Abom hulks up this round to start doing some more extreme damage, this means either finishing off targets weakened from poison, knocking targets back to positions where they're less useful. Jester starts off with a big finale for massive damage or even outright kills, this also drops him back to start healing the stress on the rest of the party with inspiring tune. Turn two is when we start doing real damage. ![]() ![]() so in one turn we've made ourselves harder to hit, stunned enemies that cause stress, lowered the ammount of damage that heavy hitters can do to us, and inflicted poison to help shorten the fight Jester always starts off with a solo to lower the enemy partys accuracy, Abom comes next with a manacles in order to stun high value targets like enchantresses or shamans, occultist follows that with a weakening hex on a target with high damage capability, lastly shieldbreaker uses captivate to poison targets with high prot or on stunned targets with heavy stress output. Turn one with this comp is basically entirely set up to pull better results out of the rest of the fight. my favorite party comp for abominations is occultist, jester, abomination, shieldbreaker. just from the start bringing extra food and bandages into the dungeon with you is a good idea but not a must. easy way around that is to build your party around lessening the effects of those two problems. ![]() Any party using an abomination has two major issues, lack of reliablle heals for one, and the innevitable extra stress for two. Abomintations are tricky to use but incredibly powerful and satisfying when done right.
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