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With Soh I had the first sword ability + the mine ability to take out elites. I accidentally stepped in poison so I had some annoying resets...
Occasionally 1 or 2 enemies would take a super long way around for no reason. I just let them alone and delay the next waves.
Thanks for the suggestion, Ill try to remap my upgrades for this challenge.
Had bow with explosive arrows, counter attack, perfect guard, 5 Mazo slots and 2 guards unlocked for Soh
Mazo, don't remember the names but I definitely had:
Decrease bow cooldown
Increase carpenter build speed
Moderate health increase for Soh
Increase damage proportional to Crystal amount
Decrease Soh's attack and increase village's attack
Guards:
Default one, 2 hit flame slash that does a lot of stagger to bosses
The one where you charge forward and leave a trail behind you and it does a ♥♥♥♥ ton of damage
Had carpenter repair the damage buff zones and basically put everyone in them, had a thief dig up the crystals (2-3 white chests per area is an extra ~400 crystals). Had Yoshiro in the aura zones as much as possible.
You can extend your jump with a light attack in mid-air, use this to jump to the islands or correct a bad jump.
If you've got a fully upgraded priest too, they are very useful for not needing to be quite as vigilant towards the seethe that possess villagers since they can instantly delete those basically, helping keep the main front line strong.
If you've got sumos, one in front and one behind yoshiro will usually be sufficient for dealing with any enemies sneaking around or the like, drawing them in while you finish them off with something else, add in two marksmen and you're basically set for most smaller threats, use the rest of the villagers in whatever roles you feel work well.
The problem is unless you have a choke point the sumo isn't that good, he doesn't move very much to intercept seethe and the map itself is a huge open marsh where the seethe can walk around freely and just go around the sumo, his aggro ability doesn't work 24/7.
Don't get me wrong if you have a single choke point the sumo is amazing but otherwise he isn't the best choice.
Also, I think you're underestimating sumo quite a bit. Even give them just the first big upgrade that gives them the ground slam, which they will do inbetween aggro aura casts, and their CC goes up through the roof because of it.
Their range is BIG, so with a little clever placement you can pretty easily cover most, if not all approaches with two of them, and with two fully upgraded marksmen merrily sniping away, you won't usually have to actually worry much about most things that approach from the rear at least, maybe add a woodcutter to keep the sumo company so they can chew through whatever medium ground seethe come on by there.
The front is where you wanna focus more of your forces, an ascetic is already excellent backup for a sumo due to their incredibly potent slowing aura they can regularly cast, back that up with a couple other villagers, along with a shaman you can move back and forth to handle healing whichever side starts to get low in some way, and you should be set.
The second way is to use a fully upgraded priest, they will effectively erase that particular seethe the moment it possesses anyone provided they're within the priest's radius.
The priest isn't like the ascetic either in terms of casting time, if there is something applicable for the priest to do in their radius, they will INSTANTLY cast their aura, you won't even have a single damage tick happen from the possessed villager, and fully upgraded their aura's got a pretty good range to boot.
They make a very distinct sound when they're set to spawn, usually the sound comes about 5 seconds or so before they come out of the gate, so you know exactly when to expect them. It's the one that sounds like distorted laughter.
Killing them manually definite is the safest option. I save my SOH specials for these guys and kill them when they spawn. My Soh strat is to kill the ground Elites myself and occasionally shooting arrows for flyers during downtime and let most of the small guys pass. The villagers can take care of the fodder. The flying elites just get deleted by the guns.
The poison comes from when the expldy Seethe thats introduced in this level is allowed to self destruct without being killed. if you focus on taking them down, thre wont be any poison pools on the path, provided you repair the broken bridges so she won't have to wade through the poisonus gunk.
Also for those asking what classes to bring into this. You only really need one. Matchlocks. 8 matchlocks will be able to keep everything away from Yoshiro due to their range and impressive base damage. And if you have done everything else up until this point, you should have enough to have matchlocks fully upgraded, should you so desire.
Fully upgraded matchlocks will rip every enemy in this stage to pieces without even trying. Add in the Shield Guard, or attack up guard and you won't really have much in the way of issues at all. Just group them all up just infront of Yoshiro and they will pepper everything that gets close to death long before they become a threat.
So sure, the map is huge and sure you are limited in where you can move. But since its so open its also tailor made to let the matchlocks run rampant. And with enough pearls banked before entering the stage, its doable to make most, if not all, villagers into matchlocks by night 1.
I saved my Tsuba Guards (R2) for them when they'd appear, tried to get them grouped up with other Seethe if possible, they're very dangerous and probably the highest priority after the self destruct ones
I did have a couple of possessed villagers, I would just move them out of damage range of the other villagers and let them die until the night was over.
Like others have said, nothing wrong with coming back with later upgrades. Renge Marsh is a ♥♥♥♥♥ to get the missions on. If you fail one or two of the missions I would just keep going anyway, at least bowl one over, as it makes the others exponentially easier to do.