Okay, ignore my last post. Must have forgotten some spelldam when I tried it. Would edit, if i was allowed to.
Still 8 dam extra per caster is a lot - even if it doesn't beat pure spelldam for the double dippers it does more damage with Bru in the team and also outstrips th spelldam easily for most casters. As well as the nontrivial Malf heals.
When you fight Nef you get told it will be the hardest fight you had so far... just used the nature comp and did it first time (had that new snake bite thing when you cast nature).... sort of amusing he was easier than Rend
That new nature treasure is bonkers. As an example, assuming one of them and no spelldam, so compare to a nature spelldam treasure, which would be +3 generally, +5 from elites, corresponding to 7 repeated dam or 10 for elites. Even with just doubling casters (Guff and anacondra), you're looking at +6 (+10) per turn from the two of them from spelldam, and 14(20) dam per turn from the serpents bite treasure. Even assuming that the bite is on a thid char who doesn't get critical dam and somehow both of these two do? That's still better for the bite treasure at 7 dam, and equal at 10. Add in a third nature merc, and that's a clear winner. Even before factoring in Malf's weap - treble nature casters including Malf with his weap, all with this? That's 72 passive heal per turn.
Assuming that my numbers aren't skewed due to Anacondra's equip, of course - I was certainly seeing 7 dam from rank 3 (and no, Anacondra not in party), with the 10 dam a guess for elite variant. Even with Malf dieing T1 as usual (because that incoming dam is hilariously high), I still managed to melt HC Domo. This needs a nerf to bring into line with the spelldam treasures, IMO.
I tried about a dozen times, farmed for Diablo like a crazy person to do the cheat way... then just tried it with the combination (xyl, car, sam, cairn ,diablo and hunter guy) I got lucky with treasures but basically did it without needing Diablo in the end, just popped in Hunter once car died and then cairn once he died and the boss was dead
Cheat was fixed pretty quickly - which is good, because Diablo is a really important merc for taking the adds out on HC without glitch! Gratz on killing it :)
Now, if only Domo HC was doable without cheese in a similar state :P That *would* be helped if they'd ever fix hunting party, though. Probably the worst treasure currently given that the important part of it doesn't proc.
Rend is farmable, though not 100% reliable on HC since you need a couple of good treasures (sometimes I'd fail four in a row with no relevant treasures; other times I'd cakewalk him five times). Significantly easier than Domo, I found, and a bit easier than Geddon, though harder than the other bosses. You need good, green AE for after the boss dies, which means Diablo/cairne is a must, and Tavish can help. Farm Emperor if you're lacking on Diablo. Should be applicible on N as well as HC.
I used Car/Sam/Xy/Tav/Cairne/Diablo.
Xy/Cariel/Samuro as first team; tank 200 dam with flurry on Samuro. When stuff starts dieing on T2/3/4 [depends on treasures and what gets hit], switch in Tavish if one space or Cairne/Diablo if there's two. Endurance+fire stomp should finish stuff off by that point if you got decent treasures. If you have the 9 damage on fire kill treasure, it will bug and cast repeatedly if you kill Rend, taking him to -1200ish. Only happens if Rend dies to fire, and doesn't kill the adds adjacent, so makes no difference whatsoever to the difficulty, just taking ten min or so. Tavish wants to lob explosive traps to weaken adds/get a bit more dam on boss.
Factor in that green damage redirected to Rend does NOT deal critical damage - just damage from reds.
Also, expect to grind if you're F2P, speaking as someone who's F2P and has all mercs crafted.
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Okay, ignore my last post. Must have forgotten some spelldam when I tried it. Would edit, if i was allowed to.
Still 8 dam extra per caster is a lot - even if it doesn't beat pure spelldam for the double dippers it does more damage with Bru in the team and also outstrips th spelldam easily for most casters. As well as the nontrivial Malf heals.
That new nature treasure is bonkers. As an example, assuming one of them and no spelldam, so compare to a nature spelldam treasure, which would be +3 generally, +5 from elites, corresponding to 7 repeated dam or 10 for elites. Even with just doubling casters (Guff and anacondra), you're looking at +6 (+10) per turn from the two of them from spelldam, and 14(20) dam per turn from the serpents bite treasure. Even assuming that the bite is on a thid char who doesn't get critical dam and somehow both of these two do? That's still better for the bite treasure at 7 dam, and equal at 10. Add in a third nature merc, and that's a clear winner. Even before factoring in Malf's weap - treble nature casters including Malf with his weap, all with this? That's 72 passive heal per turn.
Assuming that my numbers aren't skewed due to Anacondra's equip, of course - I was certainly seeing 7 dam from rank 3 (and no, Anacondra not in party), with the 10 dam a guess for elite variant. Even with Malf dieing T1 as usual (because that incoming dam is hilariously high), I still managed to melt HC Domo. This needs a nerf to bring into line with the spelldam treasures, IMO.
Cheat was fixed pretty quickly - which is good, because Diablo is a really important merc for taking the adds out on HC without glitch! Gratz on killing it :)
Now, if only Domo HC was doable without cheese in a similar state :P That *would* be helped if they'd ever fix hunting party, though. Probably the worst treasure currently given that the important part of it doesn't proc.
Rend is farmable, though not 100% reliable on HC since you need a couple of good treasures (sometimes I'd fail four in a row with no relevant treasures; other times I'd cakewalk him five times). Significantly easier than Domo, I found, and a bit easier than Geddon, though harder than the other bosses. You need good, green AE for after the boss dies, which means Diablo/cairne is a must, and Tavish can help. Farm Emperor if you're lacking on Diablo. Should be applicible on N as well as HC.
I used Car/Sam/Xy/Tav/Cairne/Diablo.
Xy/Cariel/Samuro as first team; tank 200 dam with flurry on Samuro. When stuff starts dieing on T2/3/4 [depends on treasures and what gets hit], switch in Tavish if one space or Cairne/Diablo if there's two. Endurance+fire stomp should finish stuff off by that point if you got decent treasures. If you have the 9 damage on fire kill treasure, it will bug and cast repeatedly if you kill Rend, taking him to -1200ish. Only happens if Rend dies to fire, and doesn't kill the adds adjacent, so makes no difference whatsoever to the difficulty, just taking ten min or so. Tavish wants to lob explosive traps to weaken adds/get a bit more dam on boss.
Factor in that green damage redirected to Rend does NOT deal critical damage - just damage from reds.
Also, expect to grind if you're F2P, speaking as someone who's F2P and has all mercs crafted.