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For this one, once I realized I didn't have to kill the two main characters, it wasn't hard at all. But one key thing on my first play was having a movement (cloak and dagger, tactical retreat, or phoenix down) skill for every character, even mages who are usually stationary. Teleporting is key in this fight. I would game the system a bit. Figure out which two spots in your order are going to start on the other side and make sure they have a movement skill. Then you can protect her with all 4 characters. You don't even need to kill many of the enemies, just cc some of them and heal her.
I did it on tactician just fine with a pyro battlemage, summoner, 2 handed warrior and ranger.
A lot of enemies are clumped up together so go full on with aoe.
Get the high ground and kill off the enemy archers if you can and pick off easy targets. Don't forget to CC enemies, aero or hydro mage would also do great.
The arrows affect one target at a time and for one turn. The mind maggot grenade affects a very large area and lasts 4 or 5 turns. The actual jars of mind maggots are rather limited in the course of the campaign, but they are the most powerful charm in the game. If that doesn't do the trick, feather+paper+air essence is teleportation scroll, and spamming that can keep enemies away from Malady. Remember, you don't need to kill them all (or any really), you just need to get to Malady's last turn. Which is either 4th or 5th, I can't recall which.
If you have access to them, Teleport and Nether Swap are quite good here. Get someone on the mast near Malady and they can Teleport enemies to nearly the other side of the ship, or maybe even over to Dallis. Also worth noting: the Geists/Hammer Pet's cannot use ladders. So once they use Backlask and Cloak and Dagger, you can teleport them onto the masts to put them into time out.
Really, in my experiences, the Geists are the biggest threat there and are priority one for controlling. CC the other guys if you can, especially the ones lacking an armor type. The two-handers and weaponized monks are the next biggest threats. Try not to soft CC these guys (like slows) if you have squishy characters near them, because they might take a detour to wreck you. Honestly, you might let them reach Malady and them AoE down an armor type and start locking down so they don't attack you since the enemies on the ship have unusually high damage levels for this point in the game since they're tuned to take down a level 12 NPC in a few turns.
Also, defensive skills! Uncanny Evasion, Fortify, Armor of Frost, Bless, etc. on Malady if you need to! Or Erratic Wisp, as above.
I also tried mind maggot to charm enemies for 4 turns,stun or freeze,my torturer to pin enemies down with worm tremor but none give me best results. As Cloaked figure casts curses & fiery malediction, gheists with backslash (range is really great) even when they are pin down with worm tremor, then those silent monks,weaponised monks, etc.
To be unfair means have more attack power. You can take down Dallis+Vredaman+ every single enemy in one turn with lone wolf or Sebille+ Lohse in two turns.Answer is necromancer skills.
In DOS 2, if the battle gets better of you get yourself better strategy.
To have hybrid builds is not that effective. Since you need to think really better with hybrid builds in 4 player party.
BTW you can check out Sin Tee's guides on Youtube or If you want to be unmatched player then check out my run on youtube.
You can also just teleport Malady around