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报告翻译问题
Conversely this afternoon before going into work I had a much more ♥♥♥♥♥♥♥♥ encounter.
Long Champion Weald run. I'd finished the objective to explore 90% of the rooms, and had just camped so everybody was fine.. Camping had opened up some space so I figured I could go and search the remaining rooms to grab some extra loot.. First room I come into has 4 spiders(2 green, 2 orange).. Spiders are nothing special, AND I surprised them. Miss Miss, Not enough damage, Miss. Their turn - They all hit my Crusader. Mark crit crit, hit, Dead. In their 4 actions they took my level 6 maxed out crusader to the graveyard..
People were losing there mind and praising dot on him, especially bleed damage... So i thought alright lets take some bleed as well.
So my composition was: Plague Doctor, Occultist, Houndmaster, Hellion.
Well, turns out this comp is shi.tty as hell in this fight :D Houndmasters 2 damage bleed is pretty much useless, while he does less damage than an Arbalest, the Hellion was fine and i was able to hit all ranks with her, get some good bleed on him as well. The Plague Doctor was probably the character that fit most into this fight. The Occultist was starting to troll me midst fight, when he suddenly only healed for 0-2 three times in a row...
Id say he is an easy boss, if you take the right composition, which now after beating him i would say is Plague Doctor, Vestal and Crusader. Maybe take a Leper to deal with the summoned undead, or maybe a Bounty Hunter to shuffle the enemies a bit around and getting the Necro to the front.
Necromancer never lose a turn when summoning, which he always do after attack. Also yeah, flesh is fun, bring hellion if you want for pure damage and attacking all ranks.
I went with a party of veterans which had recently eviscerated the Baron in casual manner and now in a nice mood for a short stroll in the weald. Spiders? Mark crit, crit, crit, deathdoor, blight. Goodby my fairy lady forever. (
Not the Necro, the summoned minion wont attack!
Also, 20 damage per turn is nothing considering he only has one action. A regular encounter in almost any dungeon can easily exceed that number. However, it's the addion of a summon that makes him impossible right?
The Sergent has a 57% chance of being summoned - He's easy, a whack from a crusader will usually insta kill him, he is LITCHERALLY insignificant in the fight unless he crits, or you're getting wrecked.
Shieldwall is 29% - he's annoying, but he is also slow, and not hard to stun. If he uses his guard ability, then you just need to stun him, and he has accomplished nothing.
Bone general is just 14% - I've never seen him summoned by the necro lord, so I can't really comment on him, but considering the fights that lead up to the Necro lord, he's definitely not something to cry over unless he pays a visit as soon as the fight starts.
The entire fight is about control and luck.
Don't let the minions get out of control during the first 4 rounds (after that it usualy won't matter, as the Necromancer will be near death, and the fight will just become a regular mob fight except only 3 enemies, all of which are easy enough to handle)
Hope he doesn't summon the tanky guys every turn, because they're damage pits. However odds are 2 sergents will be summoned, so the odds are already in your favor.
Unless you get really unlucky (turn 1 bone general, which is immediately replaced upon death, and consecutive enemy crits) or have no clue what you're doing, you won't lose.
Normally they are not an issue, unless all 4 attack a SINGLE char and crit, while your hi-spd chars miss.
I am in the week 34 and the sun ring appeared in the dungeon for the first time now.
I've never been so deep in the game before, and now see that the SPD becomes the more important stat with every week.
But anyway. She was vestal and it woudn't come to my mind to speed-buff her in the first place. So the sad creature never had a chance to heal herself.