![]() Team Principals Pt 2 - Fry, Elliott, FallowsĪlso includes a space saving H265 version. Team Principals Pt 1 - Stella, Horner, Vasseur The lineup for the Press Conferences are as follows. The push back won’t hit you there and the damage will make sure the AOE doesn’t go off before he dies.This slipped through as I meant to get this out yesterday. If you are in the “safe” area and attack he does a push back that damages you, don’t do that, instead, as soon as you can, sacrifice a few Shot activations to move to the red square “notch” in the corner of his square (one Daughter to each corner), keep putting up the same skills and using Shot all the way into Burst. ![]() He goes nuts he spawns an delayed AOE that is basically the whole map save a big square area around him with a single square notch out of each corner. The final phase, at 1/3 remaining life, gets tricky. You can out DPS his area attack during this phase so it never goes off. He effectively Roots you, buffs armor, and attacks the furthest Daughter until you’ve done enough damage, then he switches to the new furthest Daughter and repeats the cycle for the first 2/3 of his life. If you have armor debuffing Memories on at least a few Shot skills you’ll be peeling off his armor really quickly too. It adds up and it’s what’ll kill him, primarily, so don’t get lazy or forgetful.ĭuring this first phase all 4 Daughters should not move, just activate Shadow Round, Interrupting Round, then Shotx4, in that order. During every activation from now on activate Shadow and Interrupting before attacking, your active Daughter’s Shadow Round will trigger off another daughter’s Shadow Round triggering off her base Skill attack, Shot. Make sure every Daughter is within 10 of each other. ![]() These last until your next activation so in Burst you get much more mileage out of Shadow Round and protection out of Interrupting Round. The furthest two should advance max with Burst (which will roughly get them as close) and end with Interrupting Round and Shadow Round. 2 of your Daughters will be much closer, these two advance max without Burst and end their turns without any skills. ![]() The more important skill is Shadow Round, though. Now decide, based on your Shadow Round damage, if you’ll get a bigger boost from adding a flat amount of damage or +20% from Drill and add the bigger one. Even though reduce armor won’t apply to each shot (just each skill activation) I’d suggest you put it on your basic attack Skill, Shot. Again, you can win without this, it just leaves no margin for error. The Deacon regularly adds 300 armor so, outside Crits your normal attack skill won’t do anything if you can’t reduce it. You can’t keep them if you lose so use them up. You can actually beat him without any of those but they give you much more room for error. I’m hoping you have at least a few extras of Memories that do the following:Īdd a percentage damage to the skill (you probably only have Drill at this point) Now as for Memories, by now you’ve probably realized that particular actions earn particular memories and that killing with Flank and Backstab bonuses is a good thing. If they don’t have Shadow Round they will not work for this strategy, trust me, Germinate new ones.Īlso Germinate Blademasters and sacrifice them to the Soulslingers for the damage buff. Technically this can be done with four newly Germinated level 4 Soulslingers with no Memories attached but you should go ahead and sacrifice any high level Daughters, preferably Blademasters, to your most senior Soulslingers, so long as they have Shadow Round. He’s also extremely difficult to take care of with melee Daughters so I’m going to recommend that you use 4 Soulslingers. Like The Surgeon, The Deacon has two phases and becomes much more dangerous during the second phase. On a story note: if you thought The Surgeon was human scum during his life, The Deacon will truly disgust you.
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