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Ekkil 7
Eirik 7
Oddleif 6
Nid 8
Dagr 6
Eyvind 6
Here is what I faced.
2 Warped Scourge 14/17
1 Warped Stoneguard 18/13
3 Enraged Grunts 10/11
1 Vile Skulker 8/13
I have faced what you have described with the six Warped Dreges, in the past but it was either because I was on hard difficulty, it was an earlier (and non-nerfed) build, or possibly because I had a different party composition. Either way this is what strategy I would suggest for your party.
Hopefully you chose for Eirik to summon bear instead of track. Put him first and summon Spinegrinder near a Warped Scourge. If it's track have him be next Iver near a Warped Scourge and go invisible.
Have Spinegrinder take out 4 ARM on Scourge
Whoever is your best ARM breaker have them equip your best +BRK item and go second and break that Warped Scourges ARM as much as you can the first turn.
Give Alette something that adds to her STR (or a STR resist item if you don't have enough plus STR ones) and have her go third. Close enough to that Scourge that she doesn't have to move and therefore can use puncture to get some good damage once the ARM is broken
Give Iver something that adds 2 or 3 to his STR and put him fourth. It's vital that you attack and try to get rid of the Warped Scourges with a final mighty blow by Iver. If you had Alette with the Artery Strike Talent and Exploit and either or both work and you broke enough ARM with your 2nd person then she might kill it all by herself. If so have Iver move towards the 2nd Scourge. You have to concentrate on them first so they don't steal your guy's STR.
You may have to have both Egil and Folka BRK ARM on that first warped scourge so that Alette's puncture and STR can be devestating.
Eyvind needs to do Arc Lightning on the Scourges since most of the dredge won't be trying to go after your ARM and thus need mending. Accept that you are going to lose almost all your willpower after a few rounds if you end up with all six Warped guys. Don't try to save it so your willpower is closer to theirs, I've tried that with very limited success. I've found it to be better to spend all you can early getting those Scourges ARM down. Puncture is really powerful and if exploit and artery strike kick in then all the better.
Hopefully that helps a little. Best of luck
In my case, the enemy team in #24 only had 3 Warped Dredge and half a dozen of other Dredge: Grunts, Skulkers, Slingers, maybe a Stoneguard/Scourge. Similar to what GiantBore reports. So, it was more difficult than the previous one, but do-able, really...
The only tip I can think of is: "do only ARM-attacks on any Warped that's soul-bonded to a hero". You should use Egil's StoneWall to block them from hitting anybody important, once they're done soul-bonding. All the rest is just positioning and turn-queue.
I suppose your team having only one Varl (and the Bear) is a bit low on hit-points...
Let's see, #24 can give a few random setups, w/ the 3 Warped Dredge version being the hardest (I have gotten this fight w/ only 2 warped, and even only 1 warped dredge at times).
Others have offered some pretty solid advice, however. ARM damage is very important, especially if you are soul-bonded.
BUT, I found soul-bond to be the easiest thing to deal w/ in the entire fight. The HARDEST is that WIL-draining attack that the two shieldless warped dredge will SPAM every round and focus-fire a hero.
That thing will do something like 6-8 STR damage to whatever hero they decided to focus on, basically automatically killing them in 2 rounds.
Like Giantbore, I pretty much set up on the boards so that I can have a heavy ARM breaker (usually I use Rook for a ranged ARM breaker) and also heavy damage lay into one of the shieldless warped dredge from the very start.
The sooner you can down one of these, the better, so it will cut down on that STR -> WIL instant drain move. You can also get lucky and Spinegrinder might take the focus of this ability, making the rest pretty easy. Since this is all luck, though, you prolly want to focus fire one of these guys down ASAP.
Just make sure that Eyvind and Alette aren't in a position to get one-shot at the start and you should be okay w/ that.
Other than that, once it's down to 1-2 warped dredge, focus on walling them off and whittling down their ARM/STR if you can. Egil's Stonewall, Eyvind's Troll Stones, Eirik's War Bear, and Folka's, er... Folka are excellent for this.
This is basically one of the best zoning parties in the game, imo. You have SO MUCH CONTROL, it's ridiculous.
Never forget that, if needed, you can do some massive damage during turns w/ a couple very simple combos:
Egil's Guts (I hope you took this) + Alette's Overwatch is awesome for fixing positioning, better if you have knockback item, but not necessary.
Egil's Stonewall + Thread the Needle are great for armor breaking multiple units if they line up, but pretty risky to set up.
