Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
One is Summation, where it adds up all your die rolls on a page to determine if you block it or not.
The other is Individual, where each die of the attack is separately aimed at a die on the target combat page.
My notes say that the Fifth bullet is a 13-13 single die summation, and it inflicts a stupidly high burn if it lands.
The problem with this phase is that you need to simultaneously keep your hand full of cards, your light levels high, and keep using strong die to protect yourself from both the mass attacks and her offhand shots.
Observe/Binding Arms is a nice combo to have on Yesod's floor. I like this combo on Emma, with the passives Puppet Skeleton and Singular Strike, to make an absolute ranged destroying monster. Salvador and a Puppet page 2 are also good picks, because no matter the phase, stagger boosting skills are appreciated.
Highlander decks work pretty well here too, as it gives you enough time to get your hand up to a permanent eight cards, as the moment you put it away, it's back again.
One thing you have to keep in mind is that with the emotion updates, we now have two sub deck flavors. Decks which are optimize for prolong boss fights and decks which are geared towards regular receptions.
In receptions, you can rely on certain stuff like Full Stop passives for huge boost during the start while building up emotion to refill light. This leads to burst tactics where you burst down the dmg potential of enemies by focusing them one by one.
However in boss fights, you have to rely more on cards to provide the hand and light regen. Its more about sustainability than burst. Although i guess with the changes where each stage will heal your nuggets, it has gotten way easier. I seem to end these boss fights with more health on my Shi nuggets.
In any case, for boss fights you want to keep up the debuffs if facing single enemy along with making sure you have a decent hand size so you can pick which cards to use for the given situation.
Emma will grant the bonus based on the original cost, so Binding Arms becomes a cheap hard counter to ranged attacks. Also fun to use High Kick on.