I've been looking at some cheese strats for mercs, and they all feel like major failures. Other than the diablo bug with Rend (which has to be a bug to deal anywhere near that damage - bearing in mind that the damage from the adds isn't doubled [for some reason it doesn't count as critical when you hit those with greens], you're talking 126 dam. Out of 600.), Mutanus+heart loses to anything that causes weakness or just.. doesn't melee attack and lobs spells at the other mercs. Mukla/krush need to get to the end of T2 with both alive. Neither of which is particularly likely with such relatively bad mercs against stuff like 0-speed fire stomps and similar from blues.
Am I missing something here? Why are people touting these as autowin, particularly for the harder bounties like Domo or Rend HCs?
I've been looking at some cheese strats for mercs, and they all feel like major failures.
Mukla/krush need to get to the end of T2 with both alive.
Am I missing something here? Why are people touting these as autowin, particularly for the harder bounties like Domo or Rend HCs?
What are you doing when you cannot survive turn 2 with all 3 mercs?
Are you using krush/mukla/anacondra and max one more merc (that you level or farm coins for)? Are you avoiding protector coins and picking fighter coins where you can? Are you using recommended gear and treasures? Are your merc abilities underleveled? Are you skipping turn 1 and just heal with anacondra?
I've been looking at some cheese strats for mercs, and they all feel like major failures.
Mukla/krush need to get to the end of T2 with both alive.
Am I missing something here? Why are people touting these as autowin, particularly for the harder bounties like Domo or Rend HCs?
What are you doing when you cannot survive turn 2 with all 3 mercs?
Are you using krush/mukla/anacondra and max one more merc (that you level or farm coins for)? Are you avoiding protector coins and picking fighter coins where you can? Are you using recommended gear and treasures? Are your merc abilities underleveled? Are you skipping turn 1 and just heal with anacondra?
Most times when I've tried, krush dies to the massive, massive T2 boss damage, and that's if Mukla survives the speed zero fire stomp (I managed to get the invicible when attacking off once against Domo, but the attack itself was too slow) on top of the other boss' attacks and damage from turn 1 attacks. Yes, with skipping t1 other than heal. The sheer damage that the tough end HC bosses do is ridiculous, and they're generally fast, in my experience. Heck, even with my standard comp for Rend that farms him, deaths start happening t2. Geddon/Domo are just meat grinders for your mercs, I find (Garr is a joke either way, and Emp/Coren level doesn't need cheesing.). I've pulled off a successful Mukla/Krush cheese once - and then promptly died because the boss had too much HP for to the death to actually kill (that was on Rend, which is notably easier to get it off on than something like Geddon/Domo).
Mukla/Krush/Anacondra only team struggles heavily with late HC trash, so usually had one or two for the trash - things like double dog and lava spawn etc. can be rough without a bursty/root comp.
There's also the minor issue of to the death not *actually* going to the death. I don't know what the cap is, but it's low enough that it's not guaranteed to kill tough bosses.
I have no idea what you are talking about,. The video clearly shows how easy it is. My team never struggles against trash or merc comps. The less mercs you have in team, the easier is to get the right treasures for them.
I have no idea what you are talking about,. The video clearly shows how easy it is. My team never struggles against trash or merc comps. The less mercs you have in team, the easier is to get the right treasures for them.
Huh, you don't lose mercs to unhealable and large crit dam enemy teams? I've always found the beasts team to be lacking in firepower to kill quickly enough to handle tougher trash, and healing is pretty pointless against most of it.
Either way, I have had to the death not kill Rend - presumably because by the time it went off (stupid speed (9) ability) other stuff was dead and the new adds soaked up a bit more dam. Heal removing plus large damage is painful. Maybe you got lucky on your attacks, since Rend usually dishes out more damage in my experience than that. I've also heard from other sources that to the end stops after a while, and that makes sense because coding to stop infinite loops is sensible.
Against the old tough HC bosses, getting primal power off on T2 is distinctly nontrivial. So is having Krush survive to cast to the death. The damage outputs there are utterly ridiculous - yes, speed zero fire stomps and similar are standard. I do not expect to have much of my initial team standing after T2 - that's why I'm having issues with Domo with regular teams.
I've been looking at some cheese strats for mercs, and they all feel like major failures. Other than the diablo bug with Rend (which has to be a bug to deal anywhere near that damage - bearing in mind that the damage from the adds isn't doubled [for some reason it doesn't count as critical when you hit those with greens], you're talking 126 dam. Out of 600.), Mutanus+heart loses to anything that causes weakness or just.. doesn't melee attack and lobs spells at the other mercs. Mukla/krush need to get to the end of T2 with both alive. Neither of which is particularly likely with such relatively bad mercs against stuff like 0-speed fire stomps and similar from blues.
Am I missing something here? Why are people touting these as autowin, particularly for the harder bounties like Domo or Rend HCs?
What are you doing when you cannot survive turn 2 with all 3 mercs?
Are you using krush/mukla/anacondra and max one more merc (that you level or farm coins for)?
Are you avoiding protector coins and picking fighter coins where you can?
Are you using recommended gear and treasures?
Are your merc abilities underleveled?
Are you skipping turn 1 and just heal with anacondra?
My first try of Hc Rend.
Most times when I've tried, krush dies to the massive, massive T2 boss damage, and that's if Mukla survives the speed zero fire stomp (I managed to get the invicible when attacking off once against Domo, but the attack itself was too slow) on top of the other boss' attacks and damage from turn 1 attacks. Yes, with skipping t1 other than heal. The sheer damage that the tough end HC bosses do is ridiculous, and they're generally fast, in my experience. Heck, even with my standard comp for Rend that farms him, deaths start happening t2. Geddon/Domo are just meat grinders for your mercs, I find (Garr is a joke either way, and Emp/Coren level doesn't need cheesing.). I've pulled off a successful Mukla/Krush cheese once - and then promptly died because the boss had too much HP for to the death to actually kill (that was on Rend, which is notably easier to get it off on than something like Geddon/Domo).
Mukla/Krush/Anacondra only team struggles heavily with late HC trash, so usually had one or two for the trash - things like double dog and lava spawn etc. can be rough without a bursty/root comp.
There's also the minor issue of to the death not *actually* going to the death. I don't know what the cap is, but it's low enough that it's not guaranteed to kill tough bosses.
I have no idea what you are talking about,. The video clearly shows how easy it is.
My team never struggles against trash or merc comps.
The less mercs you have in team, the easier is to get the right treasures for them.
Huh, you don't lose mercs to unhealable and large crit dam enemy teams? I've always found the beasts team to be lacking in firepower to kill quickly enough to handle tougher trash, and healing is pretty pointless against most of it.
Either way, I have had to the death not kill Rend - presumably because by the time it went off (stupid speed (9) ability) other stuff was dead and the new adds soaked up a bit more dam. Heal removing plus large damage is painful. Maybe you got lucky on your attacks, since Rend usually dishes out more damage in my experience than that. I've also heard from other sources that to the end stops after a while, and that makes sense because coding to stop infinite loops is sensible.
Against the old tough HC bosses, getting primal power off on T2 is distinctly nontrivial. So is having Krush survive to cast to the death. The damage outputs there are utterly ridiculous - yes, speed zero fire stomps and similar are standard. I do not expect to have much of my initial team standing after T2 - that's why I'm having issues with Domo with regular teams.
You already convinced me that only overrated thing in this thread are your capabilities of playing this mode.