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I beat it with a fighter Azata with a glaive, a paladin tank on horseback, a ranger with a leopard companion, an axe maniac deliverer slayer/dragon disciple dual-wielding throwing axes, a demonbane cleric for heals, and a spell master wizard for CC, buffs, and some damage. Even then it took me four or five attempts and in the end the only people alive were the paladin, his mount, and the wizard.
Made sure to be totally buffed out before. And play turn based.
Eldritch Scoundrel and Freebooter charged in (with 'booters bond and bane active), everyone else with ranged weapons (Battle Oracle, Diviner Wizard, Spirit Hunter Shaman. MC Legend ranged Slayer level 18 with a big longbow did the dirty) Ranged Weapons really useful overall in the DLC.
I just focused down Star Rattle Prime ignoring the clones completely and it took I believe 3 rounds. Legend Slayer was obviously very useful because level 18 BAB and lots of attacks. Gear was pretty minimal (+3 Longbow for Slayer, a +3 Dueling Sword for the Scoundrel, a couple of good belts and really just masterwork weapons)
I suspect Angel path may be weaker here than you are thinking it would be but could not comment having not attempted it.
Good luck in your re-roll'd attempt!
MC Sohei Aion with glaive and a lot attacks (BAB 11 = 3 attacks, flurry of blows = 2 attacks, Haste = 1 Attack, monk ki point for etxra Attack) riding his horse
Cleric wirh community domain and turn minutes buffs into day buffs, heal spell
Freebooter ranger
Brown fur arcanist for bull strengh, cats grace, reduce/enlarge person wirh higher buffs, that last 24 hour through mythic abilities
Sensei Monk, mass barkskin, mass true strike, bardic performance, tank
Fire/earth kinectist: eruption Aoe ability or magma blast, DD, legendary element fire, mythic improved spell penetration feat.
Was fully buffed, mass true strike, community lvl 8 domain power, the two freebooter buffs and bardic performance helps a lot. Ranger and sohei take him out, kineticts bbladzs copys away. 2 of my chars get down during the fight.
Until then is was quite easy but ♥♥♥♥♥♥♥♥♥, that was a surprise. As i get the short trailer at the beginning of the level i know it is time for every buff i had in my spellslots
Ranged DPS on SR himself is your friend, up close it's suicide, but he also doesn't move, starting & ending most turns with Chaos Hammer, at least until he's either very low hp, or you're down to one character from either dpsing him down too fast and getting overwhelmed by adds, or just letting the adds do anything before killing them.
As you dps him down & the clones roll in, just hit them once, any hit, and poof, gone.
Honestly a cool fight, and a good scare the first time you get the adds to spawn.
Full party was RF Bloodrager(Abyssal BL, the growth on rage was great for taking down the adds without too much movement to provoke AoO's), Oracle healer, CotF Warpriest off-tank/debuffer, pure-vanilla bard(Blur may have been the key to surviving the few times the adds got good initiative rolls) & a MW Fighter as archer-friggin' lethal with a longbow(and i just wanted to give MW a try finally)
also you get a tailwind boost that gives bonuses (I went for tail wind of the bearded that gives +1 Con to Dwarves for each dwarf in your party - Full dwarven party gives +6 Con)