Aller au contenu

Photo

Legionnaire, A Comprehensive Perilous Guide


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
Shinnyshin

Shinnyshin
  • Members
  • 1 068 messages

Legionnaire, A Comprehensive Perilous Guide

 

We finally decided to do a Legionnaire build showcasing the only tank playstyle we feel is Perilous-reliable.  The video we've enclosed is, breaking the pattern, a solo run to showcase how the Lego can tank absolutely anything with this team-oriented, non-egocentric build.  We chose the highest damage, hardest to tank enemy faction for this purpose.  For your own sanity, I'd recommend skipping to 18:45, which is the last part of Room 4.

 

Video Link Here, again recommend 18:45+

 

Active Skills:

Payback Strike with Sweet Revenge – Your basic starting damage skill and one of the best skills for a kit with good AoE taunts. This skill does it all on a ridiculously low cooldown. It breaks you free from panics, stuns, and knockdowns, which is invaluable when panicked by Demon Commander and you need to turn to face his incoming spirit bolts. Worth noting that if you hit nothing with the attack, cooldown and stamina cost are refunded—meaning you can just pop it whenever you get CCed. The wide sweep makes it excellent for knocking down and potentially critting many enemies at once and since CC is a form of damage reduction this will allow you to become tankier while dealing damage. The damage is more than respectable and with Flow of Battle and Walking Fortress its CD could almost be considered zero in most situations. Also the upgrade is called Sweet Revenge. Who doesn't like vengeance?

 

Walking Fortress with Siege-Breaker – This skill gets my personal vote for best upgrade for a skill period. By default you get eight seconds of invulnerability every 32 seconds giving it a 25% uptime. However with the upgrade, it's not only feasible but rather likely that you can go infinite using it off itself, as it goes on cooldown when you use the ability and not when the ability expires. It also recharges all your other skills to speed up your rotations and makes you immune to knockdowns during the duration which makes RT Commander a breeze. When doing rotations either combine this with a taunt to maximize the chances of enemies attacking you or do it last in the rotation to reset all your other cooldowns. This thing doesn't even have a stamina cost to handle.

 

War Cry – Not the most fantastic skill but it does a job and it does that job well. Your primary goal as the tank is to pull (typically with CS) and maintain (typically with War Cry) as much aggro as possible and this does that while generating an absurd amount of guard for the incoming attack. Use this on large groups of Archers, Brutes, Knights, Horrors, Shadows, or anything you're worried about sneaking behind you to attack the back ranks when you start a fight. Shortly following up with a Payback Strike will stun most if not all of the enemies you taunted for a good duration. The CD isn't fantastic but with Walking Fortress and Flow of Battle it is very easily manageable and will be up whenever you need it. It's not worth upgrading with armor currently bugged so that +armor does nothing against front attacks; once that bug is fixed, I'd recommend taking the rather good upgrade over Crippling Blows or Sweet Revenge.

 

Counterstrike – You see a focus ability, you take a focus ability. It's that simple. This skill will almost always taunt every enemy within vision range and sometimes enemies through walls leading to some very fun full level pulls. It generates full guard which is fantastic and counterattacks every incoming attack regardless of if it's ranged or melee unlike the faulty tooltip. This will knock down Despair Demons and Archers most notably, giving you some much needed breathing room after daring all other enemies to make the mistake of attacking you. It's worth noting that for a brief time this skill also gives some insane DR against melee and using it the second Demon Commander pops up under you will reduce the damage to not even break your guard generated from the ability itself. The damage on the counterattacks is respectable as well and combined with Walking Fortress and used against the RT Commander's spin you can output some very giggletastic DPS on him.

 

Passives Nabbed: Worth noting that these may change a tiny bit once armor is fixed. +20% armor is at the moment pretty worthless.

