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报告翻译问题
Something that hits hard in the front (Crusader, Hellion)
Things that can be moved around and still deal damage in the middle
(Graverobber, Bounty Hunter, MAA, HoundM)
I actually really appreciate the Red Hook (Plague, Vestal, HWM, Crusader) That they start you with.
Try to keep 2-3 of following characters.
vestal
crusader
man at arms
leeper
Prefered group as an "keep it simple" guy:
vestal - random - man at arms - crusader
I also generally have a team of an Jester+Occultist+Abomination+Other since I can't use vestals with abominations, and the jester is good for keeping stress in check especially since abomination stresses people out a lot. Man at arms is a pretty good 4th spot in that team as he can help mitigate the RNG of the occultists heal, since you can guard low life characters with him until the occultist gets an actual heal off on them.
The other kind of team I sometimes use, usually for some boss fights is a team with something like houndmaster+arbalest+bounty hunter+vestal/other, where you use marks to get big damage buffs on your entire team. This kind of strategy works extremely well against some of the bosses, but not all of them.
These are the skills (I think) are a must for this set-up. Anything else is really up to you/what your hero has/the specific area you're going into:
Bounty Hunter: Collect Bounty, Uppercut.
Houndmaster: Hound's Rush, Blackjack.
Occultist: Vulnerability Hex, Wyrd Reconstruction.
Arbalest: Sniper Shot, Battlefield Bandage.
Only two instances in which I wouldn't recommend this team: The Flesh boss in the Warrens (I find bleed/blight heavy teams better there) and dark runs (the team has very little in the way of move skills, so a bad shuffle can leave you wasting a turn getting everyone to a position in which they can actually do something).
Crusader: Smite, Stunning Blow, Holy Lance, Inspiring Cry
Bounty Hunter: Collect Bounty, Come Hither, Finish Him, Hook and Slice.
You can use whatever you want instead of Hook and Slice, but I wouldn't recommend Flashbang.
Occultist: Sacrificial Stab, Wyrd Reconstruction, Vulnerability Hex, Daemon's Pull
Vestal: Judgement, Dazzling Light, Divine Grace, Divine Comfort.
Really you can use whoever you want. There are only a few characters who are outright garbage with randomized skills (Plague Doctor, Jester)
Team order from left to right: Arbalest, Grave Robber, Bounty Hunter, Jester.
Now, you obviously need the right skill set. But dayum son is it an incredible team. With the exception of the arbalest they're all fairly high speed and so have a very decent surprise chance. The grave robber and jester have incredible crit chance. Everyone can target most spaces. And this is the fundamental rule to the game, kill them before they can act. The arbalest has heal in case you need to get anyone off of death's door and the constant crits and jester can keep stress at 0.
Most folks think standard RPG fare and try to tank and heal which generally works out poorly. Seriously I'll post a link in a few days.
Ruins would be undead folk(vestal and crusader do well), warrens would be high blight resist folk(don't bring the plague doctor), and the weald tends to be fast critters.
Also, scouting bonuses for the area are REALLY helpful. Even more so now with secret rooms!
I think when you know how to manage enemies healing is incredibly strong personally - but you do need to know what you're doing to be able to outheal the enemies. You need to know how to prioritize enemies, and above all, you need to use *lots* of stuns if you intend to use a heal centric strategy (if you intend to heal then every enemy should be stunned at least half of the time typically). Personally I can pretty reliably keep my entire party healed at the end of each fight, including stress and even if I get 1-2 criticals on me.