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brogenk

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Everything posted by brogenk

  1. I got Belranga in my first attempt in POTD but I have to admit I was extremley lucky. I think however that the succession of very lucky incidences may be reproduced to good effect. Here's how I did it Party: Main (Elf, shadowdancer (assasin rogue/shattered pillar monk)), Custom made crusader (no subclass Fighter/Shield Bearers of St Elcga Paladin). Vatnir --> as priest Konstanten --> as chanter Mirke-->as monk Important Notes: Shark food on everyone (important) Bone Setter's Torch (very important) The Fight My Original plan was to have my Crusader tank Belranga while I took care of as many spiders as possible while keeping him (my tank) as clear of spiders as possible. So I went in with my main and Mirke to the northeast path (a narrow path) and cleared it of spider burrows. I wanted my Crusader to stand comfortably there tanking Belranga and using the path as choking point to prevent spiders from pestering him... I went all wrong XD. I did destroy the burrows in the path but I go overwhelmed. My tank died and I brought him back to life with Vatnir and then had Vatnir use sawbones (a skill that you get from the Bone Settler's Torch necklace that Vatnir was wearing). The crucial thing here is that my tank did not die from a physical strike from Belranga, but from a spit (Belranga's other attack). I had my tank run up north on the path to recover some health but the pets tanking the boss died... and so did everyone else except by tank. So basically I had about as much hope as Tom Hanks in Saving Private Ryan when he was firing his pistol at the tank... But like Tome Hanks... I survived and won XD So here's how I turned the tide of this fight: Between Belranga and me there were a couple of medium sized spiders, those who have spitting attacks but to melee attacks. So they stood there spitting at me at a distance but never came towards me. Belranga couldn't advance towards me because it was being blocked by its own medium-sized spiders. I had used sawbones which makes you immune to the type of attack that kills you (although that doesn't seem to work with some other attacks and some other bosses) so I was immune from ALL spits, the spiders' and Belranga's. The rest of the army of spiders was locked out of the fight because they were behind Belranga I had my crusader use his bow to fire on Belranga, killing the spiders would've cleared the way for Belranga and It would have killed me XD. and there I was... watching my crusader on auto-attack while texting and drinking water for what must've been like an hour. Not the most entertaining movie... but it got the job done (and it's quite the funny story, wouldn't you say?)
  2. This is hands down the most annoying boss in the game. Today (I don't know if it's because of the patches or if it has always been like thiis) in the Path of the Damned Difficulty level, this guy: Is inmmune to stun/paralyze/immobilize or any other movement impairment skill or spell I tried Is uninterruptible The explosions of his meteor shower will always do damage, regardless of how much fire protection you have It´s a fight with phases... (and I totally abhor those!) I had read many things on the internet on how to kill this boss, and even watched a couple of videos on how to do it on youtube. However, they all involved either a very specif uber combination of items or split time annoying micromanaging. There's no way around this boss without tailoring a very boss-specific strategy for this fight. However, I read some post on this forum which pointed me in the right direction. The poster said he was using a dual wielding monk with guns (a gun-fu (?) monk) and he was using resonance touch. I immediately knew this was the right tactic for me, because resonant touch is a nice generic all purpose skill, that (somewhat) helps you circumvent the complicated process of figuring out the right type of damage and items for a fight. However there were a couple of issues with his suggested strategy: he said it takes 800 resonances aprox to bring him down. You really need to have 1000 resonances on the boss to make sure he'll go down with a single trigger of resonant touch He suggested to go solo on this fight... I'm guessing he was clad with heavy life-regenerating gear, making intense use of dichotomous spirits and mortification