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But on occasions I'll sub the GR for a Plague Doctor (she has better blight and her heal cures bleed) or the Arbalest. But no matter what you do the Cove is a hard dungeon. The fish warriors do OP damage, the shaman is a pain in the rear, the zombie dude can really mess things up and dont' get me started on Mr Crabs.
I run a similar crew, though I tend to swap out the Hellion for the Crusader simply because I prefer his far greater flexibility (mainly as a secondary healer/stress manager).
Another group I favor is, in order from row 4 to row 1: Occultist, Crusader, Man-at-Arms, Jester. The Jester's main gimmick in this set up is to come in using the Quickdraw charm and some other damage buffing trinket in order to hopefully strike down one of the enemies right off the bat with a crit. With the righ collection of quirks and trinkets, he is usually rocking a 30-40% crit chance on the first round. 9 times out of 10 he goes first and uses finale, which then suffles him to the back and places all the other characters in their ideal spots, at which point he spends the rest of the fight buffing the party and dealing with stress.
My Occultist uses abyssal artillery to hopefully take out the back lines, and weakening curse to deal with the heavy hitters, healing as neccessary.
My Crusader plays leapfrog with the MaA, also striking the back row with holy lance, while the MaA stuns. The Crusader also serves as a supporting healer for the Occultist and a support stress manager for the jester, making him the lynchpin of the party. This set up works quite well for me.
PD-GR-H-A
Take trinkets with +DODGE, buff +DODGE at camp and spam Bolster (which also adds +DODGE), and the groupers won't be able to land those devastating crits of theirs.
Battles will take a while to finish, though, so be mindful of the Shambler and the Collector.
Houndmaster or Bounty hunter marks. They reduce enemy protection and set heroes with benefit of mark damage
Fishmen have low stun resistance (the humanoid looking ones at least), take advantage of this
Ethereal Crucifix This unique trinket is very good for this area!
+25%dmg against eldrich
+30% Bleed resistance,
-20%max hp
It's better use this trinket on tanky damage dealing character or use trinket with Hp boosting trinket to counter hp downside
The bleed resistance is basically guranteed you will never get bleed. Counters Giant Crab Arterial pinch completely
Everyone will usually be dying, and if the Ghast gets up front, the team is usually fast enough to finish him before his signature move while everyone else dies of DOTs.
Or ♥♥♥ can even lay his blight on something (a usually pretty weak skill), as when PD's blight and his double up, they're actually pretty brutal. OCC can probably handle the pretty limited incoming damage, and PD can handle bleeds/blights. PD/♥♥♥ can take care of themselves pretty well, leaving SB the only character really in need of healing support.
You can really bring any solid team, though. Even a bleed team or a pure damage team or if, for whatever reason you want to, a marking team, although it's kind of pointless here.
Trinkets: damage - heal/acc - stunbot - damage/speed
Don't forget bandages and herbs. Use whistle on the crabs. Throw rampart when it seems good even though you don't have any +stun, it's fine. If someone does take a ton of damage you can throw defender while you wait for the OCC to roll higher than 2, though if you play well that won't be necessary.
I also like PD-OCC-HM-FLG or swap FLG for SBR. I call it backline cleave since everyone can AOE row 3+4. Blinding gas works well with DOTs.
Heavy bleed teams for the Warrens/Weld/Crimson Court.
True, because of giants. Still not good enough to use as a main strategy, though.
However, Cove is unique in having a Champion level monster (Squiffy Ghast) that actually politely comes up to the front row for his beating before doing his main attack, generally at the end of round 1, usually before Leper's turn.
Leper just kills him for his trouble.
Leper is also one of the few heroes who cause such a ridiculous amount of damage that the PROT on those dumb crabs barely matters. And he's one of the few heroes with enough AP to just ignore the bleed until PD gets around to patching him up.
I usually use SB because just bypassing PROT is easier than overpowering it with raw damage, and just being able to hit the back is better than waiting for something to come up front, but it's the only dungeon where the champ monster is completely vulnerable to LEP.
(For comparison, in the Weald he's useless against Virago and the Giant can shuffle him to uselessness, in Ruins, while he's okay against the giant skelly, he's useless against Bone Bearer, and in Warrens, while again, he's okay against the giant pig, even his tanky HP pool is completely worthless against Skiver and he's the one character who DOESN'T get hit by the Cripple Them attack, so he's almost an anti-tank.)