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回報翻譯問題
DD2 and DD3? No hitch whatsoever, I just kick those every time.
I guess I'm just bad at DD1. Every time I send a party into this it is with complete dread, because I know I'm about to get my ass kicked.
Put +heal on the vestal, she needs at least one, and I prefer two.
It helps a lot to have +spd on the MAA, I use ancestor's candle, but even something like a swift cloak is worth thinking about, because the last thing you want is revelation to go off on your squishy target.
I staunchly maintain that vvulf's tassel is a bad trinket. All I can say for it is it's better than an empty slot. I suggest going for +stun instead, and uppercutting almost exclusively. It cuts the damage almost in half, and, fun fact: 50% is a lot.
The HM seems fine. Maybe swap it to row 4 and use the prophet's eye on him instead, which is just sort of a matchstick but better.
Make sure you brought all the antivenom. The healing potential of those gets pretty rad if they start stacking the blight.
For DD1, Use HM-PD-CRU-FLG. I use the flesh's heart on the FLG, meaning he's immune to his own bleeds, which turns out to be plenty of healing for DD1. I found this by accident, my teams for DD 2-4 were set and I had to improvise something for DD1, and got especially lucky.
You may note it has triple stress management, it's complete overkill and it's awesome. That said it may have something to do with having a tremendous trinket set.
I used the prophet's eye on the HM, getting to use that overpowered piece of junk is really nice. Spiked collar for utter murder. Non-euclidean hilt on the CRU, the blight lands a lot more often than I estimated it would. That and his +heal CC trinket, because I'm actually going to use battle heal to top off the FLG. FLG gets ancestor's scroll with his heart, so both frontliners have +stress healed. If you do need to use redeem/exsanguinate, the extra heal is super handy. I used the CC set for the PD, the extra HP is surprisingly convenient, she can use her overpowered stab from row 3, and it still has +stun on it. Finally there's only one trinket across all characters which has any +stress.
Bears repeating that the team has a PD, meaning you can laugh at all those crit-bleeds.
If you stun the Warlords/impalers once a round they
1. never gain resistance (it drops with their second turn)
2. they always use revelation before their other attacks, so you can easily keep them locked in a perpetual state of revelating for no damage.
My comp for DD2 was vestal - houndmaster - leper - MaA.
Leper with acc and +dmg vs eldritch trinkets. MaA guards the leper.
This is why DD2/DD3 just aren't very difficult other than before you know what you're doing, because every fight in both levels is completely manageable other than, arguably, that very first fight in DD3 with the Flesh Hounds. Which you do while you still have all your campfires available, so even if you do get wrecked in it you can generally fix it up.
Maybe vestals without +50% heal can't keep up? Were you at full health when you started the fight? There's lots of things it could be.
As I said, the double boss pull is quite difficult.
You can prevent this from being a problem by bringing a flagellant or plague doctor. With both a vestal and a secondary healer, turn order has a very low chance of screwing you, especially since FLGs and PDs are super fast, and they both have blight management. As a bonus, a PD would bring a second stun, and sometimes even go after the BH and work as a backstop.
Without altering your party, then you'll probably succeed just by trying again, since the odds of a double crit like that are quite low. But low is definitely not zero.
Because this is the final zone, you probably shouldn't have abandoned the mission, but fooded up and tried to stall your way back up to full health on lesser fights so you could try again. The DD is one reason why total RNG control is necessary: abandoning a mission isn't really an option anymore.
I typically use HM-OCC-♥♥♥-MAA in this fight. MAA has guard, tons of HP, and is slower than the OCC, so he's not really in danger. Meanwhile everyone else can heal themselves, so hitting death's door on their own turn is no issue.
Occultist in row two without a backup healer is asking for a dead occultist. OCC is the squishiest hero. Plus abyssal artillery is an efficient attack.