If you wonder how good my team comp is: usually i don't get any stress damage at the end of the run, shambler died in 3 turns and didn't even got a chance to do anything. You also should look out for Shambler because he can spawn if torch is 0. Another main thing you should know is: if you can make dark runs without losses and significant stress damage - they'r totally worth it. Main thing imo are trinkets, if you don't have good trinkets (such as speed, dmg, stun) it may be to hard to pull off. I started doing dark runs at the end of easy dungeons and doing them right now at apprentice dungeons. Don't get shuffled often, it certainly makes things harder, but it's not really critical, at least for my parties. Speed is key, since you really don't want enemies to attack you because dmg bonus they get is pretty high. Basically 3 heroes for stun and one for damage. I like going with heavy stun+speed team and nice damage, particularly: plague doctor for double stun, houndmaster for stun/mark, occultist/abom for stun (and whatever each of them does) and arbalest/bh for damage. Loot is very plenty, if you go for medium or long dungeon there would in fact be too much loot, so you should really aim for short dungeons.
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