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The shade and banshee items are OP compared to the other minion specific items.
Max evasion, get at least the initial ward upgrade.
All 4 minions can heal from their items.
The shades can put down their ultimate (I use the reduced wrath version). Banshees use their scream to shuffle enemies through the traps dealing true damage.
When enemy is low sanity, use the fated magic buff and voidclaw from the shade to one shot the enemy. Works on magister as well.
Finally, no matter what composition you go with, the remove debuff spell is very good to remove the true damage burn from the inquisitor.
At any rate, that’s another team that worked. I hope that is helpful.
(All this was my first run through and like you, was on More Pain.)
You are right.
Going through all five dungeons, always with the same team that over time becomes very powerful and cleans the rooms in the first round, only to get to the final boss and find that you have to start over because your very powerful team is not suitable, is a real ♥♥♥♥ , and only indicates how badly the game was thought.
And that therefore we might as well face all the dungeons, with the team suitable for the final boss right away: 4 wraiths.
What a crap game.
Admittedly it got mostly left out, but that's because the game is too easy and can be beaten with the same team on most difficulties.
The game was p. well balanced until the final boss which seems to be beaten not by all minion compositions.
Actually, it's not even the boss himself it's Royal Gunner.
The werewolf is extremely hard hitting. I got him an item to regain 5% of damage done in mana, which helps paying back the mana of expensive spells. His attack to inflict 300% damage on the 4th position is a killer. It often kills the opponent in one hit, especially since the werewolf has a very high critical chance (1/3 late game). His regeneration capacity also helps. Get him 2 blocks as soon as possible, the rest is easy. Blood moon is also a killer ability. And his bite destroys armor and resistance permanently. This guy is uber!
The dark night is an extreme tank. Invest all you have in armor and resistance (and some aim) and he will be unbeatable. With the dark heart item you even gain mana and wrath each time he gets hit (which often is for damage anyway). If for some reason he would still lose life, you can suck it back through his special ability, which is very good. To top it all off, all those points invested in armor and resistance even make his basic attack better!
The lost soul is your back-up girl. All she ever has to do is protect your other guys with block+ward. Get herself up to 3 blocks + 3 wards and she's almost unkillable herself.
The zombie is your artillery man. The bombardment is killer, especially in combination with some items and a high critical hit chance (late game his critical hit chance gets up to 40% or even better). I got an item that sets your target on fire, that really hurts. The zombie can even protect himself with block + ward if necessary. He also has a very high resistance, making him almost immune to magic damage.
With this party I ran through the game on auto pilot. Piece of cake.
The grand magister is a bit tricky because you have to beat him twice AND because he reshuffles the order of your guys (which breaks the bombardment stance of the zombie if he gets in first or second position). But with a little bit of reorganizing (both the werewolf and the dark night have attacks that push them forwards, while the zombie has one blowing him backwards, exactly what you need) it is actually easy. The lost soul constantly adding block + ward is really great.