Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Passives are okay. Battle Ready works for everyone and so does Alertness. Melee passives are obvious(Counter!), so are archers'. Mages less so, but Quick Hands has some use for a mage since it lets you swap in magic equipment to boost whatever spell you're about to cast. The other option is Teacher.
I realized that later on I want everyone to have some form of quick movement. Warrior has Charge, Scout has Sidestep. Unfortunately Charge can only be used with melee weapons, which means I can't have both scholars subclass Warrior. One can and use the flame cloak for a dash, but the other one either has to have Scout as subclass or use a shield. It's tempting to have one of my scholars use the drill spear for the morale bonus, but the damage would be pretty low.
(You can also bash open bombable cave walls with a pickaxe.)
His staff's lightning strike does around 55 damage, which is also enough to oneshot any one of my party members at this point. So the early Ekrast fight is definitely impossible for this party on RUIN.
His Gale does ice damage which would be bad news for my Diecast party, but thankfully it doesn't do as much as Hellfire. I think it'll wind up doing 30ish damage to everyone, which is definitely possible to outheal, so long as I have someone hitting him with a sleep dart. I would just need to somehow keep him casting that every turn. I expect keeping him in place with Trip Up is essential, and standing in a spot such that he doesn't want to use Hellfire or get a hit with the lightning from his staff. Better would be keeping him attacking two people with his staff, but I doubt I can manipulate his AI to do that. Of course, this is assuming a 1v1 fight, but he'll be distracted by the army so it's probably fine. The solo fight with him afterwards is much less dangerous since he's slower and weaker.
I went back and barely beat him with my original, relatively unoptimized Normal difficulty party since I had an old save nearby. He drops an Infinity Band, so I guess two of those exist! Makes me wonder if his dialogue changes later on if you beat him early.
Speaking of offense, crossbows are real good with Quick Hands. With Bide, Brave, and a post-mythril crossbow, I can oneshot a lot of things. I feel it might've been better to have two crossbow archers instead of just the one, but I'll just keep going like this. I'm trying to turn one of my mages into a sort of hybrid archer-mage but I'm not sure it's working.
Anyway, the things in the water in the basement were a serious problem at first attempt as I had no way to remove stun. I went back and bought the Grapple Whip for my warrior to pull my more useful party members back after they got tongued, and that worked to keep everyone in the battle long enough to kill the things.
The final Celia fight was a bit of a pain, since she has a Rogue helping out and that's one of the worst classes for this party to run into. Blind is awful, and so is Poison. I can at least get rid of Burn via a low-damage Gust. My first attempt at the fight failed since the rogue didn't die early enough.
I fought some of the smaller Undead packs in the Blood Quarter and they're pretty tough. I don't have any way to disable them aside from Trip Up, so I pretty much just have to kill them as fast as possible. My crossbow archer is starting to accumulate high-end guns now... I'll come back to clear out the larger packs when I have more guns.
This is good since I want to set undead on fire, don't especially want to use the backblaster anymore (it's annoying to use if you have no good options for healing) and have an ice hammer for my main melee weapon.
My crossbow archer's big box of guns is quite full. Three rifles, a blunderbuss, a pile of pistols, and assorted types of crossbows. Probably won't be running out of ammo anymore.
Time to take on the blood quarter.
...oh god I just realized I have no good way of getting to the lever in the necromancer fight. Bow attacks work to trigger levers in Alvora Tactics, maybe I can do that? If not, then... lattice seeds.
It took several attempts to get through the necromancer fight. He's the biggest threat by far since he does about 40 damage a shot against my poor Diecasts and Guard doesn't help since he's using the ruin bow. It's not feasible to just run him out of MP, but thankfully his AI prioritizes applying chill instead of doing damage. His first four attacks will be spread out among your party members and so you will have a chance to kill his melee undead before he starts shooting to kill. However, the combined damage of the melee undead and his bow shots is extremely difficult to keep up with. My first few attempts I kept losing my crossbow archer before I killed the first undead minion, meaning I had essentially lost the battle. I tried setting the necromancer on fire with a firebomb to get him to heal himself instead of shooting me but he wasn't cooperating.
On my successful run, I figured out there was room to walk off to the side before alerting him, so that got me a little closer to the first undead which let me attack it a bit easier. I also tried lightning the necromancer on fire again and this time he cooperated with the plan and started spamming splints. This gave me the time I needed to kill his undead while keeping up with healing, and I was able to eventually place the seeds and climb up there, very very slowly... Vines take two movement to cross! Near the top the crossbow undead came down to block my path so I set him on fire... and accidentally burned one of the vines. That's when I discovered you can't grow another vine on the "burned vine" tile. Maybe it doesn't count as a wall anymore? In hindsight it might have been easier to go through the right side of the room and shoot the lever through the wall then kill that undead before moving on. For some reason, the walls in this room do not block projectiles at all. That also ruined my plan of hiding behind the walls to recover. Later on in the fight I started hitting my own party members with Fireball just to remove the Chill status. Good thing neither of my magic users had invested in fire skill.
This room would be absolute madness to clear in a melee-only party. I think you'd just have to keep moving the corpses out of the way to lure more of them to you.
During the fight, I noticed some weirdness with my hit chances with my crossbow archer. Occasionally, I would have only a 65% chance to hit against a target, whereas against other targets I had 95%. Nothing was boosting the target's dodge chance as far as I could tell... perhaps you get a penalty if you can only barely aim at the target tile?
The hit chance weirdness sounds like you were taking a penalty from shooting into darkness.
Wanna know the big secret though? Buffing before a battle! Bravery on three physical attackers then Guard on two or three more, open the fight with a Bide crossbow/gun shot if possible. Battle Ready will trigger on top of that so you've got like three turns of major damage while being very damage resistant. I didn't do this at all on my normal RUIN playthrough, as I figured it out later, while playing Alvora. That probably would've made things easier for me.
https://steamuserimages-a.akamaihd.net/ugc/984505745337858454/A4C9954A24062C1BCD02830AA7753BD0FBB9ED03/
Good old rock. Rock always wins.
Turns out you don't need Barrier. I didn't even really need the barrier shield, though I guess it did reduce the damage my warrior took by preventing enemies from getting in his face for the first half of the battle (eventually the shield went down at the wrong time and someone stepped in). All you need to do is get to the chokepoint before the army starts shooting you, which is pretty easy when everyone has a movement skill. Charge and Sidestep both work. So does the flame cloak, but I didn't use it since my mage had quick hands and I could just swap to a shield to use charge.
After you reach the chokepoint you just apply Guard to everyone and heal through the damage until Jin runs out of MP, making Vise a priority target otherwise since he has Quake which is annoying. Or kill Jin first if you can manage it. Splints and First Aid are the obvious healing options but life crystals are good too. When possible, throw a Firebomb to light a large portion of the army on fire. They will start spamming bandages to heal, but each soldier only has one bandage it seems. The second firebomb will likely kill a bunch of soldiers. After that it's just a matter of Frost and gunfire to start piling up bodies, then head to the high ground when you can't reach any more enemies. Scholar was very useful for this fight!
I'm not even gonna bother making an attempt at the dual boss fight without army assistance. That fight is impossible on RUIN without Ward.