![]() Hellion pairs well with pretty much anyone. She's incredibly flexible and the trick is looking at what you need her for, be it stun, bleed or raw damage. The main issue with hellions past novice dungeons (where your bleed and stun land fine without trinkets) is deciding what you're going to use her for in any particular run and not being tempted to try and have her do everything sub optimally. They are a bit fragile for a rank 1 fighter, but with a bit of support that's a non issue. First, because of the way damage calculations work it usually only amounts to a couple of points, and you can always remove the debuff with herbs just before you attack in really crucial fights. Hellions are all round super stars - they can hit all enemy ranks from rank 1, have a truly outstanding stun and the debuffs are actually a lot less scary than you think. They're still excellent support for an abomination, because you really want targetted stress healing for one (and the houndmaster splatters his stress heal all over the place) and crusaders and flagellents won't team with abominations. ![]() ![]() ![]() I tend to stick them in slot 3 with both bleed skills, inspiring tune and dirk stab or battle ballad (depending mostly on whether you have accuracy issues in your composition, which you shouldn't in novice dungeons). I really like Jesters but I do feel they got hit too hard with the last round of revisions, making mucking around with solo and finale pretty much not worth it in my book. ![]()
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