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Lord Backael

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About Lord Backael

  • Rank
    New Arrival
  • Birthday 07/12/1995

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    blackviper188@hotmail.com

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    Male
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    Canada
  • Favorite Games
    Geneforge series
  1. With respect, my only goal was to make a build that could comfortably handle both endings & the final dungeon on Torment. I apologize if my apparent lack of hyper-optimization is offensive to you.
  2. Oooh boy, here we go slayin' again. ***This guide assumes playing on Torment difficulty*** Who Is The Warrior?: Warriors are physical damage dealers and medium durability tanks, backed up by a heavy complement of creations. Warriors have evolved from their Guardian brethren from G3, in that they slowly turn from warriors into support commanders, as opposed to Guardians who did the opposite. With the updated combat mechanics to G4, Warriors start out as deadly physical damage dealers, but later on have to adopt heavy support-based tactics with heavy commitments to Blessing Magic and Healing Craft. As a result, Warriors end up as a jack-of-all-trades, master of none, capable of healing & supporting creations, while also dealing respectable physical damage and being a side tank, but never doing any one thing better than more specialized classes. Why Choose Warrior/Is He Viable?: Same as the G3 Guardian: Viable, but technically not optimal. Being a jack-of-all-trades means that you'll have the tools to handle all situations, but won't be optimal enough to excel at any given task. Warriors are put into a weird spot where they slowly become less viable the longer the game gets, and with each area, more and more flaws in your build will become prevalent over time. G4's combat system is hard to fully sum up, because there's so many paradoxes when it comes to combat calculations. In short though, your own creations feel squishier than in previous titles, as natural uber-resistances are largely gone outside of energy resistance and some niche elemental types. Like for example, Rots can no longer super tank other Rots, and a lot of turns will end up with some or all of your creations at 50% - 10% health from sheer volume of fire. Again, there's some exceptions, but few of them. As a result, high levels of Blessing Magic and Healing Craft are 100% required for all characters, which puts Warriors in an awkward spot where increased magic costs end up draining skill points that'd otherwise be spent into making the Warrior himself tankier or better at melee combat. The following fully emphasizes my point: I started the beginning of Chapter 4 with 3 Endurance (after Gruesome Charm debuffs, mind you), because I was constantly having to spend points on support skills. With those gripes aside, let me again mention that Warriors are still fine to play as. They can handle both endings, and the final dungeon, quite well. They just don't excel at any one area. Brief Changes from G3: -All attacks can be executed from 1AP, meaning that melee is much more reliable and preferable to ranged. They still cost 5AP though -AP-boosting artifacts no longer exist, meaning that blessings are the only way to guarantee double hits, outside of using niche items at the very end of the game -Characters now have unlimited carry weight in terms of consumables and "junk" items, with strength now increasing armour carrying capacity. This again makes melee much more effective, as increasing strength now increases your offensive and defensive capabilities simultaneously -HP and omni-resistances have largely been increased for major characters, meaning bosses can have several thousand points of effective health. This applies to a certain extent to your character in the late game -Energy damage via Kyshakks and Wingbolt dominate the lategame, with multi-hit fire & ice attacks taking up a close second, depending on faction/choices. The Elemental Cloak spell via Blessing Magic is 100% required for all characters. You will not survive lategame Torment fights without it New Creation Overview: There's a few changes from G3 that mix up the creation pool: fire shaping is a bit stronger, battle shaping is a bit weaker, and energy-based enemies are everywhere. G4 added in a whole tier of creation to the mix, two of which are high-damage energy users: -Kyshakk are high HP tanks with an energy-based ranged attack that inflicts the new lightning DOT, which is just a stronger energy-based form of poison/acid. They're good against energy damage, decent against physical damage, and bad against fire/ice damage, though again high HP helps with all 3. They're built for long engagements, with the sole exception that they tend to run out of energy quickly. With that said, I love Kyshakk, and the Burning Kyshakk is my favourite creation in the game -Wingbolts are high DPS energy-based ranged attackers, who contrast Kyshakk by having low HP, but high burst damage. They can tank magic hits for days, but melee and fire/ice hurt them significantly. Wingbolts are weird in that they can tank energy attacks better than Kyshakk, but not much else, so they can preform well in long fights if you can aggro other Wingbolts or Kyshakk with them, and let everything else hit your primary tanks. An interesting adaptation to Wingbolts is the Unstable Firebolt, which turns it's high DPS energy attack into a double AP fire-based one, while keeping it's insane energy resistances. Wingbolts in general are fine, I just prefer the tankiness of Kyshakk. Your preferences may vary, and both are good options for your party. -War Tralls, the third addition to the game, are awful in every