9 times out of 10 he goes first and uses finale, which then suffles him to the back and places all the other characters in their ideal spots, at which point he spends the rest of the fight buffing the party and dealing with stress. With the righ collection of quirks and trinkets, he is usually rocking a 30-40% crit chance on the first round. The Jester's main gimmick in this set up is to come in using the Quickdraw charm and some other damage buffing trinket in order to hopefully strike down one of the enemies right off the bat with a crit. I run a similar crew, though I tend to swap out the Hellion for the Crusader simply because I prefer his far greater flexibility (mainly as a secondary healer/stress manager).Īnother group I favor is, in order from row 4 to row 1: Occultist, Crusader, Man-at-Arms, Jester. Very useful against high PROT targets since you can pile a lot of blight on them. Lots of stun, lots of attacks fishmen are vulnerable against. ♥♥ stuns n blights, Occultist abyssal artillery, Abomination stuns, blights or goes beastmode as needed, Hellion Iron Swans, hacks, stuns. Things go sour and your hero gets +100 stress.Jerjare a écrit :Plague Doctor, Occultist, Abomination, and Hellion. Then, the following turns, it becomes a gazillion bleeding damage! The hero only receives a few points of damage. You'll see, it's rather funny the first time a giant crab with a ton of protection attacks your hero with it's Arterial Pinch ability. Amphibians, giant crabs, flying jellyfish and other atrocities. Here, the monsters that await you are from the depth. The Cove, a dungeon that can hurt pretty bad.
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