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Candles ( the groups of, or the candlesticks ) also block pathing. Paintings too.
If you can't do the fight 'legit' block the way.
As for the group, switch out some of the Necro for more fire or earth for this fight, as you only need necro 2 for this fight at most. Work down the ghiests first, they hit the hardest.
You need 5 cycles for Malady to finish her spell. You can use Fane's special Hourglass on her to reduce that by one for 4 cycles. Now set the whole dam ship on fire and buff Malady. Buff your character as needed. You can use a smoke grenade on Malady to protect her from backstabs as well.
All in all, I think this fight will always turn into a cheese fest. This is a very rough overview of that fight. There's several videos and guides on the matter as well.
Aero - Strengths lie in stuns and teleports. Dont forget you also should have access to the dodge ability, to increase malady's dodge chance by 90%. All but 1 enemy on that boat who will strike you are weapon based attackers. Dodge is the easiest counter, and the best solution for this fight.
Hydro - Can heal, but it also has Cryotherepy. Invincibility for 1 turn then healing. Again a powerful spell option. You also have the option to boost magic armor, but that isnt a huge help here.
Geo - Poison, slow and physical armor. Slowing the tide of enemies with oil and such to buy you more time. Fortify malady to give her the time she needs.
Pyro - Burn them all. The hound.. people things. From memory have 0 magic armor, so control them with crowd control (stuns from your ranger, or spells etc) Or just unleash the fires of hell upon the battlefield.
Necro - If you remove all physical armor from the enemy Infect is the best spell you can use. The debuff not only reduces enemy constitution, but reduces dmg delt by 35%. Buy you more time. Weaker enemies. Infect will spread to any without physical armor though, so watch your own people. Also blood rain. Use the surface as a lightning conductor to spread stuns around.
Ranger - The BEST utility in the game. Hands down. No magic armor? Water + shock arrow. No physical? Slow arrows. (Oil + arrow head) They will do pure physical dmg, converting all elemental effects you have to just dent the armor.
Warfare - Knockdowns for days. Strip the physical and knock down the clusters around malady.
Each fight you need to look at the enemies and understand the best ways to counter them as a new player. What for example counters dodge chance? Or how do you stop an evil Fire wizard lady from deleting you in 1 turn? It requires thinking, but with practice in the game, it will eventually become a natural thing.
Also... Not sure you have enough skillpoints yet to be summoning AND anything. Summoning should be max 10 before you put into anything else.
Also also... I hope that huntsman/hydro is putting into Warfare... There's pretty much never a reason to have more than 3 huntsman.
This is what I did if you can draw pointers from it.
There's a mix of weak physical/magical defense on enemies, so you can use this to burn their armor and disable them for many turns.
I used a combination of Oil / Fire Surfaces and Teleport (scrolls included) to push them far away. Grenades came in handy too.
In the end I'm not sure if I killed even 1 enemy but I did bring their HP down a lot.
I heard that Fane cna reduce the fight to 4 turns by buffing Malady with his ultimate. But my Fane was on the opposite end so it would be harder to reach her I guess if this happens to your party.
Boxing on the other hand is abusing the AI being unable to destroy things when blocked.
From what I can remember I had blinding radiance in case the enemies got too close. I also remember making extensive use of the barrels to set lots of fires, and plenty of AOE attacks to make best use of the limited time we had to get over to Malady. My friend playing an archer moved himself up to high ground with Tactical Retreat.
As soon as we could we moved our two melee characters, one a warfare focus, and the other a polymorph/summoning focus over to Malady to cover her, since a lot of minions rush her. Summoning minions definitely helped keep her alive, and battle stomp stopped fire surfaces from reaching her and bought us extra time.
I remember teleporting Dallis down for ♥♥♥♥♥ and giggles, even though it was probably a terrible idea in the long run. However the fight ended pretty much after that and she dropped a fancy melee weapon too.