I select the Savage Attack feat, which provides +20% Damage at the expense of a -5 Accuracy penalty. The Orlan Rogue also now has enough experience to advance to the 8th level. Alliria how has 7 Vessel kills counting towards her upgrade. I then go east and kill off the Flesh Construct, Iron Construct, and two Misshapen Constructs. At some point my Phantom brought the third Unstable Construct to near death, so Alliria seized the opportunity to kill it off with Flames of Devotion, and get 4 Vessels kills for purposes of the next upgrade. Sometimes a Phantom can lock an Unstable Construct and prevent it from exploding with Stun attacks. I have a rare opportunity for the third one though. *Back to the Good Party* I repeat my summoning process for a second Unstable Construct. That in turn means making the most of my time in between Rests, of which I have three including the two Camping Supplies I came with and the other that is available in the Workshop. The trick for the evil party then is to make enough progress without too much harm until they can rest and thereby renew their Figurine uses. I do have Figurines available to me, but I only use them when I have no choice but to deal with multiple Unstable Constructs, in which case the hope is to get all off them to implode in reaction to a single Figurine summons. Of course, that can mean retreating through multiple rooms to get the job done. If I only have to deal with one, I lead it onwards and have Aloth and Durance shoot at it and retreat, rinse and repeat, until it's brought down the hard way (i.e. Therefore, as much as possible, I only want to deal with one Unstable Construct at a time. *EVIL* My tactics are a bit different for the evil party, the reason being that they don't have infinite Phantom summons without Kana in the party. *Note* Furthermore, dmc adds that if multiple Unstable Constructs are still coming at you despite your best efforts, another trick is to using something like Puppet Master to take control of one of the Constructs in the group, which will also trigger the Unstable Constructs into detonating themselves. The alternative but more difficult method is to shoot them down at a distance. The Unstable Construct will explode on the Phantom, and at a safe distance from the party. I simply lead one of them on, wait until Kana has accumulated three Phrases, and then have him summon a Phantom to get the Unstable Construct's attention. Unstable Constructs have no objective other than to get close to you and then self-implode with a Fireball effect. The room east towards #10 will have a Flesh Construct, an Iron Construct, a couple of Misshapen Constructs, as well as a few of a new enemy, Unstable Constructs. The hallway leading east will have a couple more traps. She got 3 of the 10 killing blows she needed from this battle. Therefore, whenever I judge that one of the Constructs is very close to death, I have the party break off and attack the nearest relatively healthy Construct, and leave Alliria to get the killing blow. That upgrade is easier to get if she lands the killing blow with the weapon on 10 Vessels. The other thing to keep in mind during this process is that one of my priorities is to acquire the next upgrade for Alliria's St. I work my way after that through two of the Misshapen Constructs, and after that the remaining Misshapen Construct and the remaining Flesh Construct. That allows me to gang up on the first Flesh Construct, aided by the occasional Phantom or Grieving Mother's Silent Scream power, and kill it quickly. The other one won't be able to walk past the Misshapen Constructs. The other advantage is that only one Flesh Construct can reach me. One is that the Misshapen Constructs will take some Raw Damage in the Malignant Cloud. Now I have Kana go ahead, get their attention, and lead them back across the trap. I reposition the party to the south end of the hallway. I then have the Orlan Rogue plant a Malignant Cloud trap about half-way and a little on the east side of the hallway. First, I disarm a couple of traps along the hallway. The room at #6 will have a couple of Rotting Flesh Constructs, plus a few Misshapen Constructs that can shoot Freezing Damage projectiles and use the Kalakoth's Freezing Hand spell. I start off at #5 on the map of the Workshop. The trapdoor leading to Galvino's Workshop will be at #4. There will be a couple of traps in the cabin, which the Orlan Rogue disarms. I start off at #1 on the map of the Cabin. The entrance to Galvino's Cabin is at #10 on the map of Durgan's Battery. I go back to Durgan's Battery after having rested up. I now return to Gref's Rest and choose the Golden Whale resting option (+2 Dexterity, +2 Constitution, +2 Might) in order to maximize my power for the coming fights.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |