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2. AOE as much as you can.
First of all doesn't matter much which head you choose as (and the OP mentioned it) one will be taunting right from the start, and another will be taunting soon after. I've found it to be almost a non-choice.
As for AOEs I guess it depends on which one you're using (like the melee spinning slash or whatever, if it's upgraded to apply bleed, is very strong) but most AOEs do kind of low damage and it will heal through it.
Hydra's gimmick seems to be AOE poison so having a couple of dispels on the healer as well as at least one on the tank is probably smart. Since everything else it does is blockable, and it spreads a lot of damage around, AOE blocks and shields (which turn into blocks) are always nice. And bring a couple of each of the spells that provide resistances (AOEs if possible) for good measure. All these things are universally good to have so it's not like you're just building for a boss, they will help you in every fight.
Anyway, personally I have never lost to the hydra using AOE shields/blocks, picking the tank head first (not at all necessary but since it taunts a lot I want to kill it first anyway) and just focusing them each down one by one. Eventually the main head might resurrect one of them but it will have lower HPs and won't have the poison aura so it's not a big deal.
The hydra bosses have various immunities and focus on taunting and diving in and out so they can focus on healing. So what you really want is high burst damage. You want to slaughter one of the hydra heads (doesn’t matter who as they’re all taunting except the healer) as quick as possible. This will help break up their cycle synergy and give you a turn when none of them are taunted to target whoever. Fire damage and/or bleed damage is probably the best at dealing with all of them, and having AoE elemental resistances (such as the upgrade that also gives the party powerful) will help deal with all the lightning damage while dispels can remove poison. Buffers can kinda help as well.
It absolutely matters which head you pick.
ha
I love to AOE them specifically because of the taunt. 1-2 rounding this boss in low Madness is extremely doable. Hell, Thuls can almost 1 shot this boss by himself in the first round on Madness 0.
Alternatively, Going here after the fire act gives some some counters. There’s the lava crystal which dispels water, a good amount of fire weapons and even a good amount of resources hidden there for just gaining a ton of resistance
That or have enough burst damage to kill a head.
Hydras, much like all else, tons of dispels and the tank only tanks and be patient.
And prioritise fast/speed, mages's first job.
Even when trying various combos since i stack up on making people good at one thing i havent managed to lose yet on madness 0. It seems to me that as long as you can just reasonably kill them in a low time and have a good healer and tank there isnt much of an issue.
Also you aren't forced to fight it anymore since the update right? So not really an issue.
It all depends on whether your team can handle the boss there or not. Go to the area that has better loot or that is easier for your team. And if you really want to go see the hydra, then do it first as it'll be weaker than if you go there last.
The text dialogue tells you. Even that much was added this year, there used to be no clue in the fight dialogue at all.
Even disregarding what bonuses you get for picking each head, bear in mind your party's targeting style. For example if you have a lot of "front" targeting cards, which are strong for the cost, then you absolutely care which head you pick because that's the one you're most likely to burst down first. Bring cards that inspire (a healer with a blue anthem of hope is a personal favorite) and have some cards that can energize, like the mage's replenishment or mana surge, so your big bursty damage dealers cycle faster and hit harder.
This fight definitely tests your endurance and your ability to seize an opportunity. All you really have to do is get one head down and it gets dramatically easier. Just be sure to ignore Scorn, the back head. I don't recall seeing him use that ultra heal on any other head, so if you leave him at full health while you burn down the other three, he'll waste turns healing nothing.
Just keep looking for ways to increase your party's overall efficiency with fewer cards; the hydra is a good benchmark to measure your party's overall power, so beating it without casualties is a good sign.