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I really think the biggest problem here is Marazhai, I've just got no idea how to build him and he's far too squishy to survive the boss' attacks, especially that splinter pistol burst fire she always does at every opportunity.
That, or ulfar is a trap pick, and I'm better off sticking to pascal or cassia.
Good luck :D
Firstly, you can go back to the base of the spire to swap out companions - if you've brought cassia with you, and she has Held In My Gaze and Mastery of Time, absolutely bring her. She is vital to the victory here. Every time someone gets a bonus turn*, she gains a stack of Mastery of Time, which gives her 5+ wisdom per stack until the end of combat. If you lasted 7 rounds in the fight like I did, she'll have anywhere from 7 to 8 stacks of it from her giving orders (or you, if you're an officer), so Held In My Gaze will hit like a freight train.
Secondly, the grotesques on the upper terrace are bait. They've got fairly low characteristics for movement, and melee tanks can keep them readily occupied - the real threat are the incubi, and the archon's ability to give them a free turn. If you have cassia, and you can get her to act as soon as possible - like grand strategist using Take it Down as he's always first, use Held In My Gaze to lock one down (if you explored and got a navigator staff that lets you double cast abilities for self damage on the second, you can lock both of them down and invalidate them).
Thirdly, the Incubi. Their free turn comes right after the archon, if she gives them the order to, so it would be a good idea to heavily bank on an engagement where the incubi all go *before* your units. It may seem counter intuitive, but she doesn't appear to give the order unless she can't do anything else, and the incubi don't use their extra turns very well. A good spaced wall of your melee tanks in the center, or on the stairs as Faptor suggested will get them stuck and not harassing your lynchpin units, which would probably be your MC, cassia, and Argenta/whatever ranged dps you brought.
She really likes to use burst shot a lot, so keep everyone spaced enough that if she gets lucky, only one person will die. I got lucky and Marazhai died to a burst around round 4, but all the incubi were dead so his utility was pretty much spent. A melee character like adelbard or ulfar can keep her moving away from your units to use the burst shots until everyone's dealt with.
Her second wind happens at 50% health, and it only summons 2 turrets - I discovered you don't need to kill these at all, killing her just stops the fight outright. Otherwise, they spawn on the stair-side of the platform, and have darklances, so if you've got someone with low evasion they may hurt a bit.
A lot of what happened in that fight was pure luck, but abusing navigator powers really helped enable all of that. I'll leave the thread open so people stuck with this fight can share ideas for certain character orders and builds.
♥♥♥♥ killing her is luck, her stats are nuts.
The fact that there are no way to heal any permanent trauma before the boss is killing me 100%...
Churgieon medkits heal trauma, and the haemonculus gives you, among other things, some kind of stim called "flesh graft" that heals 1 trauma. You just need to talk to him before the final arena fight and pay for his time, using loot you get from the arena monsters or the scourge. Ask him for his stock and he'll let you empty it out.
emmm... without debuff it will be hard.
i had idira with her "blind" skill totally helped, also helped that i have 2 psyker reducing ALL stats by 5 for all enemies on map after 6 cast of any psyker abilities.
Cassia can help you carry things if you built her right.
Picking Hold my gaze can help immobilizing enemies for a single AP point
Having an Infusing staff with the various buffs Cassia can provide will be a life saver (literally), she should be giving +7 all stats (includes weapon/ballistics) everytime she buffs someone.
Buffs are Glimpse of fate (5xWP%) to dodge/hit/resistance for 1 test.
Mend reality is an AOE buffs itself not useful, but its a 12 cell AOE and it basically will give everyone the Infusion Perk.
Revel in the light will give 4xWP to Toughness and Willpower.
the issue at this point is you have no way to respec your team, so unless they are good to go its hard. it's more or less a check if you did the whole act properly ... act 3 really is the worst by far i found.
Priorities are killing Yrrynnr or whatever the boss's name is but make sure you're spread out enough that her insta-free turn doesn't nuke half your team. Try not to expend all your nuke on getting her past 50% health as they get a free full heal after then anyway. Yriliet is critical here as she can two shot the boss if she's assassin specced. Just make sure you can pile on the boss once you trigger the 50% heal so it turns off the turrets and the repeating adds.
After that you need to kill the incubi - if you can knock off one or two before nuking the boss, great.
The grotesques are completely a distraction. Properly specced you should just have Abelard taunt and defensive stance as many as you can (and any incubi) and he will just shrug them all off as you pick them off one by one. The human adds are trash, the dark eldar with guns can hurt but Yrillet could kill both of them in one turn.
It sucked still... make sure you save practically after any turn that went well for you. Once I killed the boss I cleared the rest of the mobs (8+) with just Yriliet, Abelard and the Space Marine. Yriliet is the most critical though... if she goes down it just takes forever to kill things.