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Broken Key is the absolute best and has a ridiculously cheap price. I never take out an Abomination without it, and I use Abomination a lot more often than I used to now that it exists. Get this first.
Petrified Skull, while not quite as awesome, is very useful in endless mode if you bring an Occultist, fairly useful elsewhere, and again, absurdly cheap.
Antiquarian's Smoking Skull is also an absurdly good trinket if you want a super dodgy Antiquarian. Throw on Ancestor's Coat or Camouflage Coat and you can skip Protect Me and just spam Invigorating Vapors instead.
Ashen Distillation and Dirge for the Devoured are also solid trinkets.
I don't like Acidic Husk Ichor. With Flagellant's monster heals only available at less than 40% of HP, lowering it even more is not a great thing.
Spectral Speartip for Shieldbreaker is a very solid combat trinket. It sometimes can't compete with SB's already existing strong trinkets, though.
Heretical Passage is a good healing trinket, maybe the only unreservedly good one in the game. Not only doesn't it nerf damage/stun like the horrible Sacred Scroll, it actually buffs them and has a great damage buff versus Eldritch and Husk. Just the damage bonus would be worth it.
Huskfang Whistle seems utterly pointless. Similarly, Icosahedral Musket Balls are a joke of a trinket, nearly pointless and vastly overpriced on top of that. Mask of the Timeless, Mirror Shield, and all the +shards trinkets are similarly crap.
Petrified Amulet, Crystalline Gunpowder, and Thirsting Blade are all also solid combat trinkets (+10 ACC and +15 ACC are nothing to sneeze at). Their only real issue is the classes in question also already have strong trinkets, so you might not always use them.
The last three are special. They're incredibly expensive but all have fun and unique properties. Non-Euclidean Hilt does not frankly seem all that amazing for its price, though. +25 to Stun when I'm usually causing damage is only a slight incentive to favor Stunning Blow, and the Blight is entirely negligible. Maybe it's useful if you have someone like GR to take advantage of blights but 2pts/2rds? Who cares?
Also the 5% of a random target I don't like at all. This isn't terrible if you're just spreading around damage, but on a stun trinket, if I'm aiming at a specific target with a stun, it is because it is highly dangerous and I need it not to attack this round, and I need specifically not it, not some random other target. So effectively, the 25% to Stun is reduced by (roughly) 5% because at least 5% of the time, I don't even hit the target I would otherwise have it.
The non-euclidean hilt adds a very respectable amount of damage. However, it's okay to get it late, as mainly you want it for the stun, which the paralyzer's crest does just fine.
ARB's is strong but I tend not to use ARBs, so I've never bought it. Thirsting blade isn't a huge upgrade on the similar CC trinket, but they're both very excellent.
Huh? I have never bought this because of the cost and the description of it, which, from the wiki, says it gives +15% Max HP, +5% random target, +25% Stun (if Holy Water in inventory) and a weak Blight 2pts/2ds.
Does it seriously give a damage boost too? Because so far as I can tell it doesn't add any damage at all but an incredibly feeble bleed.
So it's a barely improved Paralyzer's Crest that on top of that makes you miss 5% of the time and on top of that is insanely expensive. Not impressed.
I'll give it a shot and see. I'm buying the remaining CoM trinkets most to least expensive anyway.
Won't say it's amazing, but it is definitely stronger than you think.
As for the other trinkets, HWM's is an instant-buy, as is Abominations and Shield Breakers. Jesters is also solid and I have a soft spot for Vestals. Given it's easy to lump her with ACC when you're looking for full CoM runs, having +Dam on Husks as a back-rank Judgement sniper is always handy.
I will also say that people are being way too fearful of -HP trinkets on Flagellant. Been using his Broken Glass + Crystal Trinket and absolutely wrecking faces with it. Considering his HP is just about average by default, -HP doesn't actually bring him down overmuch, and considering how much he can heal when needed, it's only an issue in very extreme circumstances. That 400+ video I have shows FLA with lowest HP at 29 (Ves highest at 44), and yet he had 17+ speed through the combination of buffs and self-buffs. It would take something crazy for him to not go before everything else on (or near) death's door and just patch himself up with a 10-50 damage Exang (or Redeem if you want the guarantee). Something to consider when you have him + a healer. The only reason he died was me getting lazy after the 300 mark and just going on auto-pilot.
Said trinket combo was allowing the FLA to keep up with a Crystal + Locket HWM in terms of raw damage, and assisting bleed-chance enough that FLA was actually the main damage dealer in every situation that didn't involve Riposte on bosses or AoE'ers. If you're still afraid of it, lock in a PROT quirk on him - gives him some staying power regardless of his health. He's so survivable regardless of trinkets that you'd be crazy not to get a bit risky with him.
Those are the only ones I make a conscious effort to buy (except Sword - considering its cost, I typically grab that last). There are plenty of good and/or decent others, but also quite a few duds that are best left alone.
Inaccurate? Weak? Err, no. Base accuracy of 95 on a projectable stun out of beast-form, lowest ACC on an attack being 80 on a pushback/debuff skill as beast (least used button he has unless you want mobility). His main attack in beast being 90 Acc and with a stacking buff that could eventually allow him to AoE for 110% base damage with merely -3% crit, the alternative being 85 ACC ST attack at base damage. 11-20 base damage at max is not too shabby when compared to the likes of, say, a HWM at 9-16, and let's not forget the flat +10% DMG just for being in beast-form.
The only reason MY Abomination is doing low damage is because his stun is so good, thus using anything else is borderline criminal unless you want that damage-steroid for certain moments. 90% of Abom gameplay involves that one button, which does respectable damage when compared to almost every stun in the game at -60% and hitting up to R3. The only thing you can realistically compare it to is HMaster's Blackjack, and that can't compare in terms of damage.
Damage and accuracy are far higher concerns for multiple other heroes, not the Abomination. Of all the classes we have, a trinketless Abom is one of the few who I rarely ever see miss under any circumstances. The reason that trinket is so good is that it is a cheap method of turning (rarely ever) into a guarantee at a marginal cost. +Stress on an Abom is inconsequential when he has one of the best self de-stress tools in the game. With that one trinket you can pretty much use any alternative you desire in the other slot and have a top-quality Abom ready for anything.
The problem with having trinkets add something unique is that you'd enter another balancing issue. It was bad enough trying to balance basic statistics-based trinkets without also having to worry about X class getting Y funky ability from an item, in a game where everyone will debate the usefulness of X or Y class or ability until the end of time even without such factors involved.
They've already done it (to a degree) with various trinkets having AoE skills or random-factors. We don't need trinkets that practically add a completely new ability or gameplay entirely, though I know many would disagree on that.
And in endless, where I'm most likely to be if I'm using a Husk-specific trinket, he's not going to have that available most of the time because of the broken per-battle skill mechanics.