Your strategy made a bit of sense, but wasn't very good in practice, no offence. Jester is nice for giving stress relief to your dudes and finale is (only) a good skill in boss fights, so if you can get used to the fight for a bit you can use it as a nice finisher if you pair it with dirk stab/finale I'm assuming the boss should not have to take that long to beat, so for future reference, how did I mess up so terribly? Was my party composition trash for this fight? Did I just need to be stronger? Or is this fight supposed to be a really long one?Īny advice on how to handle this fight better on possible future playthroughs would be appreciated.Īs a general rule of thumb, you don't need a Vestal and an Occultist in the same team, but you can if you want. ![]() This was my best team, but the fight was still awful and not even just from a difficulty perspective, the fight stopped being fun around the 20th round by which point every turn was exactly the same, Vestal group heals, Jester stress heals, Occultist pulls the boss in / heals, Crusader hits him. The fight lasted 44 rounds in total, and by the end everyone had nearly died of heart attack despite my Jester's stress healing my Vestal and Crusader were Masochistic, and my Jester and Occultist were Abusive. I had a Crusader, Occultist, Jester, and Vestal, all with up-to-date equipment and abilities with good trinkets (at least, I think they're good). I'm on radiant difficulty, but the Necromancer Lord fight seemed to take way too long, and be way to difficult for a champion/legend level party. Hurlbat in particular should only be used with a party that's adept at applying Burn tokens, but it's very effective in these scenarios.It's my first time playing through the game, after buying it a few days ago. Lastly, Collect Bounty, Hurlbat, and Finish Him all make for outrageously good finishers assuming you can manage to trigger their extra damage bonuses. Staredown and Bodyguard are useful for protecting your other party members if one of your heroes happens to find themselves near death's door.Ĭaltrops, Mark For Death, and Come Hither are great combat openers when used on the right target as they can largely disable an opponent that would otherwise be a nuisance. However, you can also get a Stun out of Flashbang if you manage to use it on a target that already has a Combo token. No Escape and Uppercut are arguably the Bounty Hunter's best abilities as each applies a Stun token to the target, setting them back a turn. ![]() However, he's especially effective in a party that's already good at applying and using Combo tokens. He is capable of both applying Combo tokens and taking advantage of them with ruthless efficiency, allowing you to insert the Bounty Hunter into any party of your choosing. ![]() Deals 75 percent more damage if target has a Stun or Daze token.Īs you may notice, the Bounty Hunter's abilities pack an absolute wallop.Deals 50 percent more damage if target has a Burn token.Removes a Vulnerability token from self.Ranged attack that Shuffles the target.Applies negative 20 percent Move resist.Ignores 30 percent Bleed resist when target has a Combo token.
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