You only have two Stun cards, so Stoking Hail is a valuable one. If you have a teammate in your party who can use Earth, you might find this useful, but pushing is situational and the damage up top isn’t reliable enough to justify taking this card much. Of these four cards, I took Tremulant Cyclone least often. With no items and against high-shield enemies, this won’t do much other than generate elements from your modifier deck, but later in the guide I explain how to make this incredible with items. Since you hit everything within range 4, sometimes you’ll hit more than 10 targets. It’s your second earliest initiative level 1 card and produces Wind, but the best part is the top loss action, once you have the items to synergize with it. The top action is a situational loss, but this can dish out significant damage, even if you only hit two or three enemies. Infernal Vortex is your earliest initiative level 1 card and generates Frost, a valuable element. The first four cards all feature a Move 2 action with an element on the bottom. Even some of your best cards should sometimes be left out when they just don’t make sense for a particular scenario. Every scenario, you should re-assess which cards to bring based on your objectives. They will be rewarded for it.įinally, I won’t give you a specific card build to follow. Ask your teammates to invest in Mana Potions for you. Also, you should hate seeing elements go to waste, so do your best to use as many as possible. Don’t rely on opponents to go before you and make elements for you. The damage output is among the best of any class.Įither way, you always need to plan ahead.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |