Need some suggestions for how to handle Winterspring trash. Assuming I don't hit the treasure for luminance to cleave (or if I do and get shafted by boons), how do I avoid having a tank die? Trash hits like a truck, often multiple times per turn, and with three that cleave/buff/similar, Cariel dies in 1-2 turns, even devoting multiple people to healing her T2. Stuff doesn't die in one turn. My prio list is the +8 attack to everything>manglers>cleave>double attacks>others, but I'm getting positively melted regardless of if I drop the attack buffer to lower in the prio queue.
Are there any tanks that can *actually* tank this? Would prefer not to rely on treasures. Most protectors don't actually gain taunt. There seems to be very little that actually debuffs attackers, which is what I'd need to survive the second turn (considering most of the trash is speed (2) or faster). Cornelius gains health on attack, but that's too slow, and the taunt comes T2 at the earliest, by which time someone else dies. Cairne gains taunt, but speed (3), so that might spread damage between him and others? Or are there more nuke-heavy comps that aren't as glassy as the nature damage one and can actually kill in one turn (other than bosses)?
Winterspring HCs feel like the hardest set, which sounds utterly stupid. Had much more luck in BRM so far.
Lich King worked well for me initially. Frost shield means you can freeze against the extra attacks from windfury and the enraged wildkins attacks.
I think the nature damage nuke is a better option though, but really need Malfurion for the passive healing and to outspeed those fast attackers with Entangling Roots (once its been sped up by Cenarion Surge).
Lich King worked well for me initially. Frost shield means you can freeze against the extra attacks from windfury and the enraged wildkins attacks.
I think the nature damage nuke is a better option though, but really need Malfurion for the passive healing and to outspeed those fast attackers with Entangling Roots (once its been sped up by Cenarion Surge).
Ooh, I'd missed Malf's passive healing - that's from the task 7 weap, so I'll slot him into my grinding team, thanks! Not played around with him much, as the two casters work well alone for bosses. Not ground LK yet - need to do those at some point. 208 off there.
Yeah Lich King was my legendary from the first 10 packs...he's pretty decent. Brightwing is a decent budget alternative to Malfurion as he can also trigger Guff's Brambles while Bru'kan charges up. Pixie Dust is a reasonable healing option in PVE.
Managed one yesterday. The Owlkin trash is at least a 50% chance based on attack choice as to if anyone dies, though, with malf/bru/guff, before you get any rewards. So is the plan hope for good RNG, blessing of the moon, and avoid boons as they're guaranteed death? At four not even any consolation rewards in a row now. Really does not feel solid. If two out of the three random attacks hit the same target, you're dead. If it happens to be a group with multiple blues, Malf is nearly guaranteed dead. If it's two greens, one of your casters is almost certainly dead. If you can survive T1 and snipe one at the start of T2, rooting a second, you *might* survive. Probably not, though.
Maybe I need to grind normal Domo for LK, which will suck, since normal is an abysmal rate. Been struggling with the boss on HC, though.
Against the heavy attack groups (wildkins), my general plan is to: Cenarion Surge, Living Brambles, Lightning Bolt to focus down an enemy on Turn 1. Then Muddy Footing, Entangling Roots (to disable a big attacker), Living Brambles on Turn 2. Occasionally one of my mercs will get instagibbed by windfury, but then again that's what those Spirit Healer tiles are for. This doesn't normally happen more than once in a run.
I must say I tried some packs just now with both nature comp and Lich King/Varden and Lich King makes it waaayyy easier, especially if you can get some free turns with Cold Snap. Maybe Xyrella could also be useful for mitigating those windfury attacks and wolf mangles?
I think I was underusing some of Guff's toolkit, tbh (plus tilt, which never helps). If I survive the first turn now I'm probably fine. Against Mangles I actually use Guff's melee attack, since it's guaranteed to heal after the mangle attacks (bolt is a 50/50), which negates a lot of damage. I'm also actually using Guff's taunt ability T2 at times - since it's either Bru or Malf getting hit T1, that diverts what's not rooted onto a full HP merc.
First turn is a swingy one, though. Maybe part of it is not having the stat boost from maxing Bru/Malf. Bru'kan's close, but Malf isn't yet.
