![]() Now let's discuss certain important basics. I guess you'll have to choose what's more important for you. On the other hand, having more people means having more stories ongoing. Same goes for alchemy and crafting – full squad burns through that stuff just way too swiftly, meaning more busy time for you. Having to do this for half as much people is much more pleasant. Meaning that every two level-ups you'll have to be fully replacing your party's gear and, believe me, this is a huge freaking chore. ![]() Keep in mind that Wolves are also smoother to play – the armor system of this game makes your armor scores to be super-important, however, they're absolutely gear-dependent. So that's the distinction between these approaches. So where your average squad would melt, your wolf will just munch some fries and move on. And, in this patch, Five Star Diner is actually a five star perk. So any percentage-based healing you apply becomes god-tier. It's their natural state – while their overall health pool is pretty similar to that of a proper party, it's much more dense in its concentration. ![]() ![]() However, unlike the full squad, they can be actually tanky. Their damage output also became more conditional – wolf mages, for example, are forced to depend on the High Ground usage and that's not always possible. Wolves, on the other hand, are killing the enemies much more slowly. However, any mistake would lead to swift and inevitable wipe-out. Thanks to ability to take the literal Glass Cannon, it will now easily outdamage the Lone Wolf team. So full party play heavily relies on hit & run, divide and conquer and heavy control approaches. On tactician mode (this guide is adapted for that, obviously – anything below is way too easy) all your full party members are pretty much glass cannons, with sole exception of full-Con builds. So it's much less about curbstomping your path through the game and much more about tactical choices. Now, however, they've lost from 30% to 50% of their overall damage output, depending on the build, and suddenly became pretty fair. That's per one wolf – two wolves supplied you with two parties' worth of damage. Previously, Wolves were OP and IMBA, easily dealing 3-4x as much damage as your average full party character would do. They're the thing that was changed the most in the Definitive Edition so let's start that. First we’ll go through the full party builds, then we’ll go through the Lone Wolf builds. There’s not much reason to use Spider Legs anymore.In this guide, we’ll swiftly go through the best builds of the game, briefly explaining how and why do they work. So… they just made Worm Tremor overpowered and nerfed a weaker version of it to the point of irrelevance. ![]() It didn’t have any effect to make those status effects ignore armor. Worm Tremor is clearly the better option by comparison for an armor ignoring root effect, yet Spider Legs was needed and Worm Tremor buffed to take its place.įor additional reference, the old Torturer talent only made the damage over time status effects, bleed, poison and burning, last one additional turn. It doesn’t make much sense to me since the total AP cost compared to Worm Tremor is the same, but webs are able to burn, removing them entirely and the burning status effect removes the root. You’ll have to cast Spider Legs a second time to get a second Web spell. Now, I believe the cast is a higher AP cost and the cooldown is long enough that you only get it once per cast of the main spell itself. Spider Legs used to offer the web ability for 1 AP and it would be able to be cast every turn. ![]()
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