 

Flow of Battle

Turn the Bolt

Cutting Words

Bulwark

Bear Mauls the Wolves

Crippling Blows

 

General Strategy: Never stop attacking. You want to crit as much as possible to reduce the cooldowns on your guard generation abilities so stacking crit gear is highly recommended. Attempt to position yourself so all enemies are in front of you as you want to hit as many targets as possible per swing (more crits) and your shield provides most of the damage reduction required for your longevity in a fight. Should you get flanked Walking Fortress it your best bet or attempt to knockdown the flanking enemy quickly with a Payback Strike. Your general rotation is combining Counterstrike with Walking Fortress to aggro all enemies and start reducing the cooldown on Counterstrike. Use War Cry to reset guard once Walking Fortress ends and you begin taking damage as well as ensure enemies stay attached to you and not your allies. If you're in a pinch because of a very large group of ranged enemies running around a corner will force them all into a cluster when they attempt to get LoS on you which allows you to line up some devastating Payback Strikes or just kite them into a good AoE from your team such as Firewall.

 

Vs Venatori:

Probably the easiest faction to manage as a tank. They have many melee units so War Cry will frequently grab a large group of enemies and their assassin won't instantly put you into using Unyielding should you get flanked. The biggest problem from this faction is their spellbinders and Mages. Walking over a Fire Mine will hurt even with Walking Fortress due to how long the burn duration is and given enough time the elemental weapons spellbinders give will increase the damage your opponents put out by enough to make them a decent threat. Mages will leave an elemental trail when you attempt to attack them and this inflicts a DoT regardless of what element the Mage is. After Mages your biggest threat is Brutes as they will frequently knockdown and prevent you from attacks to build back up your cooldowns. Most notably they will charge forward with their axe on their right hand side dragging on the floor. Their next attack will then knockdown. In melee range they will raise their axe over their head and gain full guard and whirl around with large arcing attacks all around. Breaking the guard will end this prematurely and the first attack will also knockdown.

 

Final room -

No Mages to deal with makes this trivial at best. The Commander is your biggest threat but no real one. Focus simply pulling aggro from the Commander to keep the rest of your team safe and then run around beating up enemies. In a pinch you can solo this faction with relative ease.

 

Vs Red Templars:

 

Red Templars boast a lot of range in their ranks making it very important to not allow your back to turn to them. Shadows should be watched carefully as their backstab will put you into Unyielding but if you Walking Fortress it the flurry of attacks will instantly refresh the CD of Walking Fortress allowing you to give out kind thank yous for their assistance--in the form of Payback Strikes to the face. Horrors are a notable threat as their spirit damage aura when they gain a barrier deals some decent damage and the homing bolts from their back will devastate should your back be turned and deal decent damage even if it isn't. Knights do good damage in both ranged and melee and can stun but are difficult for you to fight on your own as they themselves are immune to your CC and tanky to boot.

 

Final Room -

More difficult than Venatori and usually more deadly than Demons. Your first priority is again to find and taunt the boss to keep allies safe and then kite him back and forth while tanking as many other enemies as possible. Walking Fortress should be used primarily for tanking his spin and line nukes. When dodging the line nuke without Walking Fortress do your best to do so away from your team. It really hurts to get caught by one through a wall. He also occasionally gains super speed, especially when buffed by Knights. If you don't have Walking Fortress run for your life. The attacks with increased speed can end a run with ease. As always focus on not getting flanked and knockdown Horrors whenever possible to prevent bolts and melee mode transformations.

 

Vs Demons:

Demons are a fairly straightforward faction as they lack massive DPS enemies aside from Rage Demons which only appear in the first two rooms. A fire resist tonic for the first two rooms is helpful especially for your team as you'll have trouble pulling aggro from the constant Wraith trickle. To deal with long range Wraiths, you will often have to pull other rooms sooner than normal. This is normally not a huge problem, but something to still be aware of. Ordinarily as melee your biggest problem is Despair Demons but Walking Fortress can very easily go infinite off of itself with their beam attacks and Counterstrike will knock them down for you if they try anything else. Chasing them is annoying as all hell though.

 

Final Room -

Plant the flag. It doesn't matter who else you have in the party; you have to go out, plant the flag, and seduce the Demon Commander ASAP—typically with Counterstrike. If he finds your allies and goes under for them through a wall you risk LoSing someone early and picking someone up while vs Demons is very dangerous with how Demon Commander operates. As you'll be taunting every enemy constantly it's very unlikely you won't be slowed by a Fear Demon or Terror and therefore most of the time you'll be incapable of dodging the Demon Commander's ground attack. However, rotating between Walking Fortress and Counterstrike for when he goes under will keep you safe. When he pops up after doing his attack, auto attack him until he goes for the panic. Then once you're panicked and he's leaving give him a Payback Strike to send him on his way and cleanse the panic and turn to face the incoming projectiles. Then rinse and repeat. If you're having trouble, I recommend luring him to some stairs/steep vertical terrain and watching the cheese as he forgets how to swim underground.

