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It's still the hardest fight in the game, but the main problem with it isn't even that it's hard, it's that it's highly unpleasant.
Honestly, Phase 1 was better in the previous incarnation of this boss fight, it's just that Limerence did way too much damage and applied a stacking healing debuff and it was just too much. They could have just toned those things down and it would have been fine.
Bring a lot of healing items, and you should be able to survive long enough to finish off the boss.
What's really fun is the quirk that heals you every turn, which can make you literally immortal if the enemy only gets one attack per turn and has no dots.
EDIT: forgot to add, this makes Divine Comfort the best skill to bring to this fight, right? or pretty much any fight, even!
And yes, healing over time is really good for this exact reason. It won't save you if the enemy gets to take multiple actions before you get your turn, but it's just enough to get you back into positive values so you can't be killed.
After countless loss, I change my tactic by let everyone stock up instant heal item.
My heroes is
GR (Deadeye) - PD (Melee specialist) - Runaway (Fire res Pierce) - HWM (Yellowhand)
In the past the boss steal positive token (crit, damage, armor) and make hell for us.
So this run I use party who don't rely on positive token except evasion (the boss cannot steal this). Evasion from Respect relationship also help massively on survival for evading the seen.
Like other said, I am sure the taunt item is very useful.
My success run forgone the tank class because I just want everyone raw DPS kill the boss ASAP. Regardless of the boss seen anyone, everyone is also a DPS.
The taunt is useful in 2nd phase just in case the boss "accidentally" seen unseen hero
Then walked away with 3 heroes still on their feet. Still wasn't fun.
There needs to be some way to remove or shift block tokens once you get into the phase 2. Or do something to make the fight something other than "lmao, not enough taunt tokens? Die." The fight isn't even fun. You just watch it do the same 2 moves over and over and over again. Of course the damn aoe is going to crit a lot, it attacks like 3 times per round.
This is why you want a slow tank that can Taunt every round. If you taunt at the end of the round, you'll catch the Seen token at the beginning of the next round (be it from the eyelings' Evince in phase 1 or the Focused Fault's Behold in phase 2). Then no one other than your tank ever gets a Seen token.
The only exception is round 1, but there a fast character with a Noisemaker can put Taunt on your slow tank before the first eyeling attacks.
It makes a massive, massive, massive difference.
If you have a fast tank (which is achieved by stockpiling +4 SPD inn items and/or using +6 SPD trinkets and/or certain quirks that add a lot of SPD), they will be completely unable to Taunt the Behold because it happens at the top of the round, before anyone else gets a chance to act. In that scenario the boss gets to choose who to add a Seen token to and there's nothing you can do about it.
That's a huge deal.