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For another you can just run past them. Since I haven't played that with a party lately I can't remember the fireball side of things. Usually they ended up busying themselves battling their own spirits behind my back. If they don't summon any that's bad news. Either way Cram helps running and Blitz got some. You need a Decker at the exit and you need to set up the explosion, just behind the main chamber. Everybody else is just support & distraction while your main and Blitz go for it. It's okay if your main is the only survivor. An exception is borrowed equipment: it is lost upon death and can't be rebought (the loss is not registered). A runner carrying your Taser for instance is not allowed to die.
If on the other hand you win the fight Blitz may have time to hack the terminal in the main chamber. Not necessary but a bonus. Mind there is a summoning spot in the back: a true Summoner makes short work of these blood snobs.
The enemy only ever uses AoE if you offer a target. That's a chance to hit 2+ occupied squares. Spread out man!
Makes sense. Well, it's been a few years since I tried the Run, might actually get it this time. Help appreciated! (P.S. Fireballs and flashbangs were not in the same attempt, the fireball shower happened on my second attempt when I walked past the security but they got the jump on me.)
My pleasure. Good luck!
This time had security etiquette, and entered the building from the side entrance by the repairman. Obtained the knight errant costumes, and with them and the "security" etiquette was able to not set off the alarms and talk my way through half of the final area. The blood mage wasn't able to complete his ritual, needed quickness 6 to interrupt him.
Also because I remembered this run being hard, I stocked up on jazz for many missions before this. Kept buying 2 jazz from zack flash and saving them. Then for this mission gave 5 extra jazz split between the shaman and sniper, and had 2 more on main character. Entering the blood mage room with all that extra AP makes killing them much easier. AP grenades are a great help too.
Had my shaman summon earth elemental and give everyone medium cover bonus, then focus fired them down, while keeping the living ones on reduced AP with grenades/kneecap etc.
Never even saw the knight errant special response team.