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My best party is merlin, Balin, Mordred, and gwen
My dream team for the finished christian/tyrant run turned out to be...
Galahad - His 'Divine Favour' buff gives 2ap, 15% damage, and some armour, party-wide, and across the whole map. Hard to beat as an opener. His Guard ability was invaluable during endgame. The fact that he can get his main attack down to 2ap, with culling strike on there, makes him a very efficient finisher against those high hp enemies, even when his shield charge is not an option. Add to that a melee stun, a ranged fire attack, and the immune-to-stun essence, and this guy comes out as pure reliable.
Balin - everyone knows how good vanguards are, and the only reason I choose Balin over Tegyr is because I gave him the gain 1AP on kill essence. Also, as a righteous fellow Tegyr loses 1 loyalty if he goes on a misson with the 'wicked' Red Knight.
Red Knight - okay so I decided to avoid using Mordred after the campaign just because I could. Mordred's Stigma and Lightning Stun are both very useful. Red Knight has two good knockdowns apart from shield charge - kick, which also reduces AP, and throwing axe, which has nice range and which bleeds. His bleed is only really useful as a set-up for attacks that do more against bleeding enemies, but this can be significant for a vanguard. He also has a ranged taunt which knocks 2ap off enemies. It's debatable whether he's more useful than Mordred. Knockdowns are no good against Fomorians, but in endgame Mordred's stun is rarely getting even half a turn off enemies anyway. Red Knight also gets the assassinate passive, which means his damage can scale that little bit higher mid-battle.
Dindraine - I would probably go with Damas here if I hadn't given her the armour-breaking essence, as his Crippling Shot is certainly useful with it's knockback - a good set-up for gas bomb too. But that armour-breaking is too nice as a set-up for Balin's backstabs.
This team is all about board control, selecting targets to eliminate and then ending the turn in a good position with only the defenders potentially open to attack. It was good for avoiding injuries, and it was very fun to play, especially during the campaign when those culling-strike shield charges really could escalate, and mop up the field in a single turn.
I'm currently running 24-25 level Endgame and my main team composition looks like this:
Mordred - tanking the world while dishing out cc and passive punishment with Defender's unique essence shards item. Chan Lightning on 4 with shocked + the usual Lightning Strike with a Stun combined with a +1 AP/new enemy hit/round makes his action economy work most of the time. And yeah, an armor rune that lets you face the attacker each time is a must while physical resistance lets you counter Slaughterer's Knockdowd - about the only thing that can mess Mordred up.
Faerie Knigh - this melee Arcanist can really wreck havok with his 4-charge shield, amazing dodge % and Teleport. Combining Culling Hits with Outnumbered and a free attack on a kill while having 2-squares reach from the arcanist's talent makes him a great assassin who can kill the enemy baclkine, survive some punishment and Teleport + Stealth back.
Merlin - the key figure in my party's comp as he has Illusions that can distract enemies and collect shards, Teleport for "oh damn" situations, Mind for to waste some of the enemies' actions and a lot of Fire damage + nasty ravens. His passive that lets you reduce the skills' cooldown if 3+ skills are already on CD allows one to use 2-3 illusions per turn no sweat and reduces the dragon's breath actual cooldown to 2-3 turns instead of 5.
Dindraine/Kay/Tristan - 4th spot is a flex pick. Kay is good for his Culling Hits AoEs and stacking per kill damage to deal with the Lost. Dindraine's AoE + conditions skillset allows her to handle Picts and Cursed Vassals well, although she is fine against the Fomorians, too. Tristan is a mobile high-single-target-damage assassin who excels against the Fomorians as long as he can stay hidden after every offensive turn.
It may not be the most optimal composition, but that's what works for me :)
1 - Super Sayan XXX... aka Kay (1ap kick ftw)
2 - Super Sayan III... aka any champion with rage, not named Kay
3 - BBQ Merlin (fire damage optimized)
...
...
7 - Faerie Knight
8 - Lancelot
9 - Boudicea
10 - Any other Vanguard
So what you do is pick one of the top 3 units or two from the bottom 3 (7-10) and the rest of the team is support.
Sages with inspire are optimal support or anyone with inspire like Lancelot. Boudicea can also replace Lancelot since she has encouragement.
Why Faerie Knight over Lancelot? Two reasons. First and most important, his basic attack is 3AP vs Lancelot at 4AP. This is huge. Second, he has built in teleport allowing you to use that accessory slot for something else. Lancelot would need the TP accessory to be as effective and even then, im not sure he is. Yes Lancelot has Inspire but thats a one time AP boost and its a net loss of AP for him to use it (no free use unlike Sages).
