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Wildermyth the sunswallowers wake
Wildermyth the sunswallowers wake





wildermyth the sunswallowers wake
  1. #Wildermyth the sunswallowers wake Patch#
  2. #Wildermyth the sunswallowers wake full#

However, you will also want extra people on the overworld (5+) as well.

wildermyth the sunswallowers wake

#Wildermyth the sunswallowers wake Patch#

Note that a recent hotfix/beta patch reduced the Suneater damageĪlso, sort of answering my own questions.ġ) A 5-man party is beneficial, as expected. killing the Altar leaves the suneaters in place. Just hover over them when your current character does not have the range to hit them, or hold Shift. Against Morthagi? Not a excpetionally hard one. Yeah, I am convinced it was a death sentence getting that finale still :lunar2019smilingpig: - the Gorgons are what made this undoable. Yeah, I am convinced it was a death sentence getting that finale still The fact that they can pull actually sorta makes it funnier, since I think I kept blocking/dodging the pull, and didn't even know they could do that lol

wildermyth the sunswallowers wake

That would have been the winning altar break strategy, but I still don't know if it would of killed the existing Suneaters. Especially now that I know the Suneaters pull. it was less of a disaster, and more comedic. With the ragers + the pinning + pulling gorgons, and zero walls. And yeah, the Omen was 100% my first game over, just brutal. Though, a single bad crowd control or pull would've ended that dream. I think I could've clutched it out, maybe have got 2-3 maimed heroes with optimal play. Yeah, part of the problem was I wasn't familiar with the event. you could actually use the Suneaters drag to get over there, just punching the altar to rubble. pretty sure you can aim a Stone Discuss onto the Altar, then have it bounce to the Suneaters.

#Wildermyth the sunswallowers wake full#

usually you can just keep distance to the Altar, but of course gorgons are full of pull and pin effects. The Omen where you grab the Quest-Equipment? I never even got a chance to run, because I was stunlocked into the next green Yonder! gorgons have way to many Control effects. Originally posted by zgrssd:I can only give you some tips: Is that accurate? That is usually the trend in tactical games.Ģ) It seems that losing a party member is a lowkey campaign game over, is that accurate?ģ) How much does a full party compare in exp to a three man? I get the feeling that the three man theoretically reaches good synergy quicker, but I am still inclined to believe that action economy gains (i.e. Assume tragic hero difficulty and/or carved-in-stone.ġ) I get the feeling I should max party asap for action economy gains.

  • lvl2 or lvl3 Mystic (Earthscribe+ with lots of stone in the finale).
  • lvl2Hunter #2 (Thornfang support with spear artifact).
  • lvl3Hunter #1 (Ambush, Foxflight, Sharpshooter).
  • Physically impervious, highly magic resistant).
  • lvl4Warrior (multi-hit sentinel + stalwart and some defense perks.
  • Team was the following after full clear + single incursion: I'd like to believe that destroying the altar would have killed the spawned enemies, but I still would have lost rushing the altar. I mean, exploding raccoons, pinning gorgon, rushing ragers, formation breaking Bogmoor, no walls, hard to hit infinite spawns?!?, etc). It was from a Normal Three/Five Chapters. I also think that encounter was an ungodly exception in how it was rolled. And that one had units rushing through terrain and high-tier deepist shenanigans.įor what it was worth, I was on tragic hero and didn't have a full party, so I know there could've been improvements. I am quite convinced that specific encounter was harder than my chapter 3 random finale from a different game, and this was a chapter 2 (of 5 chapters) random finale. The map was an open cavern with plenty of partial cover, but no walls (which could block visibility), and it was gorgon.

    wildermyth the sunswallowers wake

    It was less of a night altar, and more of a night wardrobe. My most accurate was probably 60-70 percent, and it wasn't even kill-able in one hit. The spawned enemy had both ranged and melee with non-negligible stats, but with high dodge. Every 2-3 turns it'd spawn a unit from an altar effectively behind the enemy swarms. Man, I can't begin to think how I could of survived that one for my second chapter. Half venting and half questions, but I had the Night Altar finale recently.







    Wildermyth the sunswallowers wake