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Solo Apan needs to control the encounter without waiting for somebody else to remove the ranged enemies. Slowing melee attackers doesn't automatically solve projectiles arriving…

· Games / Children of Morta

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Solo Apan needs to control the encounter without waiting for somebody else to remove the ranged enemies. Slowing melee attackers doesn't automatically solve projectiles arriving from elsewhere. Identify which threat is making it unsafe to stay at staff range, and address that instead of spending every spell on the closest target. In co-op, Linda is a pairing players have specifically discussed. The reasoning is that Apan's slows and knockback can help Linda maintain a firing position. It is a useful example of protection creating offensive opportunities, rather than support merely repairing damage afterward. Co-op reports: https://t.co/nyuQinqYcg The coordination is important. If Linda has a clear shot, keep an eye on what might reach her. If an enemy is already held in a useful position, don't push it away from the prepared damage unless safety requires it. A well-timed control effect can do more than several abilities used without regard to the other player's plan. Bosses need their own judgment. Don't assume the same movement control that works on ordinary enemies will interrupt every boss action. Learn the attack pattern and use the openings it provides. The staff can deal damage during an opening without requiring the same commitment as standing in place for a longer ability. Against a boss with additional enemies, decide whether the adds are helping or hurting the situation. Multiple targets may make area damage useful, but if they're cutting off escape routes, keeping them alive for a prettier combination is a bad trade. Control should make the fight safer to read, not more chaotic.

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