![]() In particular, the remaining locks gain a buff when their allies die, based on which Lock was killed. Not to say the boss stays easy, and a crippled team can still be put down by the remaining Locks. ![]() ![]() One benefit of how the fight is structured, due to the separate enemies constituting the boss, is that the fight becomes easier the more Locks you destroy. In general, though, you would best use Inn items that can help a hero survive for multiple turns without healing, to make the weaker heroes more self-sustainable in the case of a heal being rounds away. Each Lock has a shared Stun move that can suppress your team just as well as Denial of abilities, so topping off hero Stun Resistances can save you from missed turns entirely. Pre-Mountain preparation, you'll want to bring a lot of Clarifying Poultices. For Example, Man At Arm's Crush skill will not heal on combo effect if the Denial of Fortitude token is on the man At Arms. Rather, healing or stress healing effects will be ignored if the token is applied to the hero using it. Note 2 things Anything tagged as Melee or Ranged is fully blocked however moves with secondary effects for healing or stress healing will not block the entire skill for the effect. Caution and adaptability are the names of the game. Going into the fight, you should plan to have varied moves of Melee, Ranged, and healing moves of both kinds, as well as having a backup plan in case certain moves like a heal can't be used on a round you need it. ![]() The biggest factor of the fight is how your heroes will have moves restricted each round. ![]() Only one lock can use a "Denial" move at the start of a round. Heroes cannot use Stress healing moves for the rest of the Round, even if self is killed. ![]()
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