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The question is less, "Can I bastard grand slam with PD-JES-DST-FLG," but, "How far away from PD-JES-DST-FLG can I get before I can't grand slam the bastard."
VES-DST-OCC-HEL?
Running a FLG for Beacon Grand Slam is equivalent to relying on a slot machine for retirement. The game can randomly decide this run is over in region 1. Especially when your comp consists of 3x paper and 1 tank.
Beacon Grand Slam isn't too different from building a good normal Grand Slam team. The only difference is that boss fights will take longer so having more sustain on your team is welcome (additional stress heal, off-heal/self-heal and/or 2nd tank). Dots are especially nice due to longer fights so PD as always MVP.
The point is obvious, spread the blight around, let FLG use necrosis as much as possible, combined with sepsis after region 1. He is the best OP healer in the game, well worth the risk of getting a Death encounter early on. MaA obsorbs damage, does stress heal. PD and GR spam blight. I also always take the shambler pet because the cultist trinkets are the best in the game, just one can change your run entirely.
Sure, the RNG can screw you but I think that's always possible no matter the team comp.
I was failing miserably in the act 2 bastards boss fight, but had 15 healing items so I won anyway.
Why do you take YH for mountain bosses? Wouldn't the other paths be netter because of the combo bonus on open vain?
Anywany - thank you for the vids! This team is really fun ;)
Thanks for your kind words, I'm glad you're having fun playing the party I developed!
Act 1: Yellowhand Pistol Shot being able to stun helps control enemy shackles from ganging up on a single victim.
Act 2: I'd stay Sharpshot here if you plan to kill the lung(s), otherwise, for a rushdown strategy, Yellowhand will be able to consistently apply bleed.
Yellowhand Open Vein is good against Resentment because it only has 40% bleed res and 30% debuff res, so you actually have a good chance to stick the debuff on the sigh with a crit token (90% chance to successfully reduce bleed res by 10%) which in turn reduces it's bleed res from 40% to 30%, this will considerably increase the consistency of sticking a bleed on the target.
It should be enough to make Fishmonger's Gloves or even a Clasp Knife have flawless success rate to stick bleed on the primary body.
Act 3: The Focused Fault has 40% Bleed Res, 20% debuff res, so it has no hopes of resisting a Yellowhand Open Vein debuff if Highwayman has a crit token, which he is likely to have. Similar to Act 2.
Act 4: Yellowhand Highway Robbery reduces bleed intake significantly, Ambition will kill itself on the bleeding Riposte.
2 base bleed, +2 from Highway Robbery, +1 from A Favorite Toy = 5 point bleed for each Riposte. This is a lot of extra damage.
Act 5: I like to shoot Proclaimers with Pistol Shot from rank 2, and Sharpshot can't reach rank 4 while it stays in rank 2.
Yellowhand is better at projecting damage from more positions, even if the damage is lower, Pistol Shot stun can be good at stalling out Proclaimers until they get done in by dots.
It's nice to have alternatives now since the rework of HWM, insteat of sharpshot every run.
Once you find some good trinkets and lots of mastery, Yellowhand is able to shine.
Sharpshot is still good, though, depending on your trinkets.
Yellowhand just does crazy numbers with Highway Robbery, like this 24 point bleed (120 damage bleed, 9 direct damage, 129 total) on Open Vein: https://youtu.be/L_SohBcwOIE?si=u_H33zagAu8fEmk4&t=20901