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
https://steamcommunity.com/app/1184370/discussions/0/3841053085026132722/
TL;DR it should be one of the last things you do in Act 3. You probably want to be around level 13.
Specific tricks depend on your Mythic Path. And it sounds like if you are at only +21 to hit, you are missing some buffs or need to debuff the enemy. I'm not gonna copy and paste what I said in that other thread but you will probably find it useful.
And no I actually stopped using Pit and similar spells awhile back because I was having a horrible problem with friendly fire where I'd cast pit on some enemy, get my fighters in position to gang up on his ass when he climbs out, and oops the range of pit is larger than I expected so two of my fighters end up right in the pit along with them. Most of my in combat spells are stuff like Slow and Rainbow Pattern that only affect enemies only, or disintegrate/ phantasmal killer/ dismissal scroll to take out high value targets. Oh right I forgot I swapped out disintegrate for chain lightning when facing the mooks and the guys in the big lava chamber are immune to electricity.
you need more, just from top of my head
haste (very important)
cats grace/owls wisdom/whatever also help
burst of glory
protection from evil/chaos
protection from energy(if enemies are using it)
blessing of luck and resolve
hmm, who's your mc again? what mythic path? personally i found sosiel useless, but if you want to carry him for rp purposes its fine. my mc was inquisitor so she had cleric spells but if you dont have a cleric sosiel might be fine....
and dont forget to summon some summons right in the middle of your enemies so they can fight them and not your characters
no comment about pits, sounds like skill issue. do you know you can use dispel ability to remove pit whenever you want?
all of my main party already has belts of + whatever so I don't think that helps much.
Yeah I think I'll add that to my "tough boss fight" buff spell list. If I recall I didn't use it because it's a round/level spell and I already had prayer for my sosiel buff spot.
I keep forgetting to use this actually. probably because it has a fixed duration and doesn't scale like other similar buff spells.
yeah this is one of the spells I use. Usually it's protection from fire so nenio can fireball without worrying about friendly fire, but if I switched it over to protection from electricity in this dungeon so nenio can cast lightning bolt to get rid of that pesky regen.
I don't use blessing of luck and resolve because the bonuses overlap with bless, and also death ward takes care of most of it.
My MC is a bloodrager, mystic path azata. the freedom bolt thing is useful but it's not enough to kill all five of them, and I only have five uses of it. And yes sosiel is mostly for the cleric spells, though he can also use soulshear so he's my back up in case nenio couldn't get through spell resistance this round
Yeah, I'll take that in mind. Usually tanking isn't a problem for me because between Lann, Arushalae, my bloodrager, Aivu and Ulbrig I can put out somewhere north of 400-500 hit points of damage in a single round. My problem with this fight isn't the tanking but the fact that their AC is so damn high I only have a 5% to hit for most of my characters.
Yeah, that works for stuff like cloudkill where I can just wait for them to path through the cloud to come to me, or stuff like burning entanglement or fireball where it's a one time thing and I can just make sure my party isn't in the blast area when I fire it and/or mitigate it with stuff like protection from energy or featherstep. The problem with pit is that there's no "protection from getting pitted" spell and if you fall in, even if you dispel it next turn it's still one turn lost for a member of my party, possibly two depending on how the turn order goes.
All this was mostly needed only for the Demons. The Humainoids and the Salamanders didn't need the minus to their to hit and my DPS didn't NEED the minus to their AC. Except for the tower shield guys. But by the time I'd get back to them, the fight was already over so it didn't matter.
The key is to use Electricity against those Cyborgs.
Second, Electricity just disables their fast healing for a bit. Yes, they also have vulnerability to it but many of them (demons and minotaurs) still retain their resistances to it and they will mostly pass all the saves unless you have truely devoted to being an Evoker. Their fast healing isn't that big a deal if you are focusing them down one at a time. It doesn't even recover them from a single hit from any of your DPS characters.
IMO Blackwater exists as a difficulty gate that you can test yourself on to make sure you are ready for the Abyss. One that is technically optional so you can just skip it. Assuming you brought someone with a high enough UMD when they try to trap you there.
Blackwater also doesn't exist as a gate, as it's not official dev content, it's from a backer who pledged at the "Create your own quest" level, which is also why it's so jarringly worse than the official encounters and "dungeons".
What I agree on is that, yes, happily you can just ignore it, as, again, it's not part of the official content and thus doesn't really add anything relevant to the game, even the units you can get for your armies are boring and do not match at all with any of the Mythic Path's units, again, jarringly juxtaposed to the entire setting, as the game doesn't take place in Numeria.
If you are already doing Lightning damage or can easily switch over to it as OP said he did, great. If not, meh. Don't sweat it. Just tank and spank them. Target priority is important but otherwise, they aren't THAT special.
No idea how you never noticed this... it doesn't matter how much damage you pump into them, as long as their Fast Healing is still active, they won't keel over.
*That* is why you need Electricity Damage to disable it.
Dunno about playing on brainafk difficulty, but with everything cranked to max and enabling enemy special behaviours in the settings, that's definitely the case, has been on all three of my runs where I did Blackwater.
I've always resorted to using coup de grace to finish them off.
That being said +21 AB at lvl 11 isn't that good, assuming that's your buffed AB. You should have something along the lines of;
lvl 11 : 11 BAB
22(26) STR: 19 AB
Rage: 21AB
Wep Focus: 22AB
Heroism: 24AB
Outflank: 28AB
+2/3 weapon: 30/31AB
These are all (with the exception of rage) long duration buffs and innate abilities that you should almost always have going.
With your short duration buffs on top of this you should have ~40AB.