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2) Later dungeons, there is no "slaughter them instead of stunning" because all enemies require multiple hits to go down, even the back rows. Even with great damage, you will at most kill 2 enemies the first turn. Unless they're all squishy for some reason (like the worms in the warrens).
3) True. Though I usually use "demonic pull" to get one enemy in front, so the larger sized enemy is in spot 2/3 instead of 1/2. Then you can still stun 2 enemies.
4) The only other class that can stun 2 ppl at the same time is plaguedoctor. The rest is all single-target.
5) True, it's crap on most bosses. It's great against the collector, though.
BTW, my hellion has:
Wicked hack, breakthrough, YAWP, adrenaline rush. Yes, I hardly use her as the damage dealer, so the debuffs don't matter. Bosses is just adrenaline rush + hacks.
Bascially, most of your points are valid, but only situationally valid. Just as my points are only situationally valid. Is YAWP overrated? Mabye. But it's still very, very useful if you use the hellion for the right purposes.
1-The debuff isn't as bad as you think it is. You usualy can live through it.
2- Stun allows more turns to heal your party. Also since usualy the front line is where most of the damage is, while the backline is mostly stress and debuffs/ ailments (mostly, not always) Yawp is a good way to buy a turn for healing.
3-Agreed, but that's marginal anyway. I'd rather debuff them anyway (with an occultist for exemple) and use iron swan to kill the one behind the big guy.
4-But the helion is the only character able to stun 2 characters at the same time (with the doc). I also think yawp has a high success rate to stun, making it sometimes worth to use it twice in a row.
5-Definitely crap on bosses, but nothing prevents you from switching skills just before the boss (I did that against several bosses).
You might say that this would be time better spent on the hellion actually applying damage, but a fully upgraded hellion with, say, 30% dmg mod through quirks and trinkets does an average of about 20 damage (around 14 minimum) with Wicked Hack/Iron Swan and significantly less with If it Bleeds. That's pretty high, but you'll one-shot a priority target only about half the time (at champion level). Meanwhile, the front two ranks are free to attack your team. To me that sounds like a lot of risk to be taking on, at least compared to the alternative.
Like you said, YAWP probably isn't the best thing to use on every turn during every fight, but on a hellion whose speed stat you paid attention to, it's one of the best openers in the game for e.g. dogs, spiders, 4x bandits, zombies-n-markers, brawlers-n-cultists, etc.
I do agree with your choice to include Adrenaline Rush, especially if your team includes an abomination (since you'd have to forgo a vestal). In that case, I myself would actually leave out Wicked Hack and take YAWP, Iron Swan, If It Bleeds, and Adrenaline Rush. Heresy, I know, but my reasoning is that if there are no backline targets left then there's very little risk left in the battle which I wouldn't be able to handle with YAWP anyways.
Thank you for responding though :)
I could try that, I love wicked hack so much though it's hard to let go ;-;
I will agree with overused, I still think it's maybe a lil overrated for now but I will give it a spin again and rethink about it.
I understand that it's a great opener which I wasn't really thinking of, but I find my hellion not as fast as I want even with a berserk charm or a feather crystal and such, some enemies get serious speed buffs in champion dungeons. Since hellion (for me at least) gets crits at a consistant rate that damage average is usually way higher so I find her very reliable for taking out enemies, plus I play her very offensively.
My hellions don't blaze any herbs and it almost never causes me issues. I even use bleed out.
I was lately experimenting with YAWP vs. swan when I have a PD. Seems pretty close, actually, hard to tell which is better. Sure with no PD def swan first. Especially as you want swan before the damage debuff.
I have other stunners if I want to hit the large guys. Though I'm skeptical about it ever since my BH missed three 60% stuns in a row on a giant.
4. Double front stun is unique.
5. Charmed heroes can use skills that aren't on the bar anyway.
I don't run adrenaline rush. Depending on area, bleed out if it bleeds yawp swan or hack yawp bleeds swan. If she gets low? That's what OCC/VES is for.
But basically most fun team PD-OCC-BH-HEL. Would be best team except squishy.
not because of debuff. debuff wears off over time, if you use it closing turns of a battle then often debuff wears off while walking before your next encounter
yeah multitarget stun which is rare, but you want to focus the back. that means plague doctor rear rank stuns, not hellion front rank stuns.
plus in emergency you can pop medicinal herbs.
ok ok ok so if debuff not so bad and multitarget stun is rare, then . . . well okay multitarget front row stun still not a bad thing right?
true. true if you're spamming stun / heals to avoid delay penalties of stress and enemy reinforcements. but because of debuff you have to close out pretty soon.
what about trinkets?
hellion doesn't have 40 stun trinket like plague doctor but isn't base chance on yawp higher?
what about loading hellion with defensive trinkets because of front row? plus kinda squishy well hey okay but win some lose some can't have it all
long story short yeah yawp is stupid if you just try to ham-handedly yawp all over the place, it's a situational skill.
funny thing is iron swan is pretty situational too, lot of things can move hellion out of 1st position and if everything goes according to plan probably enemy 4th rank dies pretty fast but nobody says iron swan sucks
SCIENCE
So, bleed out. 10-19 base damage, av 14.5. 1.15 damage mod, 5-point bleed. Bleeds usually hit at 75% without a +bleed charm. At -40% damage, it's av 10 damage + bleed => 13.75 damage expected, barely less than a hack. Plus there's a chance the bleed manages to tick twice.
-Stalling. Kill the two most dangerous enemies. Use YAWP to mostly control the front two while you heal/destress. Works well enough and you don't care about the debuff anyway.
-Hellion gets low speed roll. Generally, she's busy killing the backliners in my parties, but there's the odd time where she gets a low speed roll and the rest of the party kills the backline before she acts. Then it's a situation where there's two frontliners that are too strong for her to 1 shot before the end of the turn. In this case, I think YAWP is more optimal than leaving a wounded enemy to take its turn.
-Clearing Pelagic bulwark's shield block. Bulwark is always last to die, so if he shields one of the other guys that is a higher priority target, then YAWP is a very efficient use of a turn.
I'd say those are the situations where I use it most often. Usually it isn't worthwhile to stun the front liners, though in some cases, it might be okay for damage mitigation purposes, I suppose.
That said, I only started using YAWP in NG+. Mostly because she brought it, but it's a useful skill for mitigation.
like some said, its her job to control the enemy, but also for bleeding the enemy out (her bleed dmg is just one of the best) and kill off multiply low health enemies...