of the soul and that he had to go through lots and LOTS of micromanaging So after a few (or rather a few dozen) failed attempts I came out with this formula. The Party My Main --> Elf, shadowdancer (assassination rogue/shattered pillar monk) Almost completely useless for this fight but I never re-train characters in games, specially not for a single fight Custom made wildrhymer (no subclass chanter/no subclass ranger (although it should have been ghost heart ranger)) Custom made shepherd (darcozzi paladin/no subclass ranger (although it should have been ghost heart ranger)) Custom made monk (extremely high perception and dexterity, proficient with guns) Custom made monk (extremely high perception and dexterity, proficient with guns) Important notes: Custom made Wildrhymer has to have a chant with the phrase "Many Lives Pass By, Each Leaving Footprints" repeated three times (Very important!) Custom made Wildrhymer has to have the enhanced version of the skeleton summoning skill, "If their Bones Still Slept Under that Hill, None Can Say" (very important) Gear, scrolls and food to increase perception/accuracy to the max for your monks (very important!) Sheperd has to have improved accuracy, healing and speed auras (very important!) Custom made monks have to have Dichotomous spirit and resonant touch (absolutely important!) You may need to play this tactic with very low graphic settings, because for some reason it will become very slow by the end of the fight regardless of which system you have. I had to play it with the lowest settings and windowed. Monk has to have the skill that makes him more accurate the more wounds he/she has (Razor's edge) and dance of death, which generates wounds and increases accuracy Ideally, your shepherd would have reviving exhortation and your wildrhymer would have the enhaced version of the resurrection skill, "Rise again, rise again, scions of Adon" (recommended) The fight Make sure you have the chant with the summon-skeleton phrase on. You want to send one of your pets first to pull the boss. When Dorudugan is pulled (and the fight is paused), use mortification of the soul on your monks to gain wounds and start summoning your skeletons with the wildrhymer. Kite the boss with your pet towards your party and cast mortification of the soul again until you reach max wounds. Have your shepherd cast sworn enemy and marked pray on the boss. The boss should have been intercepted by the song-summoned skeleton by now and the the band of three summoned skeletons should also be up. Make sure your paladin has the accuracy aura and have everyone in your party is shooting the boss. Tip: do not have all three skellies attack the boss, have one of them go around the boss to flank him (helps the fight) and keep the other ones standing passively as spare tanks. As soon as you have three phrases re-summon your three skellies. Tip 1: If you see the boss is beginning to cast meteor shower, and you are in the middle of summoning skellies, cancel the summon and continue to shoot him. Tip 2: Do not run away from the boss until he does the clap animation for his meteor shower. While he is casting meteor shower, have the shepherd switch to the quick aura so that your party can run faster when he does the clap animation. When the boss claps, run away from the meteor shower. Waiting for the clap is the key, because once he claps, the meteor shower is locked on a location. If you start running prior to the clap animation, he will recalculate the shower's trajectory as you run. so that it's always facing you... so by the time the meteor shower is cast, you will have given away some precious space to run to. Besides... those are precious little seconds to put a few more resonances on the boss... From then on it's rinse and repeat, just mind that you always have skellies between the boss and your party (not necessarily attacking him). If at any time you feel like the phrases won't start soon enough to restock your supply of skellies, have one of your monks summon dichotomous spirits for some emergency taking. Whenever you do that, make sure you use mortification of the soul to gain wounds and (maybe) switch your shepherd's aura to replenish life. Tip: Try to keep the boss slightly above the hurt threshold, when he goes from healthy to hurt he starts using a massive ground spell that does huge fire damage. When you get 1000 resonances on the boss, trigger resonant touch, he's dead.
