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
Tips? Just lower the difficulty. This game aint worth of being frustrated.
Then raise the difficulty back up to wherever you had it.
Also dodge has about 2x the interval parry does, so use that if need be.
First off, it obviously depends a lot on where you're getting stuck. In the first stage of the fight, you can shoot the lamps to reduce the amount of damage you take (it prevents him from doing the extra attacks with the lamps at the end of turns) - if you have a good way to generate lots of AP (I believe at that stage of the game a good option is to use Maelle with the Duenum weapon and the picto that gives +1 AP whenever you get hit, or if you're confident in your ability to parry/dodge you can obviously do that too - Duenum gives +1 AP to the entire team whenever Maelle gains AP in defensive stance, and if you combine those then Maelle gives +1 AP to the entire team whenever she gets hit in defensive stance), then you can prevent a lot of the damage you're taking in the first stage of the fight to a level that can be outhealed fairly easily.
In the second stage of the fight, if you haven't figured it out already, there is one mechanic to the fight that makes it way way easier. Pay attention to the order the lamps light up when the lampmaster is charging up its big attack. Shoot them in the same order, and you'll prevent the big attack from happening (and also do a decent amount of damage at the same time). I also recommend bringing the Cleansing Tint ability to have the option of removing the status effect that prevents you from using skills if you get hit by the ability that does that (not the end of the world to not have it, but it's nice to have the option at least).
Here's what I did for that fight:
https://www.youtube.com/watch?v=VdsUwRtSa0I
Make sure all your team have lvl9 weapons. It would be great if Maelle had Medalum.
Also you don’t need a single dodge or parry to finish the game on normal. You can be crazy OP in this game if you build for that.
https://youtu.be/oVG-BScWz18?si=xAsc2sjvvriCcTcz
Maybe he just wants to perfect parry the bosses as well.
Jump Atk - Last frame of Jump Animation
Lamp Atk - After charging. the Flash with "Zing" sound
Disrupting Atk (triple atk) - First strike is when he screech when he is about to hit you. Right after he removes the staff off the ground. Then you'll get the rhythm for the 2nd and 3rd.
Quadruple Atks - As soon as he screeches as well.
Massive Light Sword Atk - Wait for him to turn around and parry when he swings the sword with the screech sound cue as well.
Not to self promote but here is my no hit run on the boss. I hope this will help you!
https://www.youtube.com/watch?v=qep0HEqbzIw
Try holding the parry button to parry
There's also a hidden "lamp ritual" mechanic to prevent this move. Basically the game will say "Lampmaster performs a strange ritual with his lamps" and the lamps will light up in a random order, just shoot them in this exact order before his next turn.
Also, it's possible that you're underleveled, did you complete the Yellow Harvest side area? That area is best done before Lampmaster.