![]() You're better served with the same-old-same considerations. I do love me some Antiquarians, and I'm not against the idea as a whole - just this strange notion that taking one is 'the answer' (when you can simply dunk both the dungeon and the boss more comfortably with a standard comp without incorporating all this faff for what can only be considered as fear of her gimmick). There are very few cases within the last 5 years where I hadn't casually melted all variants of her within a 3'ish round window using whatever comp I cooked together - with only Champion risking going on longer than average due to meatier minion management and a higher health pool to eat through.Īs said, you are dimming your dungeon and boss performance for the sake of a chance at having a weak combatant be taken, which may not even happen at all as there are no guarantees, even if abusing Holy Water - and when not taken, her contribution is meagre. He's the type of flex pick that ensures she'll be taking a steady flow of damage regardless of the situation, even when he's seduced - assuming you've landed bleeds beforehand - and passively does damage against most of her abilities for free, giving you plenty of options for stunners in other ranks. Heroes like HWM are a decent choice as he applies his own bleed-res strip while bleeding her, can function mostly anywhere, can de-shuffle in between riposting her AoE's (including PBS against summons - or herself). The main concern is to ensure that whatever you take isn't overly static, as anyone taken will be sent to the back regardless of what they've done, shifting the alignment of your group over time, in which case you'll probably waste turns fixing that instead of just killing her. Most will simply say "stuns" and call it a day, and as yet another 2-turn boss (which helps wipe the stun res quite frequently), landing DoT's through her resist is very potent. Siren is comfortably sitting at around 3rd-easiest of the standard dungeon bosses (and has done since the very beginning), thus I don't give her much thought because there's simply no need to outside of the basics. No idea why they chose to rework it, but it is what it is. Stealth is nice and all, but it was not a good trade vs old Shadow Fade (which would stun a target while pushing her back into Lunge position). You can still beat the boss doing such things of course, but most will simply dunk the Siren and be home in time for dinner without all the faffing about, especially in Vet/Champ.Īs for Grave Robber, the initial Stealth rework made it possible for GR's to solo various bosses all by herself via abusing stealth, hence it was tweaked so that certain skills just ignore it outright. ![]() There's a reason why practically nobody has advocated such a strat over the last few years, in a game that has been dissected to death (and then some).īy the same logic, you could utilize Holy Water (or trinkets) to give everyone - except for a hero of your choice - more debuff resist so that the chosen target is more susceptible to Seduce by having less than everyone else, but again, there's a reason why nobody actually bothers doing this, except in the old days (when debuff resist could help you resist the charm outright, hence you always took Holy Water with you to the fight). She doesn't, because you have to drag her through the dungeon to get there, there's no guarantee she'll be charmed to begin with, and she provides next-to-nothing against the boss that others can't do infinitely better, so you're basically making things harder for the sake of minimal benefit. You can use trinkets that increase the chances of your heroes of becoming virtuous to try and achieve this outcome.How does an Antiquarian help in this matter? Whenever the Anchorman attempts to anchor a virtuous hero and fails, your party will experience stress relief. Equally, if they become virtuous after being chained, they will break the anchor. Should your hero be virtuous, they cannot be anchored. The Sunken Crew will resummon the Anchorman after you have defeated it. Your hero will automatically be released from the anchor status when their stress bar is completely filled or if you kill the Anchorman. However, the anchored hero can still use any of their moves. Additionally, when a hero has been anchored, the Sunken Crew will get a massive buff. While anchored, your hero cannot be moved, their stress will slowly increase, and the Sunken Crew will periodically regain some health. This annoying add will then use "Heave to!" to anchor your first hero. The Sunken Crew will use "All Hands On Deck!" as its first move, which moves one of your heroes to position one and summons a Drowned Anchorman. The Sunken Crew is an Unholy enemy that takes up three positions.
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