  3. Megabosses in Pillars of Eternity II are sure meant to make you take into consideration everything from potions to scrolls to food to all sorts of arms and armor and the right combination of classes. This one required a fair bit of World of Warcraftian style planning and tactics (not my cup of tea by any account, but I'm a completionist). This is how it went for me: Party: Main (Elf, shadowdancer (assasin rogue/shattered pillar monk)), Custom made crusader (no subclass Fighter/Shield Bearers of St Elcga Paladin). Custom made multiclass chanter/ranger (no subclass on either) -->Crossbow proficiency, over 15 arcana (not strictly needed) Maia--> as ranger -->crossbow proficiency Mirke-->as monk Important Notes: Maia and custom ranger where equipped with crossbows and had the crossbow mode on (very important) Scrolls of great maelstrom to make quick work of oozes resulting from symbiote infection if it happens (not strictly needed) Save both pets for a later stage (recommended) -20% reload time chant (important) The Fight I first went in with my crusader and had him tank the boss. As soon as the fight started I had Maia, my custom chanter and my main firing their crossbows and bows on the boss. I had Mirke flank the boss and then kept her running in and out from the fight to prevent the ooze from damaging her (as soon as the ooze turned towards here I would run away). That way I got enough resonance on the boss to take it out in a few rounds. This part was easy as the crossbow mode shots kept interrupting the Ooze from casting Symbiote. When the boss "dies" it generates two giant oozes that will, in time, merge together restoring the boss to full health. In order to prevent this, I had my crusader tank pull one of the giant oozes to the far left of the beach, and had the pets taking turns to lure the other giant ooze to the far right of the beach. My crusader kept the far-left ooze busy while everyone else spanked the one on the far right. When the far-right ooze died it spawned two Massive Oozes. Unless you can deal a ton of damage, it is still advisable to separate these oozes as you did with the giant ones. I used the pets once again to pick up one of them and pull it towards the middle of the beach. The rest of us proceeded to spank the remaining massive ooze. The massive ooze eventually split into two great oozes. From then on out, it was just a matter of taking out the smallest ooze and then going on to the big ones. When we were done with last remaining lesser ooze on the right, we repeated the procedure with the giant ooze on the left.
  4. Dozingdragon's tips were cool and all, but they didn't quite work for me. I don't know if he was playing it on Path of the damned difficulty, but that formula just did not work our for me. His tips however, pointed me in the right direction. This is how the battle went: I went in with my main (Elf, shadowdancer (assasin rogue/shattered pillard monk)), Tekehu, Aloth, Pallegina and a custom made crusader (no subclass Fighter/Shield Bearers of St Elcga Paladin). I was having an impossibly painful time with the Obelisk of Wrath, so my plan was to get rid of the Obelisks of Wrath and Mystery as soon as I could. So I went with my custom made crusader and hugged tank-n-spanked one of the bodyguards. After that if was Obelisk of wrath time so I calculated to have both Aloth and Tekehu with no pending recovery time. I had Aloth cast arcane shield and the second the shields went down on Obelisk of wrath I had Aloth cast combusting wounds on it and had Tekehu cast Great Maelstrom. At the same time Tekehu and Aloth were casting their magic, I had Pallegina cast withdrawal on my main (who usually got smoked with Obelisk of Wrath even with arcane reflection magic) I had equipped Pallegina (who had enough arcana points thankfully) with 5 withdrawal scrolls. Immediately after Aloth was done casting combusting wounds, I him cast Minoletta's Missile salvo. Tekehu's Great Maelstrom and Aloth's Minoletta's Missile Salvo were enough to take down the Obelisk (maybe even a little overkill). After that it was regular tanking and spanking with the remaining bodyguard. I had Aloth and Tekehu position themselves to take down the Obelisk of Mistery and when its shields went down it was Empowerment time. I empowered both Aloth and Tekehu so they could, once again, use Great Maelstrom and Minoletta's Missile Salvo respectively. I repeated the combo-->combusting wounds, Great Maesltrom, Minoletta's missile salvo on the Obelisk of Mistery. After that it was tank and spank. I used the Thrust of Tattered Veils scrolls as mentioned by Dozingdragon to interrupt the Sigilmaster and remove his concentration and had him always flanked for greater effect. It would've probably made it easier, and it would've probably saved me a few healing potions, to take out the Obelisk that shoots Minoletta's minor missiles, but I didn't. That's what worked for me, I hope it helps
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