![]() A group would have a theme and your trinkets would help your group fulfill that that theme. If you have a versatile lineup that's still useful even when shuffled out of position, then losing some move resistance won't matter much. It depends on your party lineup as well, for instance if you have more than one healer, deathblow resistance probably won't be that important. Whereas if you have a character who only heals, it would be worth boosting their dodging abilities at the expense of damage and accuracy. For instance, if you have a character with high HP and protection, suffering a negative hit on their dodging abilities is probably worth it if they get some additional speed or damage. The only add that you should bother to defeat is the Collected Highwayman. The reason for this is because the Collected Highwayman will deal some serious damage to your heroes and gets a damage bonus when the Collector marks your team.Originally posted by Marma:With trinkets, it's about deciding whether the positives outweigh the negatives for a particular character. Once you defeat any of his adds, there is a chance he will use Collect Call again to replenish his ranks, with the odds increasing with each add you kill, before becoming a guaranteed reaction to you killing all of his adds.Īs such, we recommend that you largely ignore the adds as the Collector will just summon them back again. You can throw a DoT on him too, as he has low resistance to both Bleed and Blight. Start the fight by using Stun on the Collector, this will give you a couple of turns without having to worry about his adds. There can only ever be one of each of the latter, but there can be two Collected Highwaymen. Once his adds are summoned, the Collector will move to position four and his new adds will be in front of him. The Collector can summon "Collected" versions of the Highwayman, Vestal, and Man-at-Arms. ![]()
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