![]() I'd recommend focusing on getting those near max skills to fill gaps in your weaker factions. I can't be bothered to invest much mental energy when we don't know what the bosses will be like, or even if the 'floors' will use the typical 3 round set-up that we see elsewhere.Įvery faction has at least 1 rare that you can farm from the campaign. The in-game description makes them sound like dungeons, but they mention 'liberating locations' multiple times which makes me think it could be a slightly different format. It's hard to plan when we don't know more about them. Herald and Admoniter are pretty good, the Cultist is underwhelming but has poison. In a bomb comp Lemure might be good but other than that Demonspawn May be rough for faction wars.Īll of these are good, and I’ll extend the benign good (imo) unto the Deathknight and Deathhound 1 stars. ![]() Warchanter is pretty good, Throatcutter is kinda lameīlegh. ![]() Three are okay but Frostskin has a ally turn meter consuming move which is bad (imo)Īll four Lizardmen uncommon are pretty good (at least in the right comps)īoth in commons are okay but Satyr is definitely the most comp compatible of the two With Sheildguard and Outrider Being exceptionally good ![]() Really good Armiger, Battle Sister, Militia This is all my opinion and based on all around usefulness as well as comp possibilities. ![]()
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