Jerebear wrote:One optimization you might consider: As it stands, the way you have it does leave the Water Spirit open to premature death 16.5% of the time (6x hits for 270 each is more than the health of the spirit). If you force the Valk->water spirit change on the same round as his heat up ability, you reduces the chances of failure to just being dictated by crits:
R1: Curse of Doom
R2: Unholy Ascension
R5: Swap to Chrominius
R7: Surge of Power
This works 100% of the time barring an unlucky crit from Quint. I use an H/H valk for some crit safety on the front. You don't want to go into the undead round or this falls apart.
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