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Need some suggestions for how to handle Winterspring trash. Assuming I don't hit the treasure for luminance to cleave (or if I do and get shafted by boons), how do I avoid having a tank die? Trash hits like a truck, often multiple times per turn, and with three that cleave/buff/similar, Cariel dies in 1-2 turns, even devoting multiple people to healing her T2. Stuff doesn't die in one turn. My prio list is the +8 attack to everything>manglers>cleave>double attacks>others, but I'm getting positively melted regardless of if I drop the attack buffer to lower in the prio queue.
Are there any tanks that can *actually* tank this? Would prefer not to rely on treasures. Most protectors don't actually gain taunt. There seems to be very little that actually debuffs attackers, which is what I'd need to survive the second turn (considering most of the trash is speed (2) or faster). Cornelius gains health on attack, but that's too slow, and the taunt comes T2 at the earliest, by which time someone else dies. Cairne gains taunt, but speed (3), so that might spread damage between him and others? Or are there more nuke-heavy comps that aren't as glassy as the nature damage one and can actually kill in one turn (other than bosses)?
Winterspring HCs feel like the hardest set, which sounds utterly stupid. Had much more luck in BRM so far.
Lich King worked well for me initially. Frost shield means you can freeze against the extra attacks from windfury and the enraged wildkins attacks.
I think the nature damage nuke is a better option though, but really need Malfurion for the passive healing and to outspeed those fast attackers with Entangling Roots (once its been sped up by Cenarion Surge).
Also Mannoroth's Howl of Terror shouldn't be underestimated against heavy attack damage setups.
Hmm, thanks, not seen much suggestion for him. Can't cast it T1, though, which could hurt? I'll look into levelling him up whilst I'm grinding data.
Ooh, I'd missed Malf's passive healing - that's from the task 7 weap, so I'll slot him into my grinding team, thanks! Not played around with him much, as the two casters work well alone for bosses. Not ground LK yet - need to do those at some point. 208 off there.
Yeah Lich King was my legendary from the first 10 packs...he's pretty decent. Brightwing is a decent budget alternative to Malfurion as he can also trigger Guff's Brambles while Bru'kan charges up. Pixie Dust is a reasonable healing option in PVE.
Managed one yesterday. The Owlkin trash is at least a 50% chance based on attack choice as to if anyone dies, though, with malf/bru/guff, before you get any rewards. So is the plan hope for good RNG, blessing of the moon, and avoid boons as they're guaranteed death? At four not even any consolation rewards in a row now. Really does not feel solid. If two out of the three random attacks hit the same target, you're dead. If it happens to be a group with multiple blues, Malf is nearly guaranteed dead. If it's two greens, one of your casters is almost certainly dead. If you can survive T1 and snipe one at the start of T2, rooting a second, you *might* survive. Probably not, though.
Maybe I need to grind normal Domo for LK, which will suck, since normal is an abysmal rate. Been struggling with the boss on HC, though.
Against the heavy attack groups (wildkins), my general plan is to: Cenarion Surge, Living Brambles, Lightning Bolt to focus down an enemy on Turn 1. Then Muddy Footing, Entangling Roots (to disable a big attacker), Living Brambles on Turn 2. Occasionally one of my mercs will get instagibbed by windfury, but then again that's what those Spirit Healer tiles are for. This doesn't normally happen more than once in a run.
I must say I tried some packs just now with both nature comp and Lich King/Varden and Lich King makes it waaayyy easier, especially if you can get some free turns with Cold Snap. Maybe Xyrella could also be useful for mitigating those windfury attacks and wolf mangles?
I think I was underusing some of Guff's toolkit, tbh (plus tilt, which never helps). If I survive the first turn now I'm probably fine. Against Mangles I actually use Guff's melee attack, since it's guaranteed to heal after the mangle attacks (bolt is a 50/50), which negates a lot of damage. I'm also actually using Guff's taunt ability T2 at times - since it's either Bru or Malf getting hit T1, that diverts what's not rooted onto a full HP merc.
First turn is a swingy one, though. Maybe part of it is not having the stat boost from maxing Bru/Malf. Bru'kan's close, but Malf isn't yet.