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Plauge Doctor with stun and blight items: Stun 34, stun corpse clean/bligth 1 pos, cure, blight 34
Jester: stress heal, buff, bleed attack
Grave robber: Trow knive (bonus damage vs bligth and mark), pickaxe (armor piercing), lunge, stealth (bonus damage+stealth, come back)
Bounty Hunter: attacks with damage vs stun and mark, pulling attack.
Flagellant: attack bleed 12, bleed to @34, heal and attack, transfer or regeneration.
Movement skills in general are not held in high regard - and the Croc is no exception. Honestly, putting any emphasis on Move, even for the Croc, is a poor investment. Stuns and DoTs (or even raw burst) are order of the day. The only move skill I'd consider is Uppercut because it pushes Croc to the backline and has a chance to stun it as well. I would never pull it towards the team as that is where it does most of its damage (teeth rake), which is far nastier than swarming corruption (light stress AoE). The trick is to prevent Apex Predator as much as possible as well as prevent your team from being shuffled. Pulls help him do this.
Wasting turns to move it makes no sense to me unless backwards. If you have to pull it towards you to hit it, then I'd question your comp all day. Move is definitely NOT one of the 'best tools to handle croc'. It is rarely the best tool to handle anything at all outside of niche scenarios.
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As for the OP/map, the Court is a battle of attrition. You have to understand that it wasn't exactly designed to be done from A to B in one go, even though you can. You can leave whenever you like and return whenever you like for the simple cost of one invitation, so if you absolutely want to play it mega-safe, you could grind to the crocs, leave, bring a healthy croc-killing team, proceed to the last boss, leave, return with a boss-killing team.
I always aim to clear it in one fell swoop every time, but I never initially go to the Court until infestation is so high that I can barely do a normal dungeon without walking through 20 million invitation-heralds - that way, if I get in the mode and want it done, but something goes wrong, I can just re-enter without delay. It's not uncommon for me to end the Court DLC with 30 or more in my bag, just because there is no reason to rush it unless you have a fully infected roster gobbling up your blood reserves, thus you need to kill a boss ASAP for a roster-cleanse.
Regarding Baron, you cannot heal while eggs are in play, but you also don't need to heal while he's hiding, so you dunk them one by one and use the remaining turns to kill what appears. If you reveal him early before clearing the eggs, you have a choice between forcing him into the next phase by bursting him down (if your team are healthy enough to endure AoE), or you can clear the other eggs (preferably with a bleeder pumping the boss with DoTs so he's also moving towards the next phase).
It's not all that difficult - he just hits frequently for moderate numbers the longer it takes you to force the next phase. If you don't have a Vestal (which is good for topping people up throughout), then you better have lots of burst. Attacks for all ranks are a given - but this applies to almost every boss except a few.
Not sure I like your tone since the OP was asking for advice on things that might help their run go smoother (no one used the word requirement). You dont need a double stun, but they are certainly helpful against the most dangerous creatures in there. If you are a more experienced player, many parties work well.
Yes, either of those make life a lot easier. PD competes against the JES/VES combo though, and the hellion is a great bleeder in any case.
That said I actually ran PD-JES-♥♥♥-OCC all the way through the baron map in one go. This was with infinite stalling though, I'm not sure it still works because trying it out would mean doing a whole estate up to the baron again. Sadface about no incision from row 4.
I did utterly murderize the dungeon, including the baron, with VES-JES-FLG-HEL after the CoM patch.
There's really no need for healing in the lower bracket and the bleeds are obnoxious - front-line stuns and/or backline projection if required. Shamblers, TFTStars, Collectors and bosses dying in 2-3 rounds, so replacing the HM with a VES would be solid for prolonged maps for sure. It's also why I can never fathom the people in other threads claiming FLG's apprentice damage is poor - he's hands-down a huge comfort-pick for me in the lower tiers, but that's because I've been rocking DoT comps for a hell of a long time (and he's got one of the nastiest).
Naturally, I wouldn't be as comfortable with such a comp in Champ, but it was a fun Apprentice/Veteran stomp nonetheless. Chances are I'll bring a VES variation to the court later.
One thing to consider, you can go in with a team to deal with mobs, clear up said mobs then go back in with a new team to deal with the croc, baron etc. It all depends on how safe you want to be.
You can take the risk and do it very quickly, which can be very rewarding in of itself, or you can take it very slowly, which can be very risky if the crimson curse is taking over at the hamlet. The way I went through it was pretty much 6-7 runs making sure not to take too many risks and usually using my crimson cursed team to deal with it.
Mmhmm.
4. Vestal with the basic skill set for 4th slot, Junia's Head and Sacred Scroll as trinkets.
3. Jester with Dirk Stab, Stress heal, party buff, Finale, I used Bright Tambourine and Critical Dice as trinkets as I haven't gotten anything better for him (Might want to swap Critical Dice with some dodge+ trinket, but Luminous and Evasive quirks so I didn't take dodge trinket)
2. Highwayman with Duelist's Advance, Point Blank Shot, Trcking Shot, Wicked Slice(swap with Open Vein if you can bleed and need it over better chance to crit)
for trinkets I have Crystalline Gunpowder and Sun Cloak (I would use the Sharpening Sheath over Sun Cloak if I had it)
1. Shieldbreaker with Pierce, Adder's Kiss, Expose, Serpent Sway with Spectral Speartip and Dismas' Head Trinkets.
This comp, is so ♥♥♥♥♥♥♥ averagely OP(saying it like this,as I haven't found anything yet that's totally wrecked me, some fights just aren't as favourable for me as others.) for everything, and currently I'm looking for yellow key and this is my first trip with Baron's Invite to the courtyard, I only wish I had the Mill built so I wouldn't apparently have random hunger prompts, else I believe I'd be able to clear the Baron quest in one go (I'm currently in it myself, while typing this, as I came looking for the confirmation that I needed to find certain keys to open the locked gates,as I have been postponing this trip to meet the baron ALOT)
Using similiar comp but with the Crystal Mercenary recruits I've gotten to 258 or something like that in the Endless Harvest, only reason I stopped was I didn't want to risk it anymore, as I already had everyone been to death's door once due to the ♥♥♥♥♥♥♥ Unlcean Giant hitting me with Treesmack critting for 58, which no-one obviously has the HP for in this comp and since that reduces crit% and dmg, I couldn't deal as much dmg as I would've wanted to.
As for how to use this comp. Simply put spam party buff on jester, or use Dirk Stab to finish off a mob you absolutely want killed before it's turn(and on bosses, get the boss low enough and let that 50-70dmg crit Finale to finish them). use stress heal when someone goes over 40 stress, otherwise hope for the crits to keep the stress in check, which should be around 39-50% on both shieldbreaker and HWM when at max party buff, keep Riposte up ALL THE TIME on HWM(riposte has +5% crit chance ontop of all the other crit chance), and mainly use Pierce on Shieldbreaker, unless you can use Adder's Kiss on low prot and blight resist target and not screw up getting riposte up, as Adder's Kiss has 1% better chance to crit than Pierce.