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Don't surround him either: as you've seen, that's a mug's game. Your Scout should have a very high Dodge score, so let him whittle him down; only send in a heavy hitter if your Assist is ready to do some healing.
And there´s no possible way to stop all the enemies bringing him weapons, for staters they move tons of blocks in one go, and beyond that they appear on the corners, there´s no way to control them all before reaching the enemy plus moving around.
Besides, all of this is just walking towards the enemy, there is still the problem of attacking him specially when 75% of the times he counters.
THis encounter is extremely bad design and the difficulty is way to demanding all of the sudden.
I don't know what to tell you—I beat it on Challenging (though it was... Challenging), so it can be done. Having the Assault use team acrobatics to get people up at him if that's what it takes, and bracketing him so his minions didn't have unchecked access to him, really helps.
It wasn't that bad. Long, sure, if you wanted to do it safely but not hard. Unless they are obstructed, the frogs trying to reach the boss will always take the same path and when the boss is on top, the path the ones that spawn on the lower level is next to where the ones on top spawn so with a roundhouse kick or even better with the offensive space sheriff free action, you can kill both waves with one character each turn. Otherwise, you can simply block one of the two paths when he's on the top floor and half of them can't do anything.
Scout has lighting dagger that damages the boss safely evey turn and is a free action should you need to do something else that turn and you can use lead and techie to either buff your characters, debuff the boss or use ranged weapon skills so no damage is inccured.
It went like this: Scout uses lightning dagger, followed by biinoon's invisibility (+100% on next attack). Next turn, lightning dagger, followed by shockwave. It worked quite well especially with "find weakness" and song of courage to boost damage further. The rest were busy making sure nothing got through. With assault taking care of one side, you just need the other 3-6 (depending on path you took) to be available to kill the other side and or block the path. Only issue that can arise is when he teleports but it only takes a turn or two to do functionally the same thing except you won't be able to fully block two spawn points
It took a while that way but he only got to do 3 attacks in that whole phase for me; two of which were mistakes on my part, the other was after he teleported and I simply couldn't make it in time.
On top of that, you can't lose the 2nd phase.
(I was a bit surprise to its transformation : I though I had lost because my 2 remaining characters were almost KO, but a lucky counter happened.)
Protect your healer (even if it's possible without)
Kill minions first, especially those who carry portal guns, then the one who get stun guns, then the one who can attack. Ice sword seems to be the less damaging weapon.
Stay safe during cooldowns
Leader ability to gather allies is very useful. Combined with lasso and boost, you can get your team close to the boss and strike hard. (but when the boss disperse the crew, stay far away during cooldowns)
Those infos can be corrected : it was a fisrt impression playing normal mode, with Night Pilot story