![]() Secondly, the debuff applies for four turns, one turn longer than usual, and even with the Thing's multiple turns per round, it is often possible to stack the debuff with itself. Firstly, it has a staggeringly high base debuff chance, meaning it does not require any additional trinket investment to be effective. The Houndmaster's Target Whistle stands out as the most useful of these. Consider bringing them along if the Thing is patrolling a particular region.ĭebuffs can reduce the Thing's PROT to a manageable level. Outside of blight/bleed damage, the Grave Robber's Pick to the Face or the Shieldbreaker's Pierce also completely ignore the Thing's 80% PROT, allowing those heroes to deal full damage. Thus, in order to get the most out of bleeds and blights, characters will have to have enough speed (and luck) to act before both of the Thing's turns no damage will be applied from the damage-over-time effects if they are applied after the Thing's second action, as Return to the Stars, being an Auto-Action, does not trigger them. Note, however, that the Thing automatically clears all damage-over-time effects from itself at the beginning of each round, when casting Return to the Stars. If a hero gets Sky Taint early, it will dramatically lower their defensive ability as they build up even greater levels of stress and deal with a large vulnerability to the powerful blight from Phase Gnaw.įor the Thing's second phase, blight and bleed are highly effective at bypassing the 80% PROT buff. Its damage in this phase isn't much to be worried about aside from the possibility of a crit from Vorpal Strike.Īrguably the biggest problem of a battle with the Thing is the possibility of contracting Sky Taint, a disease that grants +20% Stress and -20% Blight and Bleed Resist that can be obtained from the attack Phase Gnaw. ![]() Similarly, Phase Gnaw, while it does much less damage than Vorpal Strike, is actually armor piercing, rendering any PROT buffs from skills like the Leper's Withstand useless.įor the first phase, focus primarily on mitigating and preparing for high stress, and bringing the Thing down to its 45% HP threshold. Dodge-based strategies, such as utilizing an Antiquarian's Invigorating Vapours, or the Houndmaster's Guard Dog are likely to be ineffective. The Thing has high accuracy on many of its attacks, with Return to the Stars being effectively undodgeable. Weakening Shard reduces all relevant resistances and Transfixing Shard reduces DMG and SPD. In addition to causing massive stress, the Thing will regularly deliver powerful debuffs, stuns, and blight. The Thing has an unforgiving set of targeting biases, prioritizing heroes with the lowest stun resistance with Paralysing Shard and stressed heroes with Phase Gnaw.Īll of the Thing's attacks inflict significant stress damage, and with multiple actions per round, you are in far greater danger from Afflictions and accumulated stress than HP loss in this fight, especially in the first phase before its DMG buff is applied. It can open the battle with any move, but Paralysing Shard, Weakening Shard, and Transfixing Shard all have a 1-turn cooldown, meaning it will never use them twice in one round. This attack does not trigger bleed/blight damage on the Thing, but all other attacks do.Īfter using Return to the Stars at the start of the second round, the Thing receives a permanent buff for +80% PROT, +6 SPD, +40% DMG, and +13% CRIT when below 45% HP. ![]() This attack also spawns a Crystalline Aberration, deals a small amount of damage to the Thing, clears all bleed and blight effects from the Thing, and, if used against a party with only one hero remaining, causes the target to lose their turn, permanently stun-locking them. The Thing from the Stars has 2 actions per round, and an automatic action at the start of each round (but not when the battle starts) that triggers Return to the Stars, a skill that hits all party members with Stress damage. Inside the dungeons with potential Thing's presence during the week, it can spawn once in an unexplored or explored corridor.
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