aspect. They cost an insane amount of essence for lackluster returns. Their only advantage is a costless physical-based ranged attack, but that's it. G5 buffed them to a point of relevance, but in this game they're trash. Get a Rot instead Brief Creation Guide: Warriors tend to favor keeping their creations alive for a long time, instead of constantly rebuilding their forced or using unstable creations. Your mileage may vary depending on what you like, and how much you're willing to take away from other skills to pump up your shaping craft. I wound up focusing on fire shaping primarily, and battle shaping secondarily, with my endgame consisting of a Rotghroth, Kyshakk, Cryodrayk, and Drakon. With the Drakon though, it replaced an already high level Drayk, for some more HP and a bit more DPS, at the cost of super essence capping myself for most of the lategame (IIRC I was at around 20 essence or so for most of the Monarch Caves and Titan dungeon, during which a level gain and Intelligence canister solved my problems), so you might find the Drayk to be more economical. Chapter 1: A natural level up and immediate trainer means that Cryoras become available before you even leave Southforge. Get one ASAP; Cryoras obliterate everything in the first chapter and invalidate everything else. Get a second before the chapter's done. Greenfang, a costless companion, is also available, and adds some nice, free DPS to the group, at the lost of low accuracy and being one-shot by everything for the first few areas. However, it leaves or turns against you before the chapter ends. Chapter 2: Some different choices in this one, but again your mileage may vary. Clawbugs become available upon reaching Dillame, as well as Plated Bugs if you wish to skip out on some Trakovite lore. Neither of which I used though. Plated Artila become available roughly halfway through the chapter, via a mechanics-locked energy field. However Plated Artila pale in comparison to their Searing Artila brethren of the previous title, and generally aren't worth getting. Followers of the Cult of Vlish will probably like this area the most though. I personally haven't bought into it yet, so I only got one and replaced it in the next chapter. It's interesting to note that, with 4-5 party members, you can box-cheese the roaming guards at the Turabi Gate and kill them risk-free for their high value drops & easier exploration. Chapter 3: The most interesting chapter creation-wise, as a bunch of options become available to you if you're a double agent. Kyshakk, Battle Alpha, Glaahk, Wingbolt and Drayks all become available at once, with Cryodrayks being unlocked at the end of the chapter. Being primarily fire-shaping-based, I went with Kyshakk and Drayks. Replacing my Vlish netted me an early Kyshakk that lasted me the whole game, followed by a Drayk and later Cryodrayk, the latter also lasting the whole game and the former probably could have if I wanted him to. Chapter 4: The most interesting addition to this area is getting Rotghroths. Rots are no longer the ultra tanks of previous titles, as other Rots are no longer walled by them and energy damage is everywhere (on top of multi-hitting fire/ice users). With that said, they're still good enough to take into the lategame. Burning Kyshakk and Unstable Firebolt also become available via canisters. If you're spreading out shaping skill points like I did, then these might be less valuable to you. For more specialized users, however, they could be worth considering. Chapter 5: Lategame creations now come into effect, but your mileage with them may vary. The Kyshakk & Cryodrayk I had from Chapter 3 were still holding their weight, as well as the Rot from Chapter 4, so the only thing that interested me was upgrading my Drayk to a Drakon, which took more time and essence than I'd have liked. Essence will very likely be your limiting factor in choosing max tier creations, so sticking with highly leveled tier 3s & 4s is perfectly acceptable. The Artifact Trios: G4 doesn't have the same artifact weight as G3; while there's technically two trios of artifacts to choose from, there's also a lot of particularly weak ones that get outclassed by others. The second trio is a significantly more impactful choice than the first though, which has one clear winner. Trio 1, Chapters 2-3: Gloves of Savagery vs Legs of the Tyrant vs Impervious Cape For the sake of fairness, I'll entertain the benefits of all 3. But frankly, there's really only one clear winner here. Legs of the Tyrant give +14% armour, +5 melee weapons, and a life-steal aspect so minor that it rarely makes a difference. Good armour & offensive stats with no to-hit penalties of steel/shaped greaves, but no stun resist either. For Shapers & double agents, the Blasted Greaves in Chapter 4 have significantly stronger defensive stats (in the form of +2 endurance & +1 strength) and are arguably superior. As a Rebel these greaves are fine, but not as a first artifact; get these as a second artifact in Chapter 4. The Impervious Cape gives +12% armour, +5% chance to hit, and +10% hostile effect resistance of creations. The creation HER is nice, but that's about it; all the other stats are lackluster. Furthermore, the Agent's Cloak at the end of Chapter 2 gives significantly better stat value to Warriors overall, as well as being available to everyone. Honestly, this one needed better stats to be competitive with everything else. If it combined say, the +2 Endurance of the old Symbiotic Cloaks, or had a stronger creation aura, I'd could maybe see it becoming a choice. As is though, it's not even worth picking up later on. The Gloves of Savagery are just too good compared to everything else. +2 strength for better melee and defensive potential via armour, +2 melee weapons, +4 quick action that