 

Arcane Horrors:

As someone with a taunt, your role against AH's is a unique and noteworthy one. Grab their attention—preferably before they one-shot an unprepared teammate—and then stand far, far away from them, abusing Walking Fortress for cooldowns. Horrors only jump when the object of their affection gets near, so don't approach except to reassert your aggro control with another taunt.


  • Drasca, Whatislove?, JRandall0308 et 1 autre aiment ceci

#2
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests

Definitely a good guide about a aggro tank!

I would, however, not say it's the only tank build that is Perilous reliable.


  • Drasca aime ceci

#3
Drasca

Drasca
  • Members
  • 2 574 messages

Good write-up. I agree with Mortiel though, definitely not the only Lego build. To The Death taunt (in place of war cry) is very viable on Lego, with its invincibilty skills and fast 1H attacks. So is upgraded Lunge and Slash, either in place of PS or WC, keeping LS or SW. I'm sure there's other builds out there too.



#4
Shinnyshin

Shinnyshin
  • Members
  • 1 068 messages

Definitely a good guide about a aggro tank!

I would, however, not say it's the only tank build that is Perilous reliable.

I agree it's not the only tank build that's Perilous reliable.  I do, however, think that constantly attacking is the only tank playstyle that works on Perilous as you have to proactively pursue your invulnerability uptime and this is a build designed for that playstyle, in stark contrast to the Shield Wall turtle playstyle...which I consider nonviable.  I perhaps should have specified that's what I meant in the intro...but I was leery of adding tangential stuff to an already daunting wall of text.

 

Good write-up. I agree with Mortiel though, definitely not the only Lego build. To The Death taunt (in place of war cry) is very viable on Lego, with its invincibilty skills and fast 1H attacks. So is upgraded Lunge and Slash, either in place of PS or WC, keeping LS or SW. I'm sure there's other builds out there too.

Agreed.  I suspect your playstyle with this build is very similar to the playstyle I use: aggressively pursuing Walking Fortress cooldown reduction through crits and aggro management.  I think that playstyle for Lego is extremely important and there's really only one playstyle that works on higher difficulties, even though builds may vary a bit within that playstyle; this guide is our particular build for that mandatory style.


  • Drasca aime ceci

#5
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests

Good write-up. I agree with Mortiel though, definitely not the only Lego build. To The Death taunt (in place of war cry) is very viable on Lego, with its invincibilty skills and fast 1H attacks. So is upgraded Lunge and Slash, either in place of PS or WC, keeping LS or SW. I'm sure there's other builds out there too.

I agree it's not the only tank build that's Perilous reliable.  I do, however, think that constantly attacking is the only tank playstyle that works on Perilous as you have to proactively pursue your invulnerability uptime and this is a build designed for that playstyle, in stark contrast to the Shield Wall turtle playstyle...which I consider nonviable.  I perhaps should have specified that's what I meant in the intro...but I was leery of adding tangential stuff to an already daunting wall of text.

 

You both did not understand what I meant, but that's fine. Again, it's a good guide.



#6
Drasca

Drasca
  • Members
  • 2 574 messages

  I suspect your playstyle with this build is very similar to the playstyle I use: aggressively pursuing Walking Fortress cooldown reduction through crits and aggro management.

 

Correct. I feel WC is unnecessary and adds no added utility while armor is low in MP, and the Lego would benefit more from other skills, given CS's range and lowered CD via WF / FoB.

 

Awareness for detonations is a major game changer too.



#7
almond_tea

almond_tea
  • Members
  • 43 messages

Good stuff. But what I noticed while watching your video, is that you did not incorporate animation-cancel. Imo, animation-cancel is an extremely important "trick" legos need to use. It increases the number of APS, thereby increasing the number of crits and thus CD reduction. It also saves your payback strikes for more dire situations.