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1 when he spawns adds you got two turns before he consumes them. you either have to block them from getting to close to him or kill them. use exemplar with your strongest squad to cripple 1/3 of the adds he spawns.
2 he heals himself because he consumes the mobs he spawns. if you block them from getting to close to him he will not be able to consume them. ideally you should be able to kill most of the squads in two turns if not you must block them.
3 hm. i think he inflicts damage on every squad that stands close to him aka the melee squads that you attacked him with.
4 i had to stand in those to when blocking hes units
6 my squad brought him down in 3 cycles which was 8 turns in total maybe? just make sure he dont outheal your damage.
absolutely worst case scenario i do believe you can use every unit with high leadership you got and make tons of squads, and everytime you lose a squad you summon a new one at your base, i did not test if this worked tho. your powers also replentish wildly fast on this mission due to all the fighting so use them whenever you can.
i was at 20 squads at this mission. but you can probably make more and summon them at base if you lose squads, i did not test this tho.
if you lose a squad, it still counts toward you 20 limit. to replace it, you have to send it back to base while the squad has at least 1 unit alive. although why would you do that, if the temple is just right next to you?
Actually blocking doesn't work at all, any units that stay alive is absorbed not matter how close or how far it is and 2 units that I couldn't kill because they were canons in spots I couldn't reach healed him for 40% hp
You should have glowing red tile danger indicator of where his 3x3 blast and 1x3/3x1 claw swipes are going to be targeted. But it sounds like this may be referring to the Dark Wave attack.
The purple tiles leading to the platforms where enemies spawn ARE hazard tiles and should indicate as such in-game. But it sounds like this and others are referring to the Dark Wave attack.
Dark Wave scales with number of targets absorbed (counts units still standing, not squads), so a key component of this fight on two fronts is being able to deal with them and not let them get absorbed. HP values on the minions were a bit high though, and thats why we kicked these back down a bit in the last patch.
Only the claws should be healing. They'll heal a bit each Player Phase and can be regrown on an absorb from Zanatus. The body never heals, so you never "lose progress" in the fight.
A point I don't see brought up is that the Blessing power will revive any fallen members in the target squad and heal them for 50% HP during this battle. As was brought up, Powers charge pretty quick on this map. Making smart use of your Powers is a huge part of managing this fight at any difficulty.
I've read through the posts and it sounds like the biggest a point of confusion is where the Dark Wave is getting targeted at (after pulsing purple, does a wave animation then a bunch of squads take damage), so it maybe that needs more visual clarity. We will also continue to keep an eye on the HP of the minions to make sure they aren't too frustrating to just clear out on higher difficulties.
One thing, though, is that the swipes and vortex attacks are dangerously close to the enemy damage range's color if you have that tile view activated. If Dark Wave is supposed to affect everything in the middle except the walls, that may be why I kept assuming I was being attacked by some unseen force.
Also true, thanks for your feedback.
Well the thing is what damage all my army randomly is not doing that animation, actually doing none at all and targeting units that are far (into the bridges 1 or 2 square away from the spawn of the enemies), it's also touching my armies in the central platform but not all of them.
Sometimes the boss does that animation tho and then every army I have on the map take damage.
Edit: Screenshot https://steamcommunity.com/id/PuddingFromSpace/screenshot/2049755940233592058/
Most of the units on the left that are on the bridge took damage at the start of the turn with no animation from the boss, looking just the same as when Soha's blood deals damage but doing much more damage
Edit: would the fire boots artifact help with the bridges? I only ever put them on for the one map that has a challenge to avoid being damaged by hazards.
Flying units not being affected made me thing it was a random aoe damage touching some units only
1. Zanatus healing is insanely fast
2. Hes invincible most of the time
3. The respawn time between waves is too short
since Zanatus can not be killed off quickly, this becomes war of attrition. and Zanatus can replenish, both his own HP as well as replace lost minions, far faster than the Nephilim can.
i think Zanatus healing is really unnecessary, because hes already invincible 2/3rd of the time.
Is the main body healing? It shouldn't be healing even 1hp