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Hiya!
Certainly *tried*. The two Butlers in the exact middle aren't making anything easy. I tried to Zealous leap over to the gas mook, but of course then my exposed Fighter was getting eaten alive by the Sommeliers. Sure they have 3 HP and 1-2 armor, so as long as she hits they die but um...you know. OW.
As for your question, the best way to take out that gas spewing machine would be a job for your mystic and ranged hunter. You should be able to take it out by turn 2 the latest with an interfusion, following by a flanking ranged attack with your hunter.
My party composition was 3 warriors, 1 mystic and 1 ranger. I recruited a mythwalker (level 5) warrior as soon as I can to give some much needed support to the normal heroes.
I'd highly suggest playing some three chapter campaigns to build up a legacy roster, before trying out the main campaigns.
Otherwise you can still play the campaigns, but perhaps stick to adventurer difficulty because RNG really hates fresh heroes.
Legacy heroes...if I roll a really really good hero and finish a campaign, I can import them into other campaigns or? Not quite sure how all that works.
Cheers for the tips!
Heya.
Yeah, I value the speed stat quite a lot. Tend either get a leapy warrior if I can or make the Mystic in particular zippy so they can interfuse with the right objects. Ranger's the last priority since I run them as bow users and the range extension gets nuts later on. If nobody really needs a speed boost, I try to keep them all next to each other so there isn't the one really slow guy in "OMG RUN" missions.
I do feel slightly insulted when you ask about my defense despite the post mentioning a 6-armor fighter who keeled over with all his armor intact :-P
The one hander may be an idea. Those 2 "OP weapons" i lucked into? Tier 3, and both 2-handed ...
Which isn't to say your concerns aren't valid! It's just that, semantically, it seems like a weird way to express them.
(My own tip: concerned about Sommeliers? A hunter with Archery and a high-warding hero can team up to take most of them out on the enemy turn! Bonus points if the hunter has Rogue to avoid being targeted themself.)
I think I did that poison map twice now and both times it was a breeze. I tend to build myself less for raw damage and more for action economy though. If I can't hit multiple enemies in one turn, it isn't a good build. That action economy helps you in those fights with swarms of enemies. No sense in using a 12 damage attack on an enemy with 2hp and 2 armor is it? Not when you can deal 7 damage 2-4 times instead. Its what makes the Wolf transformation so fun. Build with battle dancer and wolf call and your whole team can just steamroll through maps.
Whatever that melee ranger talent is that gives you an extra attack on melee killing blows... that one is friggin amazing. Especially with that artifact dagger with the range of a spear. I've chained that into 5-6 extra attacks, ending with a bow shot. If you can simply attack all the enemies in the ranger's range so they get backstab criticals, its amazing what they can do in melee with that talent.
If you're not having luck with getting healing talents or anything for that room, having high stunt chance and leaf enchanted weapons is a good alternative, especially when building for action economy. Mix in a rivalry or two and I've had characters build up 6-8 temp health in just 2 turns. I actually try to avoid the plate armor or any of the tankier armors in general since the speed reduction and loss of damage potential is just too much. A few extra shields aren't as valuable when the enemy gets turns to break them.
Rangers also tend to have the highest speed. Because of this, they're ideal for diving deeper into the enemy lines. One talent that is almost a must for me (two actually) is the fox strides or whatever its called that gives speed until you activate for guaranteed dodges and the flashbang. The flashbang can be self targeted to enter stealth and when upgraded it can even stealth your whole team. That was actually one of my strats for one of the two poison room fights, put everyone in stealth and rush through while a tanky mystic with Tinker cleared a path.
Don't take this the wrong way, as I really don't mean it negatively. You sound new. I get the feeling that you haven't played long enough to really experiment with all the different abilities and that kind of thing to really have strong synergies planned out. There's nothing wrong with that. I didn't see the value in certain abilities early on when I started playing and I don't expect other people to either. Those aid spells are pretty good in a pinch. After having cleared something like 12-15 campaigns, I've only ever had a map failure once and that was a chapter 4 or 5 map with a secondary team of 4 with 2 new recruits that weren't geared. I've had a few close calls and very few maims and only one death.
Remember that warriors can use bows too, and they should have one for situations where you need to hit something that you can't get close to. It helps a lot when dealing with wardrobes, too...
Or Raider, which is basically "Attack Scenery but better" (and on upgrade becomes "Ignite+ for warriors"). IME one of the most consistently fun—if difficult to build around—skills out there!
Useful information, thank you for that.
Assumed that the gas spewing enemy was entirely unique since it showed up at an act finish battle, so I'd have to deal with at least that. With this in mind, let's reroll things...