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Zgłoś problem z tłumaczeniem
1. Tell him you want to be judged
2. Easily pass deception check as a rogue.
3. His buddies teleport to another room, he starts walking there. Now cast 'hold' on him (optional), and take turns raping him.
By the time his buddies arrived he was already dead.
2. Other than wailing on Sarevok, IMHO you ALSO want to eliminate the shades of Amelyssan etc. Not because they are much of a threat to you, but they WILL cast spells to protect and heal Sarevok.
That's pretty much my two main tips.
I like bringing Minsc and Jaheira to face him because of the banter, but there's otherwise no real tactical reason.
That's exactly what I did on my first attempt. Problem was that the shades greatly buffed him after death, and he became unkillable for me.
He is saying to kill a specific Shade not all Shades. The one in question gives Sarevok Warding Bond (redirects damage he takes) and Sanctuary to him.
Probably the priority target is Echo of Amelyssan, who casts Warding Bond and Sanctuary on Sarevok.
I wouldn't totally sleep on Echo of Ilasera, who will cast Haste on Sarevok, and Counterspell party spells.
Echo of Sendai actually is a threat to the party. He won't damage them much, but WILL cast Slow, Command, and Contagion on them.
The WIki says they all have Retributive Justice where they start blasting the party if they kill Sarevok first before killing them. (For me this is never true.) Should note it also says that killing them before killing Sarevok gives him an "Absorbed Essence" that can buff him, too. So you might want to try and incapacitate instead of killing them.
Killing Sendai raises his AC, Ilasera's Absorbed Essence hastens him and confers some immunities, and killing Amelyssan gives him a slight 'vampiric' heal that regains a small amount of HP with each attack.
I wouldn't call his heal per attack small neither. It's a 2d12 so he averages 12HP an attack. Dude can multi-attack like a Fighter and that is without triggering his Legendary ability. He can heal as if he had Perilous Stacks active minus the debuff.
The quicker you can do it, the better, because he has a retaliation ability. So the quicker you kill him, the fewer times he can use it.
He's really good at making saving throws, so don't mess around with stuff that lets him make saves. Just kill him with melee attacks and/or magic attacks with no save.
If you're having trouble at level 9, come back at 11 or 12.
"Adds" are the minor enemies that accompany a boss enemy. ("ADDitional enemieS")
If he meant one specific shade, why was he using plural form? Damn, this DnD world is complicated!
I hate these kind of replies: trivialising the problem to flex one's DnD mastery.
This fight is very tricky and unlike any other you had up to that point in the game, and the trick comes from bosses little flunkies, who massively buff him after death.
It is one of the easiest in the game.
Maybe you just went there too early?
I am personally 10 very early in act 3 and 12 before sarevok is relevant to the story.
As many other fights it is easy first when you know how to handle it. IMO this fight have many ways to mess things up, especially if you do not have a balanced team skill set, that not only can do loads of damage but also pacify the enemies. A sub optimal team that fights all seven simultaneously will have a hard time.