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Formation and Guarding is crucial for the first couple steps in the fight. Also don't hesitate to use your Items. Making use of stuff like Corrosive Acid, or even Stale Bread for the 300 Almighty Damage can help put this Minotaur down before he gets the better of you. SMT has a tradition of the earliest portion of the game being more difficult that the later stages, so using all your big items for fights like is not only a good idea, but it's borderline encourage as they'll likely be the best use you have for them for a long time. Formation should have all but your Knight on the Rear. I did try using stuff like Paralysis Items, but couldn't get them to stick, so best not worry about using those.
The first couple of Turns for the fight will see the Minotaur using various hard-hitting single target and AoE Attacks. Even when Guarding, they will take off at least half of your Health. If the damage is spread out properly, you can Heal up and carry on the fight. After a couple of Turns, he will start to use Charge. Hitting him with Weakness at this point will cause him to stumble, and will result in just a singular attack to weather through. From here, he will alternative between three turns. Random Attacks, followed by Charge, followed by Charge Follow-Up.
During your Turns, you should be Healing with Protag or Items. Tarukaja casting should be left to Strohl to help boost Hulkenburg's damage. Hulkenburg should use the Sync Pierce Attack for the maximum possible damage. Protag can inherit Ice to help get some free turns if your Squad is nicely healed. If you're careful with Guarding and are able to keep everyone topped up while Hulkenburg does her think, the beast will eventually topple. Might take a few tries, but stay the course, while some people in Discussion have been, frankly, very rude about how this fight isn't difficult, it definitely is if you're trying to beat it before the Cathedral. But take it from me, it is very much possible, albeit with some trial and error involved and some lack of attachment to seemingly strong items. XD
I gave up, came back at 14 and steam rolled him. Just dont take a mage but use the ice spell inherited and make the other guys knights or warriors with stab special.
Man, I had this same post a few days ago, merely stating since I am much further in the game, for some reason this dungeon has a boss that is WAAAAY harder than the monsters in the dungeon, and all I got was trolls talking trash. So far, this is the only dungeon that has this problem, every other boss so far has been par for the course and in line with a dungeon's difficulty. At least the people here were nicer to you thankfully lol.
Glad to hear the rest of the game doesn't have this problem. I was level 13 and comfortably doing the dungeon only to get destroyed by the level 22 boss. I'd guess that this dungeon is the way it is to give people in the demo something to grind for before the game released, because you can't do it without grinding of some kind (either levels or Archetypes). I'll probably come back when I'm closer to the boss' level and it's actually feasible.
only ice spells and strongest warrior attack.
if you cant finish him off then move everyone into backrow and defend before his turn you *should* survive and finish in 3rd turn.
rather easy fight, the warning to not use mages is a lot slower, but if you abuse ice magic you can take it down really fast 2-3 turns max if you are appropriate level for the dungeon.
at the average level for the area I defeated him in two turns with this strat.
and I mentioned he wastes his first turn enraged and charging due to mage, which means 12 attacks before he attacks.. not 6. only 6 if you ARENT using a mage/healer since he doesnt get enraged and charge.