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Comments?
Man At Arms provides Stuns, protection and retribution and it's just extremely beefy and reliable. And I guess since you'll probably need him for that tedious second DD mission he'd be prefferable.
Not sure how it'd go but it's a nice team.
Or maybe the coveted HM/OCC/HM/HM lmao. Hey, you could do an all Houndmaster team!
The plague Doctor and hound master go on every mission. Plague doctor 2 back row stun is simply the best skill in game. Hound master scouting and no suprise/ambush camp skills are best in game. Simply not being surprised mitigates soooo much futre stress. And having traps relieve stress instead of take stress.Not to mention ( i ONLY play longest possible mission, and they near always have a treasure room. Get the treasure room last to pick up $7500 extra per mission almost guarnteed. Using all curio related items except food/torch/holy water, and fill these final 3 inventory spots for $7500. Should clear $20000-$25000 in inventory loot during every medium and long mission. So that money with no paying for stress heals=massive economic game swing to players favor. The key is speed. Stun back 2 enemies first move every fight. Berserk charms all around, sun/moon rings at front 2 since you hit ♥♥♥♥ on high level missions without acc trinkets. PD gets blamphamous vial/berserk charm. Cleric is only position with any trinket flexibility, and it isnt much for level 5. go with +25% heal book and ancestors candle or ancestors +20 ranged to hit trinket, or berserk charm.
Skills chosen:
PD-blinding gas-best single skill in game
PD-noxious gas-can be used any rank if shuffled and most enemies dont like blight. Also this and dissorienting shuffle are vital to actually gain you health/torchlight/stress relief towards end of fights. If last or all enemies are already going to die from plague ticker before that nasty sandbagging stress penalty that happens roughly at start of round 4 or 5, then all remaining chars can use self/party heals. Since your party is almost always faster then your remaining enemy because you kileld the fast stress inducing rear ones first, your heal skills will always proc. This is single most important battle startegy to longevity and surviving that unlucky RNG fight to come later. Or it doesnt as in most cases, but better safe than sorry, and saves cash on stress heals.
PD-Dissorientating shuffle- stuns an enmey again that was left with only 40 resist bonus, a new enemy, or brings into range of crusador round 2. And see sbove^^^
PD-Cure ailment-Pure deathsdoor lifesavour- small bonus heal in late round wrapped up fights as well-see above^^^^
Cleric-Dazzling light-never underestimate using this over damage to perserve maximum torchlight so that you can collect all curios in the dark at end of mission and still have 3+plus torches left so that if enemy spawns, you can ensure you dont fight the shambler. Afterall, by the time you get to level 5, you most likely have all shuffler trinkets anyways and his regular loot thereafter aint any better than any other fight. Also if you want the ancestor loot 5 times from the shambler, why fight him on veteran, where i find with almost any party, even average RNG can kick your butt during that slugfest.
Cleric-Holy Smite- standard damge and heals you at same time. Never cast heal on your self with this skill.
Cleric-Party heal
Cleric-Single big heal
HM-Single attack- Hits all 4 square with bleed
HM-Stun- Very reliable stun combined with his speed makes this a must have, used at least once every fight on level 5
HM-Self heal. Big forest troll just beat your dodge for 30 damage. No problem.Between this and cleric heal you can absorb another hit nest turn too without taking deaths door stat penaly.
HM-Hounds harry- Marking simply wastes a turn, with 3 stunners in party, any single big target you would mark anyways simply gets only 1 turn in 2 anyhow. Hounds harry is great to finish off low hitpoint enemies while not feeling like you are wasting your DPS as it hits all others as well. Perhaps even more important is the multiple crit chances ( yes corpses count when targeted with a standing foe), this allows a secondary stress party stress relief. If your at full hitpoints at end of fight, and you will kill last enemy this turn before he moves, use this and hope for stress healing crits.
Crusader- Holy smite-standard attack
Crusader- Holy lance-rarely used because of HM's camp skill, but when needed it positvely a party savior in a tough spot
Crusader-Stress heal- Never forget to use this to maintain torchlight, with speed quirks and or trinkets you will almost get at least one of these in per fight against last 1-2 enemies.
Crusaer- Inquistion- I think? ---the skill that hits 2 enemies at once-used similar to houndmasters harry in strategy for extra stress relief opportunities
Camping skills- hound master scouting(4) and no surprise(4) skills. Clerics +10 accuarcy and +10 dodge(3) go to HM. PD uses +20 disease resist(1). If my party has +40 scouting in region anways, HM is using +30 dark scout trinket for level 1-3 misions, or cant make it to a new area of the map before 3-4 fights expire then use something other than HM scouting for that rest period. Or if party is totally stress smoked, can use crusader skills to alleviate stress. Although i find that most of the time,not using the surprise/scouting leads to more stress then any you cured anyhow.
This is not the largest DPS party by any stretch, but since on level 5 you cant kill most backrow enemies reliably in one hit anymore with any character you pick ( i.e. BH,hellion,MAA, arbalest) DPSers have diminished value. Seems better to me to have them stunned for the first round thus having a minimum chance of inflicting stress on your party. Often the Dog and/or cleric will stun a font row opponent first round as well-especially if enemy like a sheild skeleton or mace wielding beast could stun you first move.
I am about to beat game in 86 and have (all level 6 except 2 lepers) is 6 PDs,5 clerics,2 occultists,4 crusaders,6 HMs, 2 barbarians, Dismas and Renalut.
Yes i love certain other classes i.e. highmans speed and damage, but i find the 2 spot HAS to have a stunning option. But none of the other options can alsoi heal themselves, scout/no surprise and hit every rank. So it is extremly hard for me to justify anything other than a HM in rank 2. So really only rank 1 and 3 have options. But no one else has a stress heal/torchlight in spot 1 other than crusader. And you MUST have a healer in level 5, so you can only really substitue for an occultist. But i have lost to many hereos to 0 heal rolls when on deaths door to press my luck and use the occultist all the time.Also the occultist only heals one guy. Where many late game foes hit multiple ranks ( i.e. minotaur/Giant skeleton/gargoyles/Blight eldritches in weald) so over many fights the occultist isnt keeping up with damage recieved the way that the cleric's party heal does.
Any ways, thats pretty in depth for ya. Give it go and safe travels :)
1.
Grave robber - vestal - crusader - hellion
in a nutshell:
-TONS of dmg to the backlines (lunge w/ grave robber, then holy spear w/ crusader, then you can use lunge again or use trowing knife, while using iron swan or if it bleeds w/ hellion, and, if you need to, judgement w/ vestal)
-a good stress-heal with the crusader
-TONS of healing with the vestal
-TONS of stuns w/ crusader, hellion and the graverobber
This team litterly works everywhere, only in the cove it's a bit less effective.
2.
Vestal - plague doctor - highwayman - hellion
in a nutshell:
-TONS of dmg to the backlines
-TONS of healing with the vestal
-TONS of stuns w/ PD and HLL
-well, you don't have a real stress-heal here, but this team has so much dmg to the backlines, a stun to pos. 3 & 4 with the PD, so the stressers aren't able to do anything because they just die. Also, this team has so much crit that you never are in trouble w/ stress, and if the crits fail, camping is a thing.
This (also) works everywhere, but in the cove it's the most effective due to low stun resist and low blight resist