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    ←Previous Post -- Next Post→ Week Thirty-Eight -- The Necromancer I entertained a delegation of experts from overseas, eager to plumb the depths of their knowledge and share with them certain techniques and alchemical processes I had found to yield wondrous and terrifying results. Having learned all I could from my visiting guests, I murdered them as they slept. The changes made for the Veteran-level Necromancer fight aren’t worth talking about if only because they’re so expected. That doesn’t mean there aren’t any new developments on this run, though. Let’s just get right into all that. CowCow gets the damage trinkets because The Goliath is already pretty damage-focused and just needs some accuracy. The Goliath isn’t the best class given how most of the enemies resist the bleed status effect of his main attack, but he’s still rather strong, and his random stun won’t have any other targets if he does it fast enough. Jumping ahead a little bit, I wish I managed to get a screenshot of CowCow’s damage numbers because he was hitting for like 45 on a crit. Anyway, it’s a pretty standard party, I think. Audrey lunges forward to put Cow in the optimal position to use his own lunge on turn one, Euryale is the healer, and The Goliath is the tank at the front. Both Cowcow and Euryale can also manage the Thrall’s “stress on every little hit” mechanic as well, so we shouldn’t have any trouble at all. (they write, having already played through the mission knowing exactly what trouble there is to find) Oh, look at that, two more infections. This is getting to the point where I should probably take some blood with me just for peace of mind. This is a medium dungeon, at least, which means less time for these vampires to waste away, and being a boss dungeon makes it even shorter since we know exactly where we’re going and the shortest path to get there, but these infections are adding up. Dare I try and cure them for a bit or do I just keep pushing onwards a little further? There’s also the matter of a new enemy type flying around the dungeons, the gargoyle. They are mostly annoying thanks to their high prot, but their low health means a good pick to the face courtesy of Audrey the Graverobber takes care of them easily through that. They’re also unholy, which means CowCow has little trouble as well. That isn’t to say they aren’t annoying. They either rend the front two rows and can shuffle them back or they can tail swipe the back two rows to stun them. They’re not great to keep around, but they also could easily be worse. The biggest change to the Necromancer is the enemies it summons. Sure, it has appropriately buffed health and damage numbers, but the strategy of “hold the fort and pick off the summons to keep the fight manageable” is a lot harder when the first thing it summons is a skeleton with stealth, or a tanky skeleton that takes at least two rounds to kill. Of course, that’s where the stuns come in, making the Necromancer much easier to race by virtue of simply limiting its turns. And when the stun comes with a hefty 20 Crusader damage attached, it’s pretty easy to see where things are going. That being said, it’s technically Audrey that gets the kill by virtue of getting the last hit and having her blight being part of the DOT that ends this particular necromancer’s career. There are getting to be a few too many infected adventurers waiting around with little to do, and this is our one chance before champion-level dungeons to try and alleviate that. The actual breach of the courtyard grounds won’t be next week, but we do have to get our potential party ready. See you then, -r ←Previous Post -- Next Post→
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