backstab you.
Bosses will also turn around and walk away from mordred if they can reach a squishier character, abilities like slow or chill or shock or stun become very important to manage aggro
Mordred charge, mordred hex, overwatch or cleave XD
Taunt is helpful, sure, but what Mordred gets instead is way more useful if you use it properly. With shield charge, stun and shock you should never really be in a position where enemies have a choice to attack anyone but Mordred. Even on very hard where enemies will disengage and go for the squishies if they can, you should absolutely be able to prevent them from ignoring your tank.
This is not true at all. When you are way outnumbered there is no avoiding it. Tanks need taunts. RPG 101.
Feel free to provide more details as how you can prevent enemies from engaging a melee champion. Mordred does not have a single ability to help with this. With only two consumable slots, you really can't afford to not take pots.
When you get to levels 10+ and have to fight 4 vs 20, there is simply no way to get a melee champ where he can do significant DPS and not get focused and surrounded by multiple enemies.
Mordred a hard-charging tanky warlock. You can bring along a pure tank if necessary.
If you're outnumbered, use Mordred and your mages/sages for crowd control. Most of the time, you can control the speed of engagement.
Positioning works. Enemies will not run past Mordred if it will envoke an attack of opportunity - most of the time.
I played Kay too. Total badass champion. Death Strike and Kick are very useful.
I prevented enemies from engaging Kay (because you're right - they do like champions) by cutting large swaths into the enemy ranks and leaving no one around him to both approach and attack. Kay just needs a little jumpstart and most enemies can't stand against him. If Kay doesn't kill that last enemy within range, then my other characters will perform clean up. If an enemy does start the turn with Kay - I can choose to Kick them away - for example, with a Fogbringer - or just start the round with them - especially if I can line up 3 enemies for Earth Shaker.
Let's say there are a lot of enemies. Not all of them can get to you round one. Cast Slow on 3. Cast Ice Thorns on 4. Cast Fire Drake on 3. Cast Ice Wall. Freeze, knock down, stun, or deceive 1-3 enemies per turn. Let Kay and Mordred go to work. No tanks with taunts needed.
If you truly are about to get swarmed, get away. Teleport, Shield Bash, and run. Then cast crowd control spells. Buy yourself that crucial turn.