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The boss itself is not overly hard, but monks/adds can end your run much more often than the boss himself. The bell handles all that, as well as the tower levels before the boss.
Alternatively, there are decay-based builds with Rotweaver that can handle adds easily, but those are generally much harder to reach than Cursed Bell.
No informations about your trinkets or mysterium so i'll suggest Henbane if you have it unlock in your healing slot and Kirfane (available of this map's vault) for your Ricochet. Ring whatever you want
Dunno about your health but 15 or 20 can really help not getting nuke in a bad placement during the final fight.
First floor, try to stand on the scaffolding to deal with the madmen, they can't reach you here and mainly use your ricochet or Vulture if you have it unlocked.
Second floor, drop an ice sphere the ritual circle to be safe for projectiles, shotgun and ice cone to punish the madmen who come too close
Third floor, clean the monks then don't bother killings anymore, just rush inside the dream, rush find a place to hide between rocks along the shore then wait the 20 seconds. During the transition, go on the room behind the big pillar or upstairs to get some cover and better line of sight. Rince and repeat for round 2. You can also use this time to pick up ammo chest on the beach if you save some, it's the same world, same items so try saving one if you can before raiding the tower
Try to only pick the cursed arcana and not the canister to be able to reach the boss with only 3 debuff. Pick demonic weapon related debuff, they are the more managable imo
For the boss, dash and use your ricochet to pop it's sigil, then unload your shotgun at point blank, it should trigger is transition
In the circle, take your time, the monk are not a threat, reload, pop them with ricochet, when you are done, a wave of adds come in reinforcement, use your ice sphere or cover, focus the cleric first. Also don't waste your cone of frost on monk, you can lose your sanity it's fine, you'll just lose a managable chunck of life (be wary tho, if you are low life it can kill you)
When you are ported in the middle of the sea, ignore the monk, drop and ice sphere on them and once again, pop the sigils of the boss
Rince and repeat. I can't stress enough to focus on the sigils against this boss. He is fragile and stay stun for a long time.
Also you can buy ammo packs at the merchant to smooth the run and the item who fill your stamina bar.
you can jump above the fire waves of the boss and use your ricochet to break is thorn thing wall
It come down to ammo management and a well advanced build. This gauntlet is the hardest content available so far so don't be afraid to tackle it later.
That Boss is not a Familiar to begin with, but a Prophet. So it's a different category of milestone. It's not needed for general progression, as your main goal is to slay the Witches Familiars, and eventually the Witch - but there's no word about Prophets.
I assume it will stay like that in the final game. You gotta slay 4-5 Familiars, and then the Witch. So this whole Tower thing seems to be some sort of optional side-quest and post-game challenge content in order to farm Prophecies.
It may confuse people that you can access the Tower already at Gnosis II - however the Familiar in Irongate Castle is way easier to reach and to defeat, despite you need Gnosis III to reach him. Again, it seems like the Tower Boss is meant to be post-game content, but for some reason they have already implemented it in the EA.
Therefore i would do anything else first before approaching that Boss.
When i beat the Prophet for the first time, my character has been on Gnosis 3 (access to important merchant items) and at around level 70, collected every possible item and leveled up most gear.
The reward after that fight is only 1 more Prophecy anyway (if you bring enough Divine Essence, which makes consecutive Tower runs even harder). So again, it looks like post-game content.
However, you can (and should) run through the whole Tower (3 floors) early, in order to collect the Prophecies scattered around the area (items on the ground with a green glow). There are 8 in total - and they will be pretty helpful in all your expeditions.
There are 5 more in the Madman Dream (floor 3), but they are hard to find and not very useful, so one can skip them until way later.
You can also try to collect the 3 pieces of the Mask of Cain. The last piece is on floor 4 (Boss room) immediately on the right side after you enter. Just grab it after the cutscene, you will keep it after death.
Like i said, farming this Boss seems to be post-game stuff for when you reached Gnosis 4 and character level 80+ and have done anything else.
If you're really desperate, you can buy some ammo pouches from The Collector. They don't give much, but they can be the difference between life and death.
And use your spells! Elemental effects don't deal much damage but they stagger and debilitate anything, especially bosses!
Yeah, so you kill the clerics in front of an altar, then a bunch of madmen and clerics spawn. For every madman you kill you add time to the counter for the "realm of madness". You enter the realm through the aforementioned altar, and the timer will start ticking down. It's actually worth it to kill some madmen and increase the time you're in there, because it will give you time to find the several green arcana books that are scattered around. When the timer runs out you'll be back in the room. Kill the clerics, go back into the realm, survive for however many seconds and that should be it.
One last thing I'll bring up is remembering where the Clerics spawn throughout the lower level encounters. They're not randomized, they are in fixed positions every single time and knowing when to ambush them when they spawn is critical because of how disruptive and dangerous they can be when left unchecked. Should things escalate and they do that stupid attack with the spikes that come up from the ground, shoot them till they break to clear a path, ideally, a direct path to take the Clerics out. The same spikes in the final fight can also be broken in a similar way; fighting Clerics is almost like fighting baby Prophets.