Stolen Realm

Stolen Realm

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joy.kafka Jul 28, 2024 @ 9:11am
Help! Swamp Witch Boss
She could one shot one or two of my heroes each turn. Difficulty level: Torturous.

I run a party of 4 lv 12 heroes. The witch has 37k hp, while her minions have 3k hp each. Her venom bolt dealt like 350 + 100 + 170 dmg. Plus the DOT.

Couldn't stop her from reaching my heroes no matter how far or wide spread I place them.

I went through the pervious fights in this swamp like a breeze, and was really ambushed by this witch. The crystal golem with 3 waves of minions was a long but smooth fight.

Any advice please. I've got a warrior, a thief, an ice mage and a lightning mage. The team focus more on damage and control.

Many thanks in advance.
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Showing 1-6 of 6 comments
Frostfeather Jul 28, 2024 @ 9:50am 
Easiest way I found was to use summons to soak her attacks while taking out the fetishes. Or else Ghost Armor or some other immunity. Or else a hp shield or "auto-rez" ability like Light has. Not having anything like that is going to be a bit rough in some fights.

Until you have some kind of summons/immunity/shield/rez, i'd guess that making someone tankier (probably warrior but maybe cold mage) would be a good bet. Or just do the fight later.
Last edited by Frostfeather; Jul 28, 2024 @ 9:50am
joy.kafka Jul 28, 2024 @ 10:27am 
Originally posted by night4:
Easiest way I found was to use summons to soak her attacks while taking out the fetishes. Or else Ghost Armor or some other immunity. Or else a hp shield or "auto-rez" ability like Light has. Not having anything like that is going to be a bit rough in some fights.

Until you have some kind of summons/immunity/shield/rez, i'd guess that making someone tankier (probably warrior but maybe cold mage) would be a good bet. Or just do the fight later.
Thank you. I was thinking about all these options, and yes I don't have any. Gotta pay for the insurance now.
joy.kafka Jul 28, 2024 @ 11:33am 
Originally posted by night4:
Easiest way I found was to use summons to soak her attacks while taking out the fetishes. Or else Ghost Armor or some other immunity. Or else a hp shield or "auto-rez" ability like Light has. Not having anything like that is going to be a bit rough in some fights.

Until you have some kind of summons/immunity/shield/rez, i'd guess that making someone tankier (probably warrior but maybe cold mage) would be a good bet. Or just do the fight later.

I tried once again with my original team using my thief's evasion as the meat shield and this time I got to finish the 10th minion. If I had any healing or any ghost armour or only few healing potions better than minor ones, it could be doable. Thank you again for the tips.
joy.kafka Jul 28, 2024 @ 11:37pm 
It's done in my first try like a breeze after adding ghost armour to my warrior, energy shield to my lighting mage and regeneration to my ice mage. Actually I could have done it in my previous try before adding the above mentioned skills. I left the game before finishing off the 10th minion without knowing I was about to win.
That you, night4.
Frostfeather Jul 29, 2024 @ 7:48am 
Np, glad you got it. That's one of the more annoying fights in the game and I tend to avoid it on the higher levels, lol.
LordPraxxus Aug 9, 2024 @ 1:17pm 
If you have a dedicated Tank, and a Healer for support, they can carry you through most encounters; rest of your team comp is up to preference, you just need to output enough damage.

Dumping all points in Vitality and taking Vitality Break makes your Tank a DPS. While taking Debuffs, Buffs, Passives and %Heal skills from Warrior, Shadow, Light and Monk, to round out the utility and survivability of your tank.

Synergy is important in this game. With the right team comp, you can 1-turn every boss (who doesn't have a prolonging gimmick).

A Lightning Mage has great damage by themselves, but they can also boost damage for a Ranger/Thief/Monk (with crit builds). Fire Mage increases elemental damage, so it's more optimal to have them in parties who also have Ice and Lightning Mages. Fire has great support/team skills as well. Ice is the best CC skill-tree, and helps manage fights on higher difficulties, great even just by themselves.

Ranger with dual pistols and additional attacks per turn, can really shine when supplemented with the 3 elemental weapon enchantment skills, from your 3 Mages. Buff your Ranger, debuff the boss, and delete them in 1 turn.

For gimmick bosses like the Witch, you need a dedicated Tank to position themselves to take aggro and soak up damage. And a Healer to support your team when things go awry. Then just focus down the Totems/Cauldrons. A Ranger is great for this fight, with their high attack range and great single-target damage. The teleport skills from Light and Lightning are useful here. Soul-Link from Shadow is also great here. Fire and Light also have DoT/Debuff clearing skills, which helps with the Poison.

Instead of building each unit individually, try to build them in such a way that they can benefit & depend on each other, and better help to fill out their roles.

This game doesn't have the best pacing and scaling, so high levels and higher difficulties require more optimisation and build synergy. On Torturous, either you 1-Shot, or you get 1-Shot.
Last edited by LordPraxxus; Aug 9, 2024 @ 1:19pm
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