Karl Skellie Build #2 - Not as Broken
So I tried to do the same build as the other day, went all available (~randomly~ generated) skellie powerups. It was quite strong, but not as easy as before because I never got the extended life (which meant I never got the speed walk + invuln 4 sec thing). Also didn't get dropped bones, but did get on-skel-death = Rose Turrets. They were good, but harder to manage against the end bosses, mostly the final final boss... and I think mostly b/c the skellies just didn't work as well.
Of note:
- got some powerup that made skellies do 50% more dmg if I recall.
- got bramble thorn daggers on regular hit finishers. That was OK, but again not good enough against the final boss. You become torn... do you run away, reload, make skellies, or do you try to combo and get ranged attacks.
- Also had some Time Shadow Recall(?) thrown weapons x 2 or something, so for every 1, it'd be 2 more delayed attacks. Well it's not as good as the Spread x3 or x5 all at once, b/c fast moving final final boss just gets out of the horizontal way too quick.
- Also had a thing to 30% regain ones you've thrown.
- rose turrets (after skel dies) were good but
- had a power up to STUN and do more dmg or something... which was quite good. But not good enough on the end boss. Or I made too many mistakes maybe.
- had Skill to give self green ghost armor... Spectral Armor. But rarely was able to get it up, b/c same reason, i was playing keepaway 99% of the time.
- Do crits work on skellies?
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