On the flip side, I'm reminded of one particular person who was convinced that OCC was mandatory for success in DD and relied so heavily on healing that they used to take 2-3 of them (like VES + OCC + OCC + damage dealer). trinkets, skills, hero upgrades, hamlet upgrades, max-level for the dungeon, etc) - not to mention combat-specifics, like projection, speed, good damage, stuns, a little self-sustain (etc) will have a lot less intake compared to similar or identical comps with less luxuries.Ī lot of the time, being able to control the battlefield and/or dunk enemies before they can act will save you from so much healing and stress-healing that they're barely required. By week 80 or so, you could surely build those teams if it interests you.Ī well greased comp that's set up properly and has as many comforts as possible (eg. Generally, you need to have great stun trinkets on the best stunners, and lock in 1-3 +SPD quirks each, to achieve reliable top-of-round-1 stun-locking. This level of bravery is not for newbies. If that team can win so fast it never takes the stress, or takes moderate amounts and camps twice to cure it all, that works. Each week, for each team, you consider who's got the healing roles covered, but you also look at their offensive strengths (stun, or damage, or can hit #4, or can dance, etc.), and find combos that go together.Ī team with 0 healers is also a valid solution. Could even start CRU in #3 and open with Holy Lance, then stay in #2 and swing his sword.Īnd so on. So splash in CRU as front-row dual-healer, and you have 2 slots left. + PD as double-stunner, but that eats a backrow slot, so already you lose 1 of VES or JES. ![]() + SHB as goon, HWM as goon, CRU as dual-healer, oh hey, all 3 can dance.Īdd any 4th dual-healer like ARB, and this looks like a big-damage dancing team, with 3 goons doing a whirlwind. + ARB and OCC to heal, HOU and OCC to stun, HOU howls, add another stunner like ABM.Ī perfectly good stun team, and it still covers both healing roles. That opens up many new team combos that don't blindly use VES-JES. Generally, at L4-L5, the secondary healer classes (HOU in stress, CRU and ARB/MUS in both) get strong enough with their minor heals that you could rely on 2 of them to cover each healing role. Other solutions also exist, and they're worth exactly your success rate with them Healing it with a stress-healer is a bit of a sledgehammer, but it works. The point is that you should always think about how every team of 4 will answer stress. It demands some expertise, good trinkets, an "ideal" build, and a bit of daredevil adventurism. That last bit is obviously brittle if anything goes wrong (so 1 time in 100 fights), but can be a hoot to play when everything works right. ![]() alpha-stun everybody with a fast stun team, take 0 stress in the first place 元-L5 Crusader, or Houndmaster, or Arbalest/Musketeer who stress-heals? (it doesn't have to be Jester, other classes can cover it) who heals? (it does not have to be Vestal, you can fill this role with other classes) There are 2 kinds of damage, hence 2 kinds of healers.īoth are important enough to be bullet items on your weekly checklist:
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