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
No, my kineticist started Earth, upgraded to metal, then dipped into fire. So I can use earth, Metal, Flame and Lava blast.
I do have Deadly Earth, which apparently there's supposed to be some kind of broken strategy for that one, but I can't remember it right now.
The rogue does have greater heroism. After amassing a ton of gold, I bought as many scrolls as I could and had her memorize them all. She's also got Greater Dispel, and I did my best to bump her spell penetration as high as I could during her level up sequence.
The main problem for me specifically is the balor that represents his soul.
I can kill all the other bosses that he summons fairly easily (The protean and shadow demons are complete jokes). But that balor is just absurdly over powered compared to the rest of them.
I've tried to focus fire on him, that didn't work. I tried to kill all the other bosses first, and that also didn't work, because the MFer keeps teleporting around the battlefield and slaughtering my guys before I have time to finish his friends off.
I'm assuming you're at level 20? If not... I would do that first. It really does make a difference.
I don't remember the stats of the boss off-hand (I will be finishing up the MI for this run in a few hours...), but I do remember the fight being appropriately difficult.
You definitely want your MC on the big boss at all times, doing ranged touch attacks.
Can your paladin stand against his attacks? If so, have him set a pick for the boss, and the MC ranged blast the boss into oblivion while everyone else handles the rest of the crew. He doesn't actually need to deal damage, just hold the balor's attention. Even if he just stands there healing himself, that should give the kineticist time to blast away.
IIRC, the songbird is the second most dangerous, but also the flimsiest; focus her down with the other four before turning attention to the snake.
Assuming your monk is geared well and has the Crane Wing feats, he should be able to tank one or two of the golems (or whatever they are... don't remember exactly).
I would send your greenrager and rogue out as a pair to kill non-balor priorities: start with Songbird, then Dragonsnake.
I've never played a greenrager, but don't they get spontaneous summoning like a druid? If so, I would have him close to melee (so that your rogue gets all the sneak attacks) and then just flood the screen with summons. They likely won't last long, but if they can slow down the golems and distract the dragonsnake, that will buy you a few turns. If the summons can effectively distract the golems, you could then pull your monk into combat with the two minibosses.
Your cleric should be on 100% full-time healing duty. Don't bother attacking unless everyone is very healthy; you'll be fighting on at least three fronts.
I don't remember the boss teleporting very much... but that's likely because I always stuck a tank on him. Typically, if an enemy has a target, they'll stay put and engage in melee.
Number of attacks does not matter, if they can't hit.
Cleric should have: Nobility Domain, Community Domain (+10 to hit at least), Madness Domain (+10 to hit at least), Domain Zealot. Clerics maxing Wis.
Sensei Monk is not a tank, he is a Bard with benefits. Sing (+4 to hit), Throw True Strike to whole party (+20 to hit for 1 turn).
Rouge / Scroll Savant / Arcane Trickster should have Stormbolts.
Paladin can throw mark of Justice, making it an easy +10 to hit. Paladins maxing Cha.
No one in your party to buff Foresight, Heroic Invocation, Transformation, Stoneskin(Communal), Mind Blank(Communal), True Seeing, Ice body, Legendary Proportions, Frightful Aspect, Protection from spells, Angelic aspect(Greater), Heroism(Greater), Greater Invisibility, Haste.
Arcane trickster can't do all of that, or he will not have spell slots to do damage.
You can use scrolls, I guess.
If your kineticists are all "garbage", you're using them wrong. I have used a kineticist in every playthrough-- my Unfair STW run was actually a Blood Kineticist-- and they are the most reliable damage dealers in the party. In fact, I think Elemental Engine is the one archetype I haven't ever used... (Kinetic Knight was probably the weakest, once you get to ~level 12.)
Your cleric doesn't have to be specific domains in order to win this battle. Those domains are good, but play whatever you like; you may just have to get clever with the buffs.
Your Sensei Monk should have AC close to 50 if he's in Defensive Fighting mode with Crane Wing. That won't make them a perfect tank, which is why I didn't recommend setting him toe-to-toe with the balor. Still, he should be strong enough to stand up to most anything else for a while, especially considering he should have ways of healing himself. If he's singing during that time, that's awesome.
Stormbolts and Chain Lighting are only better than touch attacks if you have Arcane Trickster maxed and can apply sneak attack to all your spells. Even then, you'll want some ray attacks for when you focus down the balor.
The Rogue, the Cleric, and even the Bloodrager should have access to almost all of the spells you mentioned, either through spell slots or through scrolls.
Transformation is a waste of time. Everyone who is not full BAB needs to be casting, with the possible exception of the rogue herself... who should be casting or using scrolls if she has Arcane Trickster 10, or just stabbing otherwise. If you don't have 10 levels of Arcane Trickster, you're probably better off stabbing, and in that case, Transformation would be nice. Even then, it will only raise your BAB ~3; worth doing if you have no other options, but not enough to go out of your way for.
Greater invisibility is also a waste of time, considering everything at this point in the game has True Sight. MAYBE the little minions don't? But they shouldn't be a major threat anyway.
Ice Body is a really cool spell, but far from necessary. Still, if you took it with the rogue (you definitely have access to it), there's no reason NOT to use it.
