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Emma's battle is done early to show that having a dedicated healer (Rush) and a dedicated combatant (Emma) working together can bring about victory against a vastly stronger enemy- it is not about having an army with one turn kill capability (such capability is possible for advanced players who are willing to put in the time to develop the team).
I am assuming no union has less than 3 units (not my usual - with 18 units, I generally use 5/5/4/3/1).
The following is my way of applying what I have learned - it is not the only way.
Each union should have a dedicated healer capable of reviving a KO'd union - that unit has no damage arts active; except possibly Kiss of Life, combat units can have only combat arts active. If available (not required), use a unit with [Medic] for the healer. The dedicated healer should not be the union leader (can be for support union). If any combat units have Kiss of Life, you might activate that along with their damage arts (try first without doing so).
The union capable of dealing the most damage should be gotten on the flank to enhance damage (probably the Duke or Jager for you) and reassessing to heal. I also like to place the support union on the flank if I have one (extra damage along with reassess to heal). There are two parts (3 in general, but for WC only 2) to getting unions on the flank. If all unions are in the same formation, the order of acting is often 2,3,1,4,5. Therefore, place the union that does the most damage in slot 4, the support union in 5 - the first three unions will deadlock the enemy letting the other two flank. To help assure flanking, the 2nd mechanism is the choice of formations. By using formations that penalize speed for unions 4 & 5 compared to the speed of formations for the other 3 unions, 4 & 5 can end on the flank every time. I suggest looking at the formations on the wiki if you want details and to make more choices for yourself. Batwings penalizes speed; if you have beaten The Fiery Gates, you can use Blizzard (I like this one as it increases defense of all units). When needed to assure 1,2 and 3 deadlock with a fast enemy that moves first and might engage 4 & 5, I have sacrificed defense for speed by using the Belt formation (it seems contrary to what is needed, but the advantage of the flanked unions outweighs the loss of defense on the deadlocking unions).
If the support union on the flank fails, then you can try keeping it out of combat as you have been doing, and use a lockup rotation. In my current mystic arts only run, I have done the rotation with 3 combat/2 dedicated reviving unions against Observers; I am in the AR still prepping my team for the final fight and DLC bosses (except Demigod - already defeated). You can try that as well by making a second dedicated healing union.
No guarantee here: try placing a cachexia unit in the slowest/last slot of union 4; place those in faster slots for unions 1, 2, 3.
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If the above succeeds and you want to try another way of beating the WC, abandon the support union concept. Swap Pagus and the union that deals the 2nd most amount of damage so that damage union is on the flank. Set Pagus's union like other combat unions with a dedicated healer and the others as damage dealers.
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Credit where credit is due: I failed to learn the lesson of Emma's quest on my own. In my assassins only run when the 11 units could not defeat The Lost, atmaone pointed out that I should take the apparently contrary action of making some of my units dedicated healers foregoing any damage arts. It was one of the major factors that set up the win.
So first thing to consider is putting a Cachexia unit in flanking position, to suppress his end-of-turn arcanas.
If you have another Cachexia unit, I'd recommend to put it into one of the deadlock unions. This will further drain his AP pool and reduce his arts usage against your deadlock unions.
Important to know is that all of his arts target areas or unions, which means there's no point in putting more units in a deadlock union to increase union HP. The only unit-targeted attack is the standard attack at around 4500 damage, so 3 units per deadlock union is the golden number.
When he casts Seal, he'll damage these unions by ~2200 per unit, so you need to fill your deadlock unions with enough beefy units to exceed this number (6600-7000 is the minimum HP of a 3 unit deadlock union).
Once you got your 3 deadlock unions put them in a formation which will not hinder their speed, like Melee.
Next build your flanking unions and put them in a slow formation like Batwings. One of these must have a Cachexia unit in leader position. For the other one, I usually use Duke Ghor in leader position because this is a requirement for his Remnant Weapon Art which cannot be blocked. This is essential once the WC has Photon Field.
See this example:
https://steamcommunity.com/sharedfiles/filedetails/?id=752311445
Note how I don't use Duke Ghor's Weapon Art until the WC is ready to use Photon Field. Better use the yellow command and allow some healing instead.
It looks like I'd been lucky in the video, because of the morale almost all of my attacks did hit him despite of Photon Field, but Ghor's WA alone at ~300k damage would have finished him. So make sure your damage actually hits the target and say goodbye to pesky Overdrive!
I was kind of lucky however to get a summon. I let him occupy one of the deadlock slots, which gave me another flanking slot with its corresponding damage & morale boost.
Another important thing is to have a plan regarding healing.
