Use PD's battlefield medicine or self heals combined with wyrd reconstruction. Abyssal artillery can clear the backline and sacrificial stab will outdamage some of the more damage focused characters here. Plague doctor is great for backline stun and blighting high prot opponents like the octopus or snails. His abilities get huge damage bonuses against most of the Eldritch targets here, and the damage dealt to you is often spike damage, so his big heal can be an asset here (for best results, give him Junia's head). This mostly applies to MaA/Vestal/Crusader/Leper. Generally, it's a bad idea to take more than one character with a speed under 5 (including boosts from trinkets/quirks). Vestal and MaA are both slow, and will almost always act after them, which isn't super ideal unless your other two characters are very fast (a plague doctor and a hellion, say). The groupers are about average speed (SPD 6), but this can easily be beaten by many characters, esp. This can be exploitable in some cases, or, at least, can allow you to predict where you might need your heals to go. Things go sour and your hero gets +100 stress.First, note that the high damage groupers can only target the front ranks if they're in the front, and the back ranks if they're in the back. Then, the following turns, it becomes a gazillion bleeding damage! The hero only receives a few points of damage. You'll see, it's rather funny the first time a giant crab with a ton of protection attacks your hero with it's Arterial Pinch ability. Amphibians, giant crabs, flying jellyfish and other atrocities. Here, the monsters that await you are from the depth. The Cove, a dungeon that can hurt pretty bad.
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