And of course, there's Rook's Mark Prey, which is awesome w/ Folka, Alette, and Spinegrinder near his focus target. Extra points if you get Eirik in on that action as well.
All humans are light on STR/ARM, but tricksy as all hel and have ranged and safety advantages that Varl don't... use them and good luck!
My strategy was to just super level my party (farm all the reinforcements from everything previous) and build it so that all my charactes had at least 8, if not 9 will. I was somewhat dubious that even this would be enough but as there are no longer 6 of the huge enemies and my party was mostly immune to their global range attack it worked fine.
I was running Elywind, Alette, Ysra, Hakon, Bolvark, and Folka.
Yeah, whatever the difference is between their WIL (which is 8, I think) and the WIL of the unit being drained is how much damage you take in STR.
So if a warped dredge (8 WIL) hits Rook (5 WIL) w/ it, he will take 3 STR damage. Folka (1 WIL) will take 7 STR damage.
This is pretty much the only fight in the entire game that you need high WIL for, so I don't bother using that method.
Yep. Cheeky lil guys.
The Stoneguards aren't much of a problem. Soul Bond means you can just break down their armor so when it wears off you can get big hits in on them. Mind Devour is killer though, there doesn't appear to be anyway to mitigate the damage other than high Wil.
Side note in case John reads this: I'm not 100% certain, but in one of my attempts, I think I saw a Scourge use Mind Devour on Eyvind and he gained 1 STR since his WIL was higher than the Scourge's.
This is the one that always seems to stop me. And since it is over halfway in to the game, it is getting very irritating having to play through 23 levels just to try a different approach.
Last time around, I was faced with a mixture of 6 warped dredge and 3 large skulkers. Maybe I could have found a way to control the movement of dredge with RoA from archers, or invisible units, but it's not the dredge that are as much of a problem as the large skulkers.
When they go invisible, there are few ways to be able to target them, and they usually go early in the turn order so that it is difficult to focus fire them. Plus, the enemy dredge don't acts as obstacles, so they can freely pass through their own units, making it impossible to create a wall of enemy dredge.
Is the solution to bring a party with numerous high strength varl and try to kill them before they move? The spacing makes it difficult to place numerous large units.
Do you bring Rook or Krumr to exploit Mark Prey, or Forge Ahead?
Do you us Malice from one of the Shieldbanger Varl to keep units tied up?
Is there a way with a Level 8 Alette to still exploit Stravh's Bond and a Rank 2 Overwatch to persistently knock back the skulkers who only have 10 ARM?
Do you bring two Menders and try to heal through the persistent BRK attacks doing around 4 to 6 ARM damage?
Do you just have to hope to get lucky with enemy unit composition, and if it is not in your favor, reset the whole campaign and try again from the beginning?
Do bringing low-level characters affect the enemy unit composition, and would taking a group including four Level 3 characters make this easier?
My problem is probably that I am using the same party composition and expecting different results. But if I am going to have to go through 23 levels again just to get 6 or 7 attempts to mess around with different play styles, I'd like to know I am using something that's been successful for others.
Thank you in advance. This particular level has become my Waterloo. Maybe I'm just psyching myself out...
My party and turn order was. Hakon (died), Erik+bear, Alette, Ysra (died), Egil, Elyind (died).
I made sure all of my characters were high leveled and had their will at at least 8. The bear and Hakon with mender support took the blunt of their assault while the enemy was high on strength and I focused on cutting down the enemy armor to the point where Alette with overwatch effectively nullfied all enemy melee (and with the exception of the drain attacks, all enemies here are melee). The awkwardness of the deployment and the adult stalkers meant I wasn't able to keep my squishies well protected but I simply accepted that fact, grit my teeth and moved on.
2x Warped Dredge (1+1),
4x Vile Skulkers (!),
1x Baby Skulker,
1x Enraged Grunt
It was perfectly manageable, maybe a bit on the easy side, once I tore down that one Vile Skulker equipped with The Blackfish!
Skulkers are annoying but can be broken out of stealth by the few abilities which allow you to attack ground squares without having a specific target. I had 2 raiders with Guts, and 2 archers with Slag and Burn, so it was trivial to break their stealth for me. Finding the right square to target is also pretty easy - you can guesstimate who the skulker will target, have someone walk through as many squares as they can to find blocked squares, or if you scroll the map to the side and click on the icon of the invisible unit on the turn counter it will center the map on their (supposedly hidden) location.