Even with EoT Cachexia there's a lot of healing needed. I use every 'Heal the others!' command available as well as the yellow flanking command, which will reassess the healers to heal if needed. The goal is to have everybody at full health at every end of turn!
This is the area where most players' teams lack skills in this battle.
Thanks,but I'll pass on that,I'm not the type of person to uninstall a game because I can't beat it.
I'm going to kick some A & beat this game.
Well, don't say I didn't warn you...
That was an interesting video,I built Rush up to use Cachexia 5,he's dual wielding swords with support spells/item arts. The others are on tier 3/4 of Cachexia,Nora, Loki,Ludope & Rhago,does it matter if they don't have tier 5 of the spell?
I've rarely been able to get the Duke of Ghor's WA to do 300k damage what was your setup for him to do that? I sent him along the melee path with the fully upgrade Remnant weapon. I'll attempt the fight again this weekend when I have some time.
Tier 5 not necessary; with that many cachexia units spread through your unions, you should have no trouble stopping EoT attacks, and potentially attacks against the unions themselves. When I have used WA and paid attention to damage (Cerulean Rain), the damage dealt has varied greatly from use to use for the same unit. Learning how ꝒinkꝔanther got DoG WA consistently high is very useful if there is a way, but the 300k is not needed for you to win the battle: you might need another turn or two depending on how much damage your unions can deal.
You can see everything in the video, right after the battle, where I show the setup&stats.
And since this was a restricted run, where nobody was allowed to upgrade his weapon (except the unavoidable BR related upgrades), the Duke only had the base version of the Bilqis. Stats of the units were good, but nothing spectacular.
The amount of damage (272k) was mainly due to the high morale and the rear-assault damage bonus. And of course the critical hit, which every last successful attack in a chain gets.
Thanks,I was amazed how you took that guy down without fully upgrading the party members weapons. I gave Rush Nightbloom & a fully upgraded Bluesteel sword.
Ghor's final weapon stats are really good but I thought it would be enough as he was hitting like a truck against enemies even in the Ancient Ruins.
Your army might well be good enough to do the job without the additional damage. I just completed my Mystic Arts only run. If you followed it, ꝒinkꝔanther and I discussed the fact that mystic arts are much less powerful than combat arts. When my MA only army (5/5/4/3/1 unions) fought the WC, the most damage I saw done by any *union* was just over 85k (and 90k vs the Rank 8 boss); the battle took more turns than a combat/mixed arts army. Like your army, mine had a few units with cachexia - they were distributed as indicated earlier: one on the flank, the rest in deadlocked unions (2 more cachexia units in my case). And that was with an error that my highest damage dealing union was not the one on the flank - #2 was there (recall that I place my support union on the other flank which did happen;; PP's way with two damage dealers on the flanks with at least one cachexia dealing leader is also good ... maybe better ... both get the job done). The biggest key is your healers.
You can do this.
EDIT: Forgot this - only Rush had a fully upgraded weapon, and 3 units (including Rush) had SOV which I crafted.
Healing IS the most underrated and underdeveloped discipline with most players.
It's simply not good enough against end game bosses when healers cannot fully heal another union while keeping their attack going. Herbs/Lotions don't cut it any longer in the end game. They're good for reviving, nothing else. You have to have at least one mystic healer per union which is capable of healing a 9999 HP union at once. For this you need to train like 5-8 mystic healers during your game, so you need to plan in advance. Also there aren't many good candidates for this. Only high INT units, like Irina, Pagus, Rhagoh, Kimberly & maybe Maddox come to mind. Second choices may include Paris, Procrius, Megeleus, Vega, McGrady, David or Emmy. Definitely crap in this regard are Glenys, Violet and any other low INT combat unit.
@play_time
Thanks for confirming the disadvantage of mystics regarding raw damage.
This is probably due to their targeting of unions/areas vs. units as in most combat arts. Also they have no extra hits because of that.
MAs mostly are useful against mobs (where you don't even want a damage advantage, since it reduces the number of arts used for training), while CAs are better against single unit enemies.
During the run, I found something that I want to pursue which requires testing. A quick check made with the army in Dillmoor resulted in a big question that is another thing to test and figure out: those unions that did only 85k-90k damage against the bosses were typically tossing 200k-300k, and up to a little over 400k, at divains. Why the difference?? Why not that hit power against bosses??? Note that for the test against divains, I used my trainer which allows me to keep enemies from losing HP.
@ꝒinkꝔanther PM at GF
Most probably it's because the arts used were union targeting, which means the damage is multiplied by the number of units in that union.
Morale may have played a role.
Also different mob families have different weaknesses, like e.g. Landworms against Bludgeon damage.
Bosses of course are immune against everything...
Won with Ghor getting the final hit in with his weapon art. Phew now I just need to save the world & stuff...