Stack up that finale buff, and the dodge helps too. It's good to hit solo whenever you have the chance. Jesters have no good way to deal with 75% prot either. Works but not well in the cove - everything just has too much damn HP. Imagine bulwark of faith was also a full-damage attack. Solo is not only making you invincible, it's banking bonus damage for later. that +75% finale damage from solo is before the 1.5 multiplier, so the net damage is 112% base damage even neglecting the +crit. 4 healing is fine when nobody takes damage. The result being that 3/4 of your party is functionally immortal, plus they're all marked so the odds your four member is hit is nearly zero. In theory you could have your invincible jester party stab one guy to death and then finale everyone else. You don't have finale, you have a finale storm. Further, when you end up using finale, you can buffer low rolls / fails to crit because you have several tries you don't have to bank on low-rolling your finale, you can fish for high rolls and fix it later. Not only that, when solo threatens to fall off, you can have the row 3 jester use their second solo charge, thus allowing the other jesters to also re-up solo. As long as you have three so one is pushed into row 3, that is. But it's okay: you have a jester, you can use ballad. With two dodge trinkets each so the jesters end up with 95 dodge after solo, they don't have any accuracy. Solo and dodge trinkets don't scale properly outside of champion, but in champion it should be pretty good. If you have three jesters, solo/finale suddenly becomes a lot better. If you have two BH, one can use come hither while the other immediately exploits it. ![]() If you have two PD, one can using blinding gas and the other plague grenade, synergizing very nicely. Seems like DD1 has a lot of thought put into times where you're forced to have multiple copies of a hero.
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