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I managed to clear it by running around the outside of the wall and shooting each key-holding boss with magic until they died. Then I put on the best melee/range protection gear I had (I had some early Iron gear and shield) and ran in with the regen heal pre-emptively active and hoped for the best. Grabbed each key half and zoomed to the main building to hopefully down any stragglers following me. By then there should be a contingent of guys following to help keep you healed, but the damage was still spiky enough for close calls. After I got inside, the rest of the mission went fairly better.
This entire time I've been grinding thinking I might be getting too far ahead in craftable gear, but it turns out I'm only just slightly ahead of the curve with quests like these (Also, fighting Aramis at the festival was certainly painful, but at least his level makes sense for it)
That being said, the waves continue to happen even after you finish the quest (not sure if intentional or not). So it's a pretty good spot to grind combat skills provided to can survive well.
Shouldnt be infinite.
Don't spawn enemies ontop of the bosses you have to kill. Theres just so many design flaws and layout issues with this quest. Shouldn't have been the biggest highlight up to this point instead it's soured
once you have both halves of the key, combine them, and make a dash for the base interior, don't stop for anything or anyone.
once inside, enter the basement. no enemies will follow you in, but some of your allies will spawn on you, and keep respawning when killed.
Once you have made it this far the rest is fairly easy. the boss itself can be kited pretty much.
I'm playing melee focused though... I don't want to do ranged/magic >:(
I went into the game wanting to do melee only as well, but it's not really super practical, at least melee + magic is a good combo.
some enemies have stupid high physical protection but literally 0 magic protection as their weakness or vice versa, so i would recommend spreading out.
but to clarify, for the 2 minibosses it would be enough to just tap them once with ranged/magic just to aggro them, then you would run towards the gate where all your guys are and the miniboss would follow you outside. then you can still use melee to kill them. it just makes the fight easier, because you are not cut off from your allies and the mages will heal you while you fight and also the aggro from all the mobs will spread to everyone rather than being focused on just you.
as for the main boss of this quest, you don't even really need to fight him, keep his aggro on you and run around, avoiding being hit, while the npcs do the damage. kinda lame, but it works if you want the quest done.
I just wish some of the later and bigger mage spells were better. They seem bugged when you cannot chain them/locked out of using any other spells for their duration
i actually never knew this jesus thanks
lol so true, got the spell from mudclaw which is a stun, but you are locked out of doing anything else longer then the stun lasts heh, awesome spell, so glad i killed him 138 times to finally get the book.