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Rainbow Blob: [Mass Mystify] / [Debuff Mastery] https://monster-sanctuary.fandom.com/wiki/Rainbow_Blob
Normal Blob: [Heal Charging] / [Curse Chain] https://monster-sanctuary.fandom.com/wiki/Blob
Since King Blob is not only a great healer, but also good at buffs and debuffs, these various shift powers are pretty good for debilitating the enemy / buffing your team.
Also see here for easy comparison: https://monster-sanctuary.fandom.com/wiki/King_Blob
Honestly, from the King Blob's moveset, it seems like it's a pure support - healer/buffer. It can dish out some Poison too, but first and foremost, it has useful buffs, life wave, and restore along with potent passives enhancing both. As such, basically all of the 'dark shift' options are sub-par.
Out of the light shifts, the two auras are both viable since they'd apply to both him AND the rest of your team, bolstering debuffs, which is always good fund. But the main contenders, in my mind, is Light Blob's Heal Charging and Light Ice Blob's Light Instinct. The former because I see this guy spending the vast majority of his turns dispensing heals, and the later because more survivability is always good... ESPECIALLY for your main healer.
I'm not really sure how Light Instinct's 15% damage reduction interacts with the REGULAR, defense-based damage-reduction, though, considering that the later is affected by diminishing returns... can anyone shed any light on this?
You're missing its key abilities if you think that.
Look at Warlock Healing:
Look at [Trickster Buffing]:
[Bolster]
[Remunerate]
This thing shoots off a lot of debuffs while healing and buffing. Make sure to read the various abilities ^_^
Most bonuses are multiplicative (which of course includes [Light Instinct]'s damage reduction).
Fair cop on that first one... I'll admit, I hadn't really considered how all those passives in combination would result in him dispensing debuffs even without ACTIVELY doing so. Now, Shadow Proc and Dark Instinct would clearly still be a waste, but Debuff Mastery or Curse Chain are arguably on the table with that in mind. I never cared for Curse Chain in general, mind - it honestly just seems badly underpowered for a Shift passive, along with joining several other far-more-potent passives in the annoying 'useless for Champion-fights' category. But Debuff Mastery? That's definitely on the table.
As for the two Auras, Supremacy would still not be a good pick IMO - yes, King Blob would accumulate a ton of Charges, but he doesn't have Charged Healing, so they'd only be useful if he winds up with a spare turn to attack in. A chancy proposition, in any serious fight. Mass Mystify is another matter - indeed, that could be quite helpful. So thanks - now, instead of trying to decide between TWO shift-powers, I have to decide between FOUR.
Heal Charging, Light Instinct, Mass Mystify, Debuff Mastery. Eeesh...
As for the bit about Light Instinct, though, I'm not entirely sure what you mean. Suppose King Blob has a 40% Damage Reduction thanks to his natural defense and gear. Would adding Light Instinct to that give him an effective Damage Reduction rate of 55%, or 46%? Or something else entirely?
[Curse Chain] is amazing (certainly not underpowered) and is part of why certain monsters like Fungi are total beasts with applying debuffs -- don't knock it till you've seen its power ^_*
[Supremacy] is great if you utilize King Blob alongside other monsters which have a lot of debuffs going for them. Remember that it's an aura, so, the OTHER MONSTERS WILL GET CHARGE STACKS, not just King Blob. Yes, King Blob would rarely attack, but the point is the other monsters getting charged.
In multiplicative math, the order of bonuses doesn't matter, and bonuses just multiply up together.
For example, assuming you had 40% Damage Reduction (DR) from defense and [Light Instinct] shift passive, the calculation would look like:
1.0 (normal damage taken) x 0.6 (Defense DR) x 0.85 ([Light Instinct]) = 0.51 damage taken
i.e. 49% Damage Reduction.
Remember, of course, that this is just accounting for these two things and not any other factors, which again, would get thrown into the multiplicative equation.
Anyway, hopefully this helps some for "how to evaluate monsters", by paying attention to their various passives and auras.
I had many teams that were just Yowie + King Blob + Third monster and the Yowie and King Blob alone had a really good sustain and could just outheal/shield the enemy while also debuffing them passively,
Third could be another debuffer for mass debuff spam like Mad Eye or its evolution. I had the Lion starter so I often had a serious multi-burn/poison combination going with the above setup.
Excellent to hear