In the case of buffs that are applied to an entire party, they're generally too weak to be of any significant difference in combat or shorten a fight (except for maybe battle ballad, which I'm still not convinced is good enough to bring a Jester). In the case of buffs that give one character a lot of one stat (eg dodge) it's generally not worth it because an enemy could easily target another one of the squad, or the D8 could cause that character to have their turn when it's not favorable anyways. Those are much different, and are usually never worth it except in a few rare circumstances where one has reliable control of the enemy group (whether with stuns or turn priority). What you are talking about are buffing strategies. A damage debuff from the Occultist shuts down tons of enemies such as the swinetaur, giant, and heavy hitting bosses. A MAA bellow will just about always give you turn priority, assuming your debuff chance is good enough and it hits. Thats why im miffed at the debuff strategy, it just doesnt work, weve all learnt that from trying to higher our dodge. Bone arbalests have 20% at champion level! Of course they crit a lot. Originally posted by Sir Francis:That is because many enemies have a high crit chance.
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