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May I ask what kind of comp are you running? I did Stygian Grand Slam with PD-HWM-Flag-MaA recently. Flag's acid rain and PD's plague grenade can both stack dot on the General and hit the roots concurrently, which basically removes the main gimmick of the fight altogether
Dreaming General is literally just "hit the back root twice a turn," if you can hit rank four it doesn't get much easier
I actually didn't know that
Leviathan and Harvest Child are generally considered the hardest, while General is a total joke as long as you know the fight.
When you can hit back rank twice *and* deal obscene amounts of damage and DoT fast - yeah, sure - go kill your General, no problem. If it's a control team specialized in weakening, also great - go kill him. Otherwise Walking Dead is a really, really dangerous and unpredictable skill.
Also the key to this fight, most of the time, is not to spam back rank attack like a dummy, bur to balance out creeping wines so that no one will get hit twice (with defends), while at the same time hitting back rank as less times as possible (two times each turn is usually too much). Worst case, eating one Nightmare is preferable to getting obliterated by Walking Dead crit to DD + bleed on top. That's a death sentence.
Sleeping General is hard to control because of unpredictable turn order. Sometimes you can afford to hit back rank twice, sometimes you can't. But again, you only really see it when you fight him long enough. Which you only do with teams who take it slow.
Leviathan on the other hand is extremely easy to control. There is nothing difficult about this boss when you learn its mechanics. Sometimes it's beneficial to kill the hand asap, sometimes it's better to let it live - either way, you know exactly what's gonna happen next. And you won't get with extremely high DMG+Stress+DoT+AoE attack like Walking Dead.
Harvest Child is one of the easiest bosses in the game. Only Librarian and Shambler are simpler than him. I had a chuckle when I saw Shambler on top of the food chain in the picture. You gotta play more diverse teams, OP.
As for you though, you make dreaming general vines sound like a problem when they really, really, really aren't. There's no RNG involved in hitting rank four twice. There IS a LOT of RNG involved in losing all your move resist checks and getting shuffled/dragged by Leviathan. For dreaming general, do you equip your combat items? Turn order becomes much less of a problem if you have them like for example using bandages to pull someone off deaths door and then still hit rank four on the same turn.
Shambler never attacks you out of the blue. You enter Academic's study, then have all the time in the world to prepare. Equip proper combat items and, more importantly, specific skills to deal with shuffles.
It's not a question of "do I pass move res check or nah" - just assume that you won't. There are only a few characters in the game that don't have movement abilities, and even they have skills that work from suboptimal positions.
Even if you run a extremely wacky and immobile team of, say, Alchemist - Seraph - Exanimate - Tempest, just kit them out with skills that you don't normally use. Incision and Emboldening Vapors on Alchemist; Necrosis on Exanimate; Revenge & Withstand on Tempest, etc. If you waste a turn moving them around, you'll just get shuffled again.
Shambler is not really a damage race. Shambler's damage comes from DoT, which can be resisted or cured - it doesn't deal any significant direct damage. Shambler's spawn can be taunted, or controlled - they don't get an action on the round they are spawned. They can also be weakened pretty easily, having only 10% debuff resist.
A lot of people insist that everything in DD2 is a damage race. And yeah, it's certainly one way to play the game - kill everything before it kills you. It's not the only way tho. Shambler & kids are relatively harmless.
I think you misunderstood what I said about turn order. It's kinda hard to explain, but I'll try.
When you hit tap root, it gains a token. When it gathers two tokens, it gets a free action - The Soil Stirs. Once that action triggers, the next round Sleeping General will go for Walking Dead, guaranteed. TWD can crit for over 30 damage if you don't do anything (weaken, block, move your characters away, etc).
If you mindlessly hit tap root twice every round, you will get TWD'd every other round. You don't want that. It's much better to eat Unsettling Whispers than TWD.
In perfect world, you want your turn order to look like that:
- First goes your character that can hit tap root twice if needed (with a skill + combat item)
- Then all your other characters go
- Then the General goes
Only this way you can properly prepare to get nuked. Drop Clotting Powder on those who are about to get hit by TWD; switch positions to protect vulnerable characters; defend them, etc. But such a thing is hardly achievable when the General is your first boss. A lot of characters have more or less the same speed (around 2; around 5; around 7) and you don't have poultices and trinkets to get some speed difference and control turn order.
It all depends on the team, of course. An average team will roll over the General just like any other boss, probably eating one or two TWD on the way. But this boss is the least "controllable" in the game. If you play Stygian Blaze and use random team function, you'll soon realize how difficult he is compared to other bosses.
Almost any team can beat Levi - this boss is so exploitable, it's not even funny. Did you know that if Levi hits your 2 characters with Eye of the Storm, and drags one of them underwater, you can just go stealth with your other one. GR's Shadow Fade; Runaway's Run and Hide; or just Shimmering Powder - that's it. You're chilling. Levi's hand will pass every turn, just do nothing. He will only attack with his Tide skill, dealing pathetic aoe damage and just standing there, waiting to be killed. In this scenario, you don't want to kill the hand - just go straight for the head.
Every boss is pretty much like that - easily predictable, controllable, beatable with any team, even random ones. I played several teams with pos4 leper during my random team runs, and never had a problem with any boss, except General, due to his hard to predict nature.
If you play a sophisticated, wacky team with slow damage output, you need to hit it once, then three times, then once again, then three times, etc. But you also need to be mindful of turn order and not get anyone entangled. Which is a bit harder than it sounds, compared to other bosses.
It's important to understand the mechanic. Clapperclaw initial damage is pathetic, but each attack buffs their DMG and CRIT significantly.
Initial spawn round - harmless (they can't act on the spawn round)
Second round - tickles
Third round - might hurt a bit, but only if it crits
Fourth round - should be dead. If not, time to get worried.
Tentacles only have 12 hp. You have 3 rounds to drop some kind of DoT (3 damage over 3 turns is enough if you drop it on spawn round or the one following it) and forget about them.
If no DoT - taunt them with tanky characters.
If no DoT or taunt - weaken them to win some time before they start hurting. Use that time to kill the shambler.
If no DoT, or taunt, or weaken - prioritize killing those tentacles before they get any buffs.