The reason this accessory slot is important is because there is a very early game accessory called the "Wormfang Stone" that grants a 1AP attack called "Bone Ring" and it uses the same slot as the TP accessory. Many players probably ignore this accessory but its probably the 2nd best accessory in the game. Reason is... 1AP attack and it can be had very early (though not as useful till you can hit harder).
Therefore, Fearie Knight can use this neat 1AP attack accessory and still be able to TP for optimal positioning. This along with stacking AP on kill and only 3AP per attack, allows the Faerie Knight to do what Kay does, regenerate AP infinitely and stack damage, though not nearly as well. Lancelot might be able to do this if you get the other teleport accessory (tp to nearest enemy on kill), but that doesnt come till late in the game and Lance still lacks easy ways to kill from long distance (though he does have a short/mid range ice spikes). Long range is useful to trigger Killing Spree against targets that cant be one-shoted. Mr Faerie can blast archers from distance for a free killing spree trigger and he has other useful offensive tools. Still nothing like the raging lunatic champions or Merlin but not bad.
Last I prefer Boudicea over other vanguards just for the encouragement ability. Its not much but its something at least. Trap vanguards are very useful if you want a dueler on your team. They are the best duelers once you get the bear trap to 1AP.
Me too. By the way, you have a way with words, MJ. It's always better to finesse it. Certainly more fun.
I like a lot of the knights. Here is a good Faerie Knight build:
https://steamcommunity.com/sharedfiles/filedetails/?id=2832854728
With the Staff of Channeling and the Stone of Fal, you can cast Force Bolt for 3 AP as well. You can cast Slow on a 3x3 grid, teleport behind them, surprise and backstab them for tons of bonus damage. You get 1 AP for each kill as well. And the Faerie Knight can take 4 hits from Ice Shield and 2 hits from Magical Armor. The Faerie Knight is definitely a multi-class arcane knight.
Post a screenshot of the relic you're talking about if it's easy.
For a champion, there is a relic called The Wild One's Head (level 10):
https://steamcommunity.com/sharedfiles/filedetails/?id=2828633881
The screenshot if from a member named rusty-agm who recommended it. I found it at the Hunt of the Damned (level 14). Your champion will pulse 50% of his current damage to all enemies every time 10 spells are cast. It's a great mid-game to late game relic.
There is also a ring called The Philospher's Stone (level 10) that will reduce the cost of all skills by one. I found it at The Return of the King (level 13). Think about what you can do with that relic:
https://steamcommunity.com/sharedfiles/filedetails/?id=2841807390
However, I don't like to rely on the chest-drop relics. Yes, like Merlin's wild magic staff of the apocalypse, they are awesome. But they are also rare. Of course, it's always better to be lucky than smart. If you see one, covet it with extreme prejudice - like Gollum and his P-r-e-c-i-o-u-s. I hear people talk about playing to the strong relics. It's not a bad idea. In general though, it's better to rely on the Merchant, Enchanted Tower, and Soul Merchant items - and then augment your party with that rare chest-drop relic.
The Faerie Knight is like Guinevere and Boudicea. They are great static damage dealers. Very helpful.
Power in this game mainly comes from four variables:
1.) Exponential damage growth - champions
2.) Expedited cooldowns - sages, skills
3.) AP per turn - champions and sages combined, plus items
4.) AP regeneration - skills, kills, and items
The thing is you can't just maximize one variable. There are always trade-offs. The power comes from the combination of variables.
It's also important to distinguish between what is fun and what is objective. Personally, when I talk about party composition, I talk about it objectively. I'm not looking to diminish anyone's fun or sh!t on anyone's favorite knight. There are lots of fun, effective strategies. But certain knights are superior, certain classes are superior, and certain parties are superior.
Since I've been here, I think I've heard every single knight mentioned in someone's A-Team. That's the sign of a great game.
That philosopher stone sounds ridiculous. I havent seen that one.
The one im talking about is https://imgur.com/a/voWZTMe
Its actually not all that useful early on when you cant do much damage. But later, once you stack damage, its gets really good.
But now in Endgame, with those extra items from Soulvendor its like a walk in the park :)
thanks for this too. maybe you should make it into a guide if you haven't yet.
'Kay' is the best champion
the two sages are excellent
On the other hand from my experience Merlin is much more mighty than morgan.
with the famous T5 axe on Kay
Merlin only needs 2 items:
Staff +12 damage burn & +2 turn burning
The Artifact +9 damage burn & +3 turn burning
Result: (at first sight because it's insane the damage it does)
dragon breath the dot (between 800 and 850 damage)
the fireball (500 and 550 damage)
and that without buff and necessarily you buff kay and merlin with the sages...
