Jump to content

WoodenMage

Initiates
  • Posts

    1
  • Joined

  • Last visited

Everything posted by WoodenMage

  1. This was probably the most annoying of the megabosses to kill on lvl 20 POTD/upscale without any gamebreaking cheese strats or abusing Brilliance, so here's a quick summ up of my experiences and how I've done it with a "standard" party, it might be of help to someone: My party comp Charname - Sage Eder - Fighter Pallegina - Pal/Chanter Takehu - Druid Maia - Ranger/Rogue (I've been avoiding creating minmaxed custom characters and wanted to do everything with the "story" companions, even though theyre *very* unoptimized/have really bad custom subclasses) Some thoughts: - Wael's Wind is the best value resting bonus for this fight So, talking about the sigils: Minoletta missile sigil hits like a wet noodle and can be safely ignored, Wind of Wael food makes you immune to the other two debuff/cc sigils; the fight is actually against the Sigil of Wrath, also known as chainlightning extravaganza, and not Auranic - Auranic is a total pushover on her own. So the plan was to destroy the sigil as soon as possible. Its vulnerable to crush, so I made sure everyone had appropriate weapon for the task, backline were using staves for easier positioning Before the fight started I stealth-grouped up everyone in melee range of SoW; I wanted to inflict as much damage as possible on the sigil on the first cycle its vulnerable. After starting the fight and disposing of the two goons I focused on making sure my party was ready for the mass chain lightning party Useful spells for minimizing the damage are druids Weather the Storm and Woodskin; also make sure youre not using plate armor since it gets wrecked by shock damage; alternatively you can just drink Potion of Elemental Defense (gives armor vs elemental attacks), Potion of Superior Elemental Defense (gives 75 points of shield) and/or Potions of Arcane Reflection, though do realize those only reflect so much and the chain lightning chews through them pretty quickly; gear with lightning/spell resist obviously also helps a bit. Wizards Endure Elements and Arcane Reflection do the same thing, and again be aware that the latter one goes away once it reflects certain number of spells, leaving you vulnerable. As far as I could tell the chain lightning from SoW hits a maximum of 6 targets, and the target choice was random so putting summons closer to the sigil and positioning the party in the far corner away from it didnt make any real difference. So I ended up wanting to have as many targetable entities on the field as possible to eat the electricity, every expendable walking bag of hp points lowers the damage your party takes; all the figurines that summon multiple wyrms and stuff are useful in here, on top of the chanters constant summons, wizards triple tentacle summon is very handy as well - Sigil of Wrath can be damaged with Gouging Strike, and the damage keeps ticking even when the bubble comes up - good way to sneak some damage in between the cycles So, back to the fight: I've managed to club the sigil to death on the second cycle, which turned out to be far more reliable than trying to do it with empowered hard hitting high level spells; with a bit more luck/buffing melee damage you can easily destroy it during the first cycle with 5 people. After the lightning sigil was gone the rest of the fight was easy, just 5 people pelting Auranic from distance and constantly interrupting her (giving everyone a crossbow with the interrupt ability is a really good idea). I couldnt melee her due to Minolettas Piercing Sigil that she casts on herself with some ungodly 120 secs timer, and I had no way of getting rid of that; if you have a single class wizard you can just Arcane Cleanse it and sealclub her, but then again you lose the hilariosity factor of watching her trying to cast something over and over. - When Auranic gets low on hp all of the sigils become activated at the same time, so you really want to have the lightning one gone by that time or you will eat lightnings without any protection spells. - Thrust of Tattered Veils ( lvl 1 wizard), is a good spell for reliably interrupting casts since it never misses; volleying Auranic early in the fight with crossbows is an efficient way of getting rid of her Concentration stacks and setting her up, and making sure she never gets to cast anything overly annoying later on -Using Arcane Dampener on a sigil is a terrible idea since it only temporarily turns it off, and it will come back online when the spell wears off Just FYI the fight doesnt end when you kill the Sigilmaster, you still have to deal with the sigils. So make sure you avoid the "oh wait this isnt over?" situation.
×
×
  • Create New...