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As for recommendations and tips,
Warden and Oracle archetypes are the worst archetype to run fighting Dyna, the dragon.
Use traveler or raider cards.
Traveler - Head hunt, Bombing jump, Boomerang, Axespin, Aerial Ace with Quiet Flutter, maybe Pounce if you got jettison.
Raider - Any card that does above 4 damage, fireball, cross, water sprout
Be aware of junk cards, if you see a card that is in your hand but has not been played for multiple turns, remove that card from your deck. Main offenders are erase if you are fighting against a boss, mercy, life swap, cards that require you to be in melee range like denying palm, fury swipes, etc.
Also, always be sure to at play enough cards for you to draw a new card each turn, unless you want to keep your hand. Sometimes, it is necessary to cast cards at nothing to get a better card, instead of letting cards clutter your hand.
I would advise using Shuriken, Hand Sleight and Quick Jump (which requires 2 traveller runes) to streamline gathering the combo. Essentially you can go infinite the moment you have enough copies of mourning in hand.
If you have enough rune slots and Adrenaline and Flash, these two cards reduce the tedium of the combo. A single copy of Brief Respite allows you to full heal after every combat, in case you encounter retaliation enemies and Quiet Flutter is useful for when you need to stealth through Immunity, or can be used for more AP with Quick Jump & Jettison.
As mentioned, this combo does give you infinite AP, but is tedious - I personally included wound cards in my deck to increase the potency of Shuriken and basic attacks, but you can basically use whatever you want.
Hey! Fressato here, Lead Designer.
I just wanted to make a quick note. It's clear that the Mourning, Jettison, and Seek combo is quite powerful, and it sounds like it has made the game quite easy for you. And we do plan to nerf Mourning in a later patch, but we're currently prioritizing fixing major bugs and crashes to ensure the game runs smoothly. I hope that despite the broken combo, you've still been able to enjoy the game.
In the first phase, Dyna summons a warlock at either side. You can check the spawn locations by examining her during the phase. Pick your position.
You don't need to worry about warlocks spawned in the opposite. Their hex grenade deal no damage. Reduced HP gets restored once the hex ends while you can cast most spells during the effect. In other words, no need to waste your AP for evading every hex grenade. Just make sure killing every warlock in your zone before they summon golems.
The golems summoned in the opposite are also largely ignorable. Due to their slow movement, It takes like forever to reach you. By the time they get close, the chances is that their masters will get slain by Dyna's glacier attacks.
Dyna's Ultimate can be easily avoided by standing next to the pillars. Pillars are placed in the both wings. So you see the picture here. Things get only compromised when you get frustrated by the mobs and try to take down everything, try to avoid every hex. Just stay in your zone, and make sure bringing enough firepower to deal with Dyna.
https://steamuserimages-a.akamaihd.net/ugc/2055373724705434054/837A4C67804037E59B3FC5588A8751D2423824F1/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
granted I set this all up before activating the refight but you could easily drop 3 to 4 angels a turn if you grab some AP increases and you can also drop two or three before the fight starts. only like 6 or 7 angels can hit her at any given time anyway. the rest stood around and did nothing.
lol that's crazy. But yeah, even for Raider and Traveler, light dd cards are ineffective against her self recovering unless Wounds is applied. In backwards, nuking with strong dds can dish her out really quick and easy.
Or I somehow bugged out her healing, I don't know.
as the miasma levels go up the fights change slightly