Basically first round 5 dead enemies 3 from the fireball and 2 breath (not always easy to find more than 3 big enemies aligned)
But where it gets absurd is in the second round if there is one.
So with the buffs of the sages, the dot of the fireball easily rises to 1750 damage that of the breath even higher (but the artifact increases the cd of fire spells by 1 turn so not necessarily available on turn 2)
The only problem is to freeze the enemies with blocking if not the dot of the fireball can fail or place merlin back to the mobs (but with the two sages easy).
enemies who dodge the first attack are always a problem (but for everyone).
Dragon's Breath cannot be blocked and/or dodged.
and the funny thing is that it's the champion who is buffed with these deaths
of fire dot... so it is super operational if there is a problem...
Generally the only thing to predict is that the champion will automatically teleport after the 5 deaths of the fire dot and necessarily watch when the wild magic will start.
the worst part is that sometimes I don't even play the champion... I prefer to refresh the cds of merlin and sages but in case he is there and in overpowered mode with like between 25 and 30 pa if there is a problem .
Note:
even without the Merlin artifact is viable but it will not kill everything you will have to finish some enemies with kay or guenièvre (allows you to place one more inspire).
From there to say that Morgane is clearly superior to Merlin I do not agree, even with Merlin and a not completely optimized stuff it is then equivalent to Morgane.
I would even say better the fire dots are always there the next turn unlike the curses that disappear...
the innate teleportation in skill is really very powerful.
It's not for nothing that Guinevere is doing so well and so Merlin and the Fairy Knight.
the champion draws his pin from the game because there are many objects allowing him to teleport after a death.
The teleportation ring is nice but it's a use, it helps out but isn't as versatile as you might think.
Completely optimized Merlin surpasses Morgana by far.
It's not my mother tongue, sorry if I'm expressing myself badly.
The alternative to purely offensive Champion is defensive Champion (any with Defensive Stance basically), but it takes way longer to build one so you will end up with Rage, Cleave and damage per kill items anyway until you unlock all you need for making Defensive Stance (you'll need Avenger, Overdrive, Hardened Armour, Active Defense, Glory Kill, etc.) and items that boost damage per damage taken.
In fact Merlin kills 5 people before everyone has really played. Merlin has 12 starting AP.
1-Dragon's Breath (2 potentially dead)
2-Fireballs (3 dead potentially)
3-A teleportation in case the angle, the positioning is not optimal.
4-Sage 1 buff 30% damage
5-Sage 2 buff 30% damage
6-Ice spear before or after (depends to help Merlin or in anticipation of a Guinevere kill)
7-Guinevere Teleporter
8-Guinevere blindness
=> 8 spells => 5 dead 2 control => kay in position on a mob and buffed by 5 kills.
=> Guinevere in position also for a kill
*the champion and the sages have more ap than at the start of the turn +5 ap
1-Guinevere inspires
2-Isolde Ice Spear
3-isolde inspires
4-Guinevere buff 30% +kill a mob
5-guenièvre teleports + kill a mob
6- Guinevere inspired (see build kbiz almost the same items as him except a different ring +8 weapon damage)
7-merlin fireball 3 targets (has its 6 ap and some movement pa)
8- Isolde Ice Spear
=>results kay has still not been used (except large map with enemies 10 squares away or more) he has: 5 + 3 = 8 buff kills
sages can still control the last followers or temporize to pick up shards or kill an arrow.
finally here is Merlin really over powerful I managed in turn 2 to make 2840 with breath of fire.
note:
ideally, we do 2 kills with Guinevere with a 30% damage buff and reroll inspire.
Isolde made 4/5 ice spears so 4/5 cc to help kill or control
if spells are missing, the shield remains at 2ap (option send kay to regen the sages' ap sometimes when the enemies are super spaced on the map).
the wild magic buff determines the cycle to be performed because depending on the encounter there are not necessarily always 8 spells to cast.
You have to pace the fights around the wild magic buff, which makes the fights more fun because you have to adapt.
On the other hand, do not cast a fire spell on the last spell to trigger wild magic because sometimes it works and sometimes not, so avoid any disappointment.
it's not my mother tongue sorry if it's not always clear.
I may replace Kay with Faerie Knight. I just don't know if he can bring near the same kind of damage. Kay is just too squishy. Plus he gets a moral penalty with any vitality damage. I can deal with vitality loss, just not stacking moral penalties.