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I had a good team. I healed my dudes off deaths door but again those minions in the back still do damage. What happens to me every single time is that I get confusion spored and blighted to oblivion. Then right when the giant is about to die, bam crit, bam crit, bam crit, bam crit, all in a row and stunning my dudes on top of it. combined with blight and other minions attacking my dudes there is no chance. Even if i would have debuffed its damage it wouldn't have helped.
i kno rite when u are fiting 4 giants at a time sometimes that rng just gets better of u
u had a good team, they just rng u to deth
damage debuff or stun? gaem pls.
there was nothing I could do
Helpful. However, what if you have no stun on the team? What if you don't have a MaA? There are times neither of them find ways into my team (stress heal run, farming stuff, etc.). And can you best mitigate the effect of confusion spores since I'm asking questions?
There's enough heroes with stun abilities that this shouldn't happen. If Giants are giving you trouble, make sure you have at least one stunner in your Weald teams. If you don't have stunners, your best bet would be to try and mitigate damage in other ways (damage debuffs, high dodge characters).
You can always try to stack PROT on your frontline guys. If you bring an Antiquarian, you can have her in rank 2 and use Protect Me on whoever is on Rank 1.
The best way of dealing with confusion spores is by having heroes with re-shuffle skills (Shadow Fade, Rampart, Holy Lance, etc.) Some of which (Shadow Fade/Rampart) serve the dual purpose of moving your hero back into a better position AND stun the Giant.
Ultimately, you can't expect to bring any four heroes to the Weald and come off unscathed. Particularly at Champion level, you need to consider the kinds of monsters you'll face when building your team. As a result, you might need to tweak your current party combinations when going into the Weald, or stick to other areas for the parties you have that don't have the tools to deal with Giants effectively.
The problem here is that his minions are still alive when you should have offed at least one of them the first round (Two if you're real good) I assume that you tried attacking the Giant first to no avail? Yeah don't do that, why would you try and kill something for multiple turns when you could have killed something else in one turn or less?
Houndmasters alone have all of those things in their kit.
Just mark and rofldamage them down, marks that reduce prot for luck.
Now that damage dealers dealing damage isn't just a nice thought but a reality, it's totally doable.
Abominations don't much care for shuffles and can stun and self-heal as well as do tons of damage.
Houndmasters care even less and can mark, bleed, stun, self-heal, protect and do good damage.
Headhunters can stun, mark and deal a crapton of damage.
Highwaymen punish any aoe attack with their new riposte and don't care a lot about reshuffles either.
If you're doing a "stress heal run" at anything above lv0 dungeons, you have nobody but yourself to blame, especially in the weald.
Oh and Maa is actually a bad idea since he prolongs fights.
You don't want fights to go on long enough to get your 4 crits in a row.
As for debuff, occultist's Weakening Curse works best for me. I normally have occ cast it on the giant on the very first round, so even if my stunners fail to stun him or my party got shuffled, I can still mitigate some incoming damage. To ensure Weakening Curse works, equip him with his trinkets that gives him +40% debuff chance. Leper's Intimidate and Vestal's Hand of Light can debuff damage and accuracy, but I wouldn't recommend using them without a +debuff trinket.
Then you took the wrong team to the weald. Simple.
Also, the minions should be LOOOONG dead before the 4th treebranch could ever hit you. Since that means you had at least 3 turns to kill them.
PD's Disorienting Blast is pretty reliable too, particularly given how easy it is to find trinkets that boost the PD's stun chance.
Hand of Light has the same problem as Hands from the Abyss in that it requires the Vestal to be in Rank 2 (which means no Dazzling Light, Divine Grace, or Judgment).
I agree with everything you said. I initially put PD's Disorienting Blast on the list, but then removed it because the base chance at Level 5 is only 140%, whereas the ones I mentioned have 165% base chance at Level 5.
And yes, debuffing with a vestal is far from ideal. A position 2 vestal is much worse off than a position 2 occultist, thanks to her low speed, low accuracy, low defensive stats and limited utility in that position. Mace Bash and Hand of Light only target the front two rows, and Illumination... well her low accuracy means that she can't hit any target that requires a dodge debuff, but hey, free torchlight.
So the giant is up, not stunned, the mooks are in the back, alive, what did your team DO exactly?
With the new update having shuffled all the Heirloom rewards there's literally zero excuse for you to have done what you did.
If you have a Jester on your team it's actually beneficial to find a giant. The MaA gets punted about, receiving almost no damage, while the Jester calms everyone down.