Foresight is another you can easily live without. It raises your AC by 2. The other effects aren't very relevant, because it's a single fight and you wouldn't be starting flat-footed anyway.
If you've got a Stoneskin (Communal) scroll, that's worth casting before the battle, but it will be gone by the third turn, so it isn't worth keeping up on anyone other than the paladin. Both the rogue and the greenrager should have access to the non-communal version (if you took it), but in my experience, it's generally not worth the effort to keep it up; meatshield summons and the Heal spell work better.
Definitely pre-buff with everything you have, though. This is one of the toughest fights in the game, so don't worry about burning any buffing scroll you think will be helpful.
Even with all this, it will likely take a couple tries. Let us know how it goes.
It might backfire, though, by bunching your entire team together and making you susceptible to AoEs from multiple sides.
I'm playing on the lowest difficulty setting possible, and even then the Balor still has an AC of 50. Yes, I'm level 20 party, with 10 Mythic Ranks, so everybody is as strong as they can get right now.
Yes, Greenrager gets summons, but as they cap out at 4th level casters, that's not all that great. Even with the Ascended Summons, they don't last particularly long. I did give him Master Shapeshifter to boost his Hydra form, though.
Songbird is mostly a pain because she keeps respawning into stronger forms after she dies. Like I said, the rest of the enemies aren't much of a threat. The dragon snake goes down in seconds, and the golems aren't much tougher. It's just the Balor specifically that's giving me problems.
I can't seem to keep the balor's attention because he keeps teleporting around the battlefield. And even though my Paladin is tanky enough to survive a few hits from him, he gets so many attacks per turn that it doesn't even matter. The balor will keep slashing away at my Paladin until he goes down, before moving onto the next.
Also, which blast are you using with your kineticist? Even though he's got 50 AC, energy blasts from kineticist (fire being your only one) target Touch AC, not standard AC... and that shouldn't be more than 20 or so.
So your kineticist using fire blast and your rogue using ray spells should be able to connect reliably, and do decent damage.
Are you using the Ecclisitheurge ability on your tank? What is his AC, and what's the AC of the Monk?
You are GOING to take some heavy hits in this fight, but I would expect that the Paladin could stand for at least one full turn; which is why your cleric is on full-time healing duty.
As for the greenrager.. the idea with the summons is quantity, not quality. That may not work as a strategy. It was just an idea that I've used with druids in the past. The idea is that it might let your Paladin fall back a little bit while still keeping the balor's attention, giving everyone a turn (or less...) to fully heal up.
When the balor teleports around, is he consistently going after someone in particular?
Kineticist is using Metal blast with Rare Metal Infusion. Seems to do decent damage... when it actually hits the bastard, which I'm lucky if I do more than once per round. I've been watching the dice rolls and notice that I suspiciously seem to roll extremely low. Even though I've got weapon focus / specialization in both basic and mythic feats, my party members consistently seem to roll lower than 10.
More than once, I've had rounds where one of my front line martials couldn't roll higher than 5, even with Haste and True Sight cast on him. And I cast Greater Dispel magic on the balor just in case he had any special defenses.
I noticed the balor's default strategy in the fight is to teleport directly into the middle of my party and immediately cast Abyssal Storm. He does this every single time, and once again, somebody in that fight has the power to petrify my party members. I do not know who it is. Sometimes they'll even get mind controlled, which I thought was the shadow demon, but seeing as he's still possessing a golem at the time, I wasn't entirely sure.
One bit of good news in this, is that I watched a video of somebody else running this fight and I only need to kill the Balor. Everybody else will drop after he's taken out. The problem isn't that I can't do enough damage, as I've gotten him down to about half way before. It's that most of the time I can't seem to hit him at all.
For your kineticist, you want to be using the fire blast, not the metal blast. Metal will target his full AC, which is very high. Fire will target his Touch AC, which is much lower. It will do less damage, but it will hit FAR more often, to the point that you will ultimately do significantly more damage.
Songbird is the one confusing/ charming your characters. That's the main reason to take her out ASAP.
If you can take him down in one or two turns, it's worth focusing him down, but typically I've had to drag this out five or six turns, meaning you want to thin the crowd a bit.
One strategy that I used on my first attempt is to have most of my characters standing pretty far back (like in the middle of the ship), and have my MC move forward to initiate the fight. It will be difficult for your MC to survive that first turn, but you won't be getting hit by the Abyssal Storm. So have your MC survive as best as possible (or your paladin, if he's able to initiate the fight instead; not sure whether or not he is) while the rest of your team runs through the back of the minions.
One of the key strategies that has served me well in this game is to keep the enemy divided. If you can focus their attention in multiple directions, very few enemies can actually kill a character in one turn. Unfortunately, that Balor is one such enemy : /
The only time I've ever done this above Core (Unfair) was with a Swarm That Walks kineticist... and the fight lasted about six seconds; I actually had to do it three times, because the game kept glitching at that point... but it went the same way every time.
Do not expect to kill him on higher than Normal with non-optimized party.
Example of optimized party and kill on Unfair https://youtu.be/vAE-N_y5Qnk?t=15719
In standalone version of DLC there is an achievement for killing him in phase 2 with all summons, but you can build absolutely godlike creatures there.