So if you have three different element cards, or use the Elementary card in the combo, you get a great boost to your damage that turn, especially if you’re set up to make as much fire damage as possible! Barrier is fantastic, especially since it stacks with her barrier spell, but doesn’t stack on itself, so going for it twice in a row is kind of a waste, when you could save that combination for when it’s needed.įlame counter, however, is only as powerful as the amount of elements used in the chain to attack. Like, Copernica has two that perfectly fit this, the Barrier one and Flame Counter. Well, those free cards you get for “Hero Chains” is mean’t to be situational, so while they seem exciting to go for, they are only as useful as their context, with a few exceptions. I should have tried to work in poison in order to negate his healing even more but I kinda forgot about it since I never used it before. Always keep the big dude blinded which helps a lot with his big attack, always have regen up and try to chain as much as possible with coppernica for the AoE shields. My goal was to build up a lot of cogs, then unleash a fullly buffed Orik on the main boss, which deals a fuckton of damage. Play defensively, mostly ignore the little slime because they'll be back and aren't very dangerous, killing them doesn't seem to make the king slime heal less often. Orik with crit buff, one heal mask, one demon mask, the skills that eats all your steam and deals a bunch of damage, the skill that allows you to use one more card next turn if you crit along with the regen skill you just got. Galleo with blind, regen, heals and shield, og weapon for more shielding and crutch aoe heal, also had the sprinkle attack that reduces lightning res which helps with both coppernica's regular attacks and Orik's big finisher. Coppernica using her original weapon, the buff that gives more gear along with one shield and a bunch of lightning spell (and maybe one AoE fire spell, not sure). The King Slime? I went with a very similar setup to the previous boss, took 2 tries because I wasn't prepared the first time. The “dodge this turn” move they have can be upgraded to have an effective rate of One Hundo percent dodge! It’s an investment though, but can be practically irreplaceable. They are my favorite party member (members?) in so many ways, in an already amazing party of characters. You wanna get more taunts? Put ‘em with Galleo, and start using the Taunt Punch with them, you won’t be disappointed! Let alone all the Ailment combo’s they have with other characters, alongside their own. Even has the bonus of mostly being not skills, allowing steam to buld up for their powerful attacks, not to mention reducing enemy damage output significantly, and healing themselves in the process! I’m kinda surprised, if you’re playing on normal I can understand not really NEEDING them, but on Legend they become practically necessary! Galleo’s Blindness has saved my bacon from both damaging AND debilitating attacks more times then I can count! It was even instrumental in passing the hardest fight in the game so far, the 1st act boss, given the lack of card upgrading or massively useful cards until after the fight.Īnd let me tell you, while Ailments can come and go, the amount of buffs and debuffs Tarah and Thayne can put out, in Quck Succession mind you, to then Completely Murder an enemy is frankly astonishing. Some of my best cards are from those moments, and it really makes you feel like this journey truly changed these people. Not to mention the masterful story integration of having characters learn new moves based on what happens during the story, that’s absolutely stunning. That’s honestly masterful game design right there! You are provided enough redraws and opportunities in combat to exemplify YOUR deck, and it’s usually your fault if you run into a situation where you can’t do anything in a given turn. I feel like the card drawing and deck limit balance of the game is pretty fair. Obviously the game changes with Galleo, since he’s both capable of a powerful healing power buff, and powerful single or multi target healing on his own, but excluding him requires working around lacking his ability to fix mistakes. If you’re gonna go in hard, you have to mix those in so you can keep yourself from losing health in the first place. That’s why there are so many damage mitigation tools like stun or blindness on the enemy, or defense ups on your allies. It’s ends up being something that slows your momentum if you need it badly enough. Most characters have at least one method of healing each other, but without a specific buff to healing ability, it’s difficult to use it to clean up after a really bad hit.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |