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
Minagho also has a low save I believe but I can't remember which one. In any case, hitting her with a Glitterdust (Fortitude save Edit: Sorry Will save as mentioned below :p ) for a possible Blind and disabling any concealment would be a good thing to do.
Of course, buff up your party as much as possible before the fight.
This encounter is a completely unbalanced load of sh!te.
Level 16 and level 28 enemies at party level 8? wtf?
Their stats make them immune to 95% of everything you have access too, while they have 5 attacks in a round, and can drop your 38 AC tank in one turn with good rolls.
There's no excuse for this. The entire dungeon leading up to this was balanced and fair.
By the time I finally slog through this flaming mess by using turn-based mode, it will have completely ruined the epic high point of having the mythic path manifest just prior.
I don't know how tone deaf as a developer you have to be, to ruin one of your best parts parts in the story by having one of your worst parts right after that.
Best suggestion seems to be: "Dropping about 6 casts worth of Animate Dead + a Summoned Mastadoon from outside the room, triggered the fight, and then just focused staunton down."
There was also some mention about staunton focusing on whomever he sees first, so maybe ensure he sees the summons early on.
You actually have only to beat Staunton and Nurah. When Staunton falls, Minagho runs away. You can even dispel his stuff out of combat pre fight.
You don't need to actually damage Minagho, once Staunton takes enough damage she will run away.
Minagho wastes her first couple of rounds casting spells which makes focusing on Staunton easy as long as you don't actually let him hit you since he deals very high damage and usually just oneshots everything on unfair.
Nenio specializing in Enchantment can drop all of her Mind Fogs at the door to the room where Staunton is and then lure him into the fog. Do not cast them right on top of Staunton while he's in conversation with Minagho. One of them is virtually guaranteed to proc, debuffing Staunton's Will save and opening him up to be disabled via Overwhelming Grief. Of course, you'd need to have Nenio properly specced before the fight.
https://steamcommunity.com/sharedfiles/filedetails/?id=2778223350
I am playing an Evoker in my current run and I have stunlocked him with extended Shout (2 round stun that bypasses magic resistance) while my party beat him up while he was disabled.
https://steamcommunity.com/sharedfiles/filedetails/?id=2844849404
Everything explodes before you reach Blackwater.
My main tank is the smilodon mount that my main character rides (Cleric Crusader - Animal Domain 8 / Monk Sohei 1 for the feat to deal double damage on charge and the passive WIS to AC / Angel MP). More or less my MC just soloed the fight while the rest of the party used buffs. My mount had AC48 on the character sheet, but Protection from Evil and the angel halo would push it to 52 against evil creatures.
My mount was buffed with Mage Armor, Greater Magic Vestment, Barkskin, Magic Fang, Bull's Strength, Aegis of the Faithful (Angel mythic path - gives Shield, Shield of Faith, Protection from Arrows, Displacement, and 30 resistance to all energy types), Communal Ward against Impurity (nullifies poison / disease), Bless, Protection from Evil, and Haste. The mount also fights defensively for more AC. I also had the Protective Luck hex from Ember - meaning anyone attacking my mount needed to roll twice and take the worst, on top of the miss chance from displacement. This basically meant nothing could effectively hit me even if it got a full round. I probably should have given it Cat's Grace to push its AC up another two levels, but I forgot to prep it and didn't want to rest again to do so.
My MC had Mage Armor, Greater Magic Vestment, Barkskin, Haste, Bless, Protection from Evil, Align Weapon - Good, Crusader's Edge, Sword of Heaven, Divine Favor, True Seeing. I forgot Freedom of Movement but intended to cast that, too, because man do demons love Hold Person.
Both the MC and the mount have Outflank as a teamwork feat which is amazing for mounted combat with how this game implements flanking - they effectively get +4 to hit against everything as long as neither of them is CCd. The MC also uses the scythe Wide Sweep so a successful attack versus one target hits nearby enemies as well.
Anyhow, I kept most of the party out of range to start so that they would focus me. I just charged in (because of that Sohei bonus feat I got double damage on the first round) and I managed to burn Minagho down in 2 rounds, taking zero hits even though both full rounded me. That got me the cutscene and Staunton fell quickly after. He did get very lucky and dealt some damage to my mount, but nothing that put me at risk of the mount dying.
About the only useless character I had was Regill. I left him back because I knew he'd just get stomped, as his AC is well below my mounts even fully buffed. He does have the mythic feat to be unkillable for 2 rounds, though, so I probably could have used him to soak attacks and be an immortal punching bag like I often do. I just didn't want to have to resurrect him after round 3.
That's the basic prerequisite for playing the game. Once you get to the Abyss, you won't survive the random street fights without being buffed.
You can get that VERY early and just use the first mythic feat as a bonus mythic ability. Gaining you greater enduring spells before you hit Drezen. You can push your buffs over the 10 minute mark with extend meta rod.
It's the only way to roll.