Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For Cazador for example, you just need to cast the level 3 spell "Daylight" ( level 3 Cleric spell ).
This will stop Cazador from turning to Mist ( no more half-damage for him ), and will hurt him every turn.
You can cast it before the combat starts.
At that point, just spam Sunbeam and focus fire Cazador first, then the Skeletal Mage, then the rest of the adds.
If you still have issues with it, try using a lot of summons to help you tank most of the hits from the enemies.
The bats have 1 HP so they can be killed by a Cleric using Spirit Guardian.
Hope it helps!
meanwhile here's me... HALF-ORC GOES UNGA BUNGA (Berserker) in tactician, and everything dies without any tactic involved.
This shows you how poorly the game is balanced- Some builds are super OP, the rest are not worth investing in.
I would go for the knock off, as you can push him off even when he is in smoke form.
People simply think too small. There are hundreds of things you can do to trivialise fights.
That fight was sooooo easy, I just used low level wizard spell, that creates a gust of air, and blew him right off the edge in round one. Took me longer the clean up the bats that kept spwaning haha.
If there are no convenient chasms, that level 6 irresistible dance spell is OP: I used it to lock up very powerful bosses of the infernal and draconic kinds for 10 turns.
If you are having trouble with masses of smaller enemies - Cazador has quite a few adds - the cleric spell guardian angels is great - especially against undead. It inflicts damage in a radius around the cleric - often the trash just runs in to die in it or you can just run around burning them with it. Turn undead is also good.
The level 3 warding glyph spell that clerics and mages get can also be very powerful dealing with groups of enemies - unlike the sleep spell, the sleep warding glyph has no HP restrictions (and like the spell permits no saves). I used it in the Act 3 SH-related fight, alternating putting the left and right sides of the room to sleep. It was funny watching the AI run around pushing everyone to wake them up.
Some other tips - check if you have weapons that have superior attack rolls, your attack bonus is more important than your damage. Conjure spells last all day, you might be able to bring multiple summons with scrolls you already have. Look for buff scrolls even if they last ten turns you can generally initiate fights with those effects - blur and mirror image could be good for you if you're dying a lot.'
You should be about level 11, if you're not then you might want to just do easier sidequests for the time being and explore the lower city some more.