also increases combat priority, and +2 creation strength bonus. These are the best gloves in the game, with the Lodestone Gloves at the very end of Chapter 5 being the only reasonable competition... if they came into play earlier. All characters should get these as their first artifact. At the end of the day, the argument comes down to this: -The Impervious Cape gives lackluster stats compared to everything else, and the Agent's Cloak in the same chapter gives better stat value to players of all factions -The Legs of the Tyrant are decent, but not as a first artifact. For Rebels, these will be the best greaves in Chapter 4, but for Shapers and double agents, the Blasted Greaves will probably be more tempting for their +2 endurance and +1 strength values -The Gloves of Savagery are amazing in every aspect, even more so compared to the other two choices. Every single character in the game should get these as their first artifact Trio 2, Chapters 3-4: Sunstone Belt vs Girdle of Succor vs Shapemaster Boots: This is the only real choice in the game, depending largely on playstyle and how long you feel like waiting for ingredients. All of these ingredients overlap though, so unlike the previous trio, you can only get one of these. The Sunstone Belt gives +14% armour, +20% energy resistance, +20% fire resistance, and +10 energy preservation (spells cost 10% less essence & energy). This one's a purely self-defensive item, designed to help against mid-late Kyshakk & Wingbolts, and later Drakon/Unbound. Interestingly, the lack of ice resistance can actually have a huge or non-existent impact on your game, depending on faction/choices, and may influence you to get the Flameweaver Greaves later on. The major benefit of this is that this artifact can be created roughly halfway through Chapter 3, as opposed to the GoS and SMB which take until the end of Chapter 4 to complete. Your mileage may vary; I personally was fine waiting for the GoS and using the Girdle of Might in the meantime. The Girdle of Succor gives +2 blessing magic, +2 healing magic, +8 creation armour, and +4% creation effect resistance. The creation bonuses are minor, but helpful. The real pull is the blessing and healing magic increase, which helps in getting Elemental Cloak and Major Heal, two wholly required support spells. As stated before, Warrior transitions into more of a support class in the lategame, so the boosts from this belt feel like a no brainer. They also allow the player to potentially swap their Captain's Boots with the Stability Boots if the dexterity & 20% stun resist buffs are more appealing. The Shapemaster Boots give +16% armour, +2 fire/battle/magic shaping, and +10% hostile effect resistance to creations. For those using unstable creations, or are constantly swapping them out, these will probably be a more appealing choice. The good armour value and creation HER also make them usable in battle. With that said, if you're keeping your shaping skills at the bare minimum, and value keeping the same ones alive, the GoS might be more tempting. Furthermore, they also come late into Chapter 4, near the end of the game, which might be too late to make a difference for some players. At the end of the day, the argument comes down to this: -The Sunstone Belt gives great self-survivability vs Wingbolts, Kyshakk, Drayks, Drakon, and Unbound. It doesn't, however, protect you from the swarms of double-hitting Cryodrayks in the later parts of the game, so an argument for choosing the FWG starts becoming more compelling. It also could have limited effectiveness, depending on how often your PC gets focused, how well you can draw aggro, and what your creation comp is like. With that said, it's still a very good, earlier-obtained artifact choice -The Girdle of Succor gives excellent supporting stats, and is highly skill-point-efficient for Warriors. The extra levels of blessing and healing magic can help in obtaining the Elemental Cloak and Major Heal spells respectively, as well as generally making each skill class stronger. This is my personal pick for the second artifact trio -The Shapemaster Boots give better shaping skills, as well as usable in-combat stats. For players constantly swapping their creations, or using unstable ones, these will probably be more appealing. Those preferring to keep the same creations alive will likely pass this one over The Forgotten - Flameweaver Greaves & Cloak of the Shadows: Flameweaver Greaves give +16% armour, +2 battle magic, +2 fire shaping, and +20% cold resistance. While the battle magic boost is wholly wasted on Warriors, Flameweavers offer an interesting niche for fire-shaping users who also chose SMBs, as the +2 boost from this, the +2 from SMBs, the +1 from a Volcanic Fetish, and +1 from Shaper's Robe can give a passive +6 to fire shaping. This might make a fun combination of Drayk/Cryodrayk & Unstable Kyshakk for those valuing temporary creation parties, but for everyone else these are a pass. Additionally, those who instead chose the SSB could pair that with this item for 20% omni-resistances, creating a very interesting defensive combo. With that said, the Legs of the Tyrant and Blasted Greaves might still be better, again depending on previous artifact choices and playstyle. [Editing note: this section previously, and erroneously, stated that the SSB and FWG couldn't be combined due to overlapping ingredients. This has since been corrected] The Cloak of Shadows gives +10% armour, +2 mech/leadership/stealth (detection range for wandering hostiles), and +1 action points. The +1AP is the only reason it's locked to the very end of Chapter 5; G4 only has a few naturally increasing AP items, one in Chapter 4 and the rest in Chapter 5, meaning that getting a natural +10AP is impossible for the majority of the game. Which is