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If you really need, just switch to story or normal and move on, but that means you are really playing it wrong, because hard is already totally manageable in classic mode, where you can just load your save when you are surprised by something and adapt your approach.
I played all missions in hard mode, since I just wanted to relax with a good turn-based game, without having to min-max and overthink things too much, and the whole game was a walk in the park.
also the crystals should be nerfed a bit xD
also beat it on brutal xD
Flamina flamestrike: I had +3 target relic so I killed 6 illusion.
Praetorian: Beam of Light with less dmg more tiles perks.
If you do this right you end up with almost no illusions left. I hold on to souls and ended up having max for this fight, so I went up behind the main boss who spawns the gates with Mento and used his Ultimate to oneshot him on turn 1. You need +movement or less movecost or +AP or anything that helps, but at this point your main Hero should be able to kill any1 with his ultimate who has no armor.
At this point the fight is more manageable. Use anything to distract mobs: Scorpio and ultimate of Sicarius, shield any1 with flamina who is squishy and try to kite from the freezing guy with stun. It will be still annoying to deal with the spawning fomorians but it will be much more manageble this way imo.
Some of your party may still go down but you can win. I couldn't take out the summoning boss on Turn 1 however. I got close.
Next target is the 3 blue illusions using flame strike and the 2 gates.
From there, just keep targeting as best you can and group together for more damage and you will eventually grind them down.
It felt like an insane jump though. I had to retry the fight several times before I won.
The 3 blue Spirits of Winter, or whatever they are called.
Target those with flame strike.
The centaur archers, I think, are also illusions.
The crystals and the bull minotaur things are real.
And yes, I remember that mission also in A Knight's Tale where the difficulty suddenly went to 11.. This is the exact same, or worse, jump in difficulty.
The Scorpio turret is great for taking out illusions - just pop it down where it has line of sight, as soon as they make a move it takes an overwatch shot and they're gone.
The orbs are always annoying but they don't have any physical resistance, so you can at least get a couple of stuns in.
The first time I played it was on Hard Roguelite and I did it the long way, dealing with the gateways etc, and it was one of the harder fights for sure.
This time on Brutal I took out the Custodian as above, used fire strikes on everything non-orb on the left and then engaged the orbs there, and let the Scorpio take out most of the illusions on the right. After that it was a pretty reasonable fight (on Brutal). No special builds, no extra range damage reduction or AOE, no tomes or potions. I definitely took some damage, but that's always fine on the last fight anyway.
Side note - there's an earlier optional fight where you talk to the Slumbering God first. You can skip it by telling him that you're there to end him, and I guess he likes the sound of that and lets you through. I did that in my first playthrough without realising. This time I took the fight as it was a good way to collect souls, but not without some damage. So yeah, depending on how your tracking with health vs souls you can take it or not.
pretty much this, Scorpio turret behind the boss will knock out a majority of the illusions as they start to move. rush the boss down so he can't get summons out. If he does destroy them asap.
Respec flamina to get the birds and the fire shield. Get the volley shot spell & the speargun spawn for the spearman. Also increased flamina fireshots to 6-7 bursts.
In the start tried to focus on the main boss with the rogue, and the remaning hp of the boss was taken by using these AOE spells (volley ,fireburst and others ). Once the boss is down, and lay down the spear gun, take out the firebirds, burst out the fireburst and use the volley shot for the remainder.
You will get most of the illuions out, the remaining will be dead by the birds and speargun.
then try to use the rogue to take out the spell casters and range dps mobs.
ANd you should be able to survive.
On the 1st turn I use Fire Strikes + Scorpio to kill all but 1 of the Illusions.
I hook in 1 orb with Praetorian and kill it.
So we have 1 Illusion, 5 Orbs and the boss left.
Enemy Turn: Orbs put the Tank at 50% HP with their True Damage Zaps.
Boss summons a Seelie and an Unseelie gate (If I even can) sq--> Gotta have to spend the full Turn 2 to destroy that D:
Enemy turn 2: Get hit by 10 Zaps and A ♥♥♥♥♥♥♥ Fomorian spawns...
Enemy Turn 3: 2 More Fomorians Spawn...
How the ♥♥♥♥ are you supposed to win that (Very Hard difficulty).
After that it was tough, but a lot more manageable - just a case of focusing down 1 or 2 enemies at a time. For ultimates I just used Hadrian's Wall a couple of times to mitigate the crystals being able to bypass block and armour.
I do wish I'd thought of the tip above of using Octavius to drop the custodian's physical resist then popping the abyssal guardian for an instakill though.