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Haven't tried this much myself, but I've been impressed with: Raw damage might be a bit low, but you can control battles quite easily. Tons of stun power, healing, stress relief, bleed/blight. Hard to get into trouble with a team like this. Best is to speed trinket the GR in Position 3 so that she's likely to go first. Bring Duelist/PBS/X/X where X doesn't matter for HWM. Bring Lunge/Shadow Fade/Pick/Thrown Dagger for your GRs. Ves/GR/GR/HWM (Ves can swap for Occ if you want). Occ/HM/BH/Crus will give better stress relief, and might be better in lower level dungeons where you don't need the mark bonuses so much. You can easily swap in and out several other characters for useful variations: Arb/Occ/HM/BH is a bit more flexible Occ/HM/BH/MaA is a more defensive team. The party that you've suggested (Arb/Occ/BH/BH) is fairly strong. Still, this group is typically my go to for most general runs, and has proven itself to be the most survivable for mid to long dungeons. It also doesn't have that sweet sweet synergy that comes from the marking mechanic, so I do tend to take more specialized groups when dealing with bosses. This group does suffer a bit from being shuffled about, though it isn't too bad since both the Crusader and the Hellion can shift themselves back to the front easily enough. That being said, it does have it's faults, and I use other groups for more specialized purposes now and again. This group basically does most of what I want it to do most of the time. There is a good combination of heavy hitting (Crusader, Hellion), debuffing (Occultist, Vestal), Stunning (Hellion, Crusader, Vestal), healing (Crusader, Vestal, Occultist), and decent multitarget damage (Hellion, Occultist, Crusader). This is my favorite general party composition. I've personally found that the combination of:
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