Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
Elise for front operating. Rakya for second row or minor choke point operating. Golgy for exploration, runner support and all around wildcard. 1 extra doesn't matter too much - either pure operator or pure fighter alternatively an all-rounder like Hikensha.
4. Support position: don't have a favorite, really depends of the game. Sara is great for speed and deal with the rhino-riders (and doing the final run & delivery). Gork is great by simply tanking. Troe is a great DPS. Golgy is the most versatile character around.
melkathi wrote: Elise for front operating. Rakya for second row or minor choke point operating. Golgy for exploration, runner support and all around wildcard. 1 extra doesn't matter too much - either pure operator or pure fighter alternatively an all-rounder like Hikensha.
I almost have this setting. My 4th is the broken lady Joleri. I made a women power team. They work great.
I don't know about "best skill in the game" Red plume only affects one room, and only for 4 seconds, and it has a 3 door cooldown. Compare it to the cook's gas that damage every enemy on the floor for 20hp per second. A lot of enemies have less than 150hp and will downright die to it, leaving your turrets and heroes to focus on the big stuff. Stronger monsters will die to one or two hits from your heroes instead of 4 or 5. It's the best panic button in the game, and among the best abilities.
About armachair general, it gives +40 damage per hero, which on a full team equals around 120 damage since most attack speeds are around 1 sec. The problem is that mormish himself has near zero dps, he's just horrible at fighting, possibly the worst fighter in the game. Replace him with any decent fighter and you get 120+ dps easilly from that extra hero alone, with the added advantage of being able to defend 1 extra chock point.
In my opinion Mormish is only good if you plan on going strong on science and spamming his extra dust from monsters every turn in a big / single chock point room. He would be good in the drill since dust is your main problem there, but on normal runs it is better to run more stable and well rounded heroes imo.
But what really kills Mormish for me is that he has no synergy. His first skill requires him to be in the same room as monsters to get extra dust... while his second ability requires him to be in a room without monsters to give a dps bonus to others. He is weak to start with, and on top of that you can ever use only 50% of his potential because his abilities are contradictory to each other.
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