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I was playing on hard and TBH I did find most of the area easy except for the pump room and the treasure room. A fight which only comprises of 2 or 3 enemies turns into 6 or 7 if ♥♥♥♥ hits the fan, and yes that is a difficult fight if you only have 2 or 3 part members and you were unable to burst them down before it got to that point.
I was going by the post here that lists resistances. It has 4 for fire 12 for shock and freeze (or 8 for fire and 24 for shock and freeze) but there is no defense listed for corrode. A dev has said that many enemies lack corrode defense so it's a good damage type to take. What am I missing?
And if raw ignores DR (I agree with that), it would be better than fire. I was responding to a post that said that they were only vulnerable to fire.
That's exactly what I was facing. Thanks to a lucky roll, I was able to OS 3 shadows in one fire spell. Taking out the 2 last Shades was rather easy after that, even in hard mode.
but how do you hit them with fire when their high reflex causes them to dodge my fire spell every time? am i supposed to 'git gud' by making my mage roll a 100 every time?
Hahaha exactly, you have to try and try and try... I'm used to Dark Souls so I'm not afraid of that but it's a bit boring.
IIRC, reflex is one of their lowest defenses?
They are easy if you pick a solid grp setup. At this time you should've 4-5(you could get 6 but nobody does that, because it's a waste) group members(self created included).
You can block them in the doors or if you've at least 1 mage and one 1 rogue with two stilettos(or VA or both a bit later for skippers) you just make them slip and ignore their DR, hitting them like mad.
As the poster said, get a priest or other debuffer. Have them lower the shadows'/shades' defenses before you attack them. Or targetfortitude or will, which are lower than reflex.
It was difficult for me simply because my character so far is pretty weak combatively. An elf ranger. But I made it through too, the key to success for that whole dungeon really was Aloth getting his spells off without being mobbed and dying and Eder tanking.
EDIT: To elaborate my best approach was to stealth, and fire a wounding arrow through the doorway at an enemy. Then, when they all rushed the exit have Aloth there casting the fire blast spell, whatver it's called, the one that shoots out in a huge cone and hits everything. All the enemies will run into the blast and either be killed or severely weakened. After that back Aloth out and put Eder and my companion(lion) in to tank the crowd. Use Eder's knockdown to take stronger opponents out of the fight temporarily while you beat down their friends. Also CC spells from Aloth like confusion.
Their DR against all the other damage types is 8, says that in the bestiary. The 4/12 numbers are under the strengths and weaknesses section.
If this were a once off, fine... but it's not. It happens consistently in the game. It's just poor design straight up.
OK, thanks. I was going by what was posted earlier in this thread.
No, it's expected and good design given the genre.
Devs disabled XP / mobs 'cause you would gain so many XP from fights, it's ridiculous>
It would be if there were multiple other areas to challenge you at the same time. There aren't, so it isn't good design.
Hint: drake bottle neck @ searing cauldron.