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ye you need atleast two meatshields to tank her free turn and then kill her before she starts her turn again
Hopfulley you built, and took, cassia to have point of curiosity to help slow and kite them.
Rogue trader - Officer / Master tactician. Focus on giving extra turns (mainly to Argenta). Key talent: Seize the initiative and Take aim. Go first and burst fools down with Argenta.
Abelard: Warrior / Vanguard. Tank in the front and parry, taunt and opportunity attacks.
Key skills: Charge (for positioning), Endure (for obvious reasons), Defensive stance (for getting free attacks while taunting) and Taunt (for obvious reasons).
Abelard was the only one that went down in the whole fight, it happened when the boss got her free turn (that I wasn't aware of and was VERY surprised) :D
Leveling up, take all sorts of tanking stuff that you like. I also like Swift movements and Ramming speed to make sure he is always where I need him most.
Argenta: Soldier / Arch militant. This woman is frightening. Just kills everything.
Key talents: Rapid fire and Unfaltering fire and most importantly, Wildfire. Take talents that boost crit damage, too.
Just give her extra actions, burst everything and use Wildfire to get stacks on stacks of Versatility. By round 3, you could be doing around 80-90 damage, per bullet. That you fire a lot.
Cassia: The most ridiculous character.
Officer / Grand strategist. Grand strategist is so that you go first. Everytime, all the time.
Talents: Seize the initiative and all the Navigator stuff. All of them are nuts. Mastery of time is important to boost your Will when anyone gets free turns (Seize the initiative counts, so thats 2 with Cassia and my RT), Officers give them like candy...
I also have Heinrix as Warrior Psyker / Arch militant. He's kinda there, honestly. Has some good buffs, though.
Last member was a Operative / Bounty hunter merc. Honestly, I'm not he best at building Snipers so won't even try to give you advice :D She shoots stuff good.
This fight, I focused the adds first. After taking out the most dangerous ones, I started unloading on Yremeryss with buffed-up Argenta that at this point probably might make gods bleed to turn her into swiss cheese. She fully healed, shot Abelard (RIP), and little later, she was cooked. Just giving Argenta all the extra turns she can get (with Officers and Heroics) is devastating. Cassia can do some amazing crowd control, so she disabled one side of the reinforcements alone and started the fight to stare down the ones in front of Yremeryss, most of them failed their Willpower test and were stunned.
She's a tough boss, lots of HP, heals herself, and her attacks drain your weapon and ballistic skills. So really, someone's just gotta be strong enough to take her damage, and have Cassia or a psyker with nukes just focus fire her while the other 4 take care of the rest.
Blind grenades could work too... probably. Maybe not against boss, but reduce minions damage is fine too.
Cleaned the square and only after that started focus on boss.
On 2nd phase Abelard fall out, but i had enouh damage to kill Yremeryss and turrets
Kill the the 2 behemoths quick then just gun down whoever comes down the stairs.
Ulfar, Argenta (archmilitant silly damages), Cassia (full navigator damage build), Yrliet Sniper build (I mean... what else?) and Heinrix as assassin biomancer healer.
My RT is a grandstrategist that pumpout buffs all game long.
The fight was just a misereable chore, for two factors:
1) The oppening. Because of the way the arena is built and the constant reinforcement comming I don't think the fight is doable any other way than by rushing down the stare and kite the incubus squad and Yremeryss for as long as possible.
The problem is that the majority of the of the enemies (including Yremeryss and her incubus) will play before you. If you have put you whole team on any other place than as far down the stairs as possible you will get chopped down into pieces by the incubus before having the time to react.
If you have put your team on the stairs you will get spamed by the bloodstone attacks of the incumbus which can just melt anything vaguely squeeshy (I don't think my team would have survived without having Henrix put shields and heal on everyone), but you may survive. The real check that is...
2) Yremeryss ♥♥♥♥♥♥♥♥ burst pistol attack. I'm convinced the fight was bugged because having her shoot 3 or 4 projectiles that do between 50 to 90 damages, with a very, VERY good accuracy looks just out of place in the fight.
The poor Ulf could die from any of her attack, and so did the rest of my team. Some time she was able to just oneshot 2 member of my crew with a single burst. This forced me to hard save scum until I got "that perfect sequence of roll" that let me get down these stairs alive, from there you have to pray your ranged damage dealer are well built and can burst the boss down twice. I honestly don't think this is doable without a archmilitant that managed to max stack versatility to start ditching hundread damages per bullets in their burst attack.
Since Yremeryss will one shot ANYTHING in mele (and heal herself in the process) your only chance is to shot her down before she reach mele, or throw sacrificial pawns at her to give time to your archmilitant.
I've also noticed that she seem to be reasonably weak to psiker damage (henrix drainlife could hit her for 400 damage).
Overall I just hated the fight. It wouldn't be so bad without the full rng burst pistol that may or may not wipe a third of your squad at every attack.
This fight made me question if a Aberlard as a vanguard tank could have made that fight more manageable, but since every single fights since the first Chaos Space Marine fight were more about bursting down the enemies than anything I ended up removing him from the team since his damages were abyssmal... which mean that I didn't have access to him in that act anyway.