![]() ![]() On the modded side, tried Falconer/Warrior of Sunlight/Hollow Knight/Monk: a DPS-heavy squad that offered a mix of Bleed, Marking, PROT debuffing, and Armor Piercing, to try and break down the PROT-focused opposition. As can can probably guess, heavy bleed squad that is more or less also meant to win battles of attrition, although HEL was tooled out to land crits early and often. ![]() Everyone on the team can self-heal, which was key due to the number of crits the opposition managed to hit during the run (five total, two in one battle).the place never fails to remind you that its calling cards are DMG and PROT, so having ways to get oneself off Death's Door are big. CRU was a shockingly good healer when equipped with Commander's Orders/Ancestor's Scroll. Things go sour and your hero gets +100 stress.Was encouraged by the talk pushing the PD here, decided to try out CRU/PD/FLAG/HEL as an option-Blinding Gas and Incision indeed helped out a bunch, Battlefield Medicine was huge because of the large amount of Corpse Eaters I ran into, Vapors was great for the frontliners (particularly for HEL, to counteract Bleed Out debuffs). Then, the following turns, it becomes a gazillion bleeding damage! The hero only receives a few points of damage. You'll see, it's rather funny the first time a giant crab with a ton of protection attacks your hero with it's Arterial Pinch ability. Amphibians, giant crabs, flying jellyfish and other atrocities. Here, the monsters that await you are from the depth. The Cove, a dungeon that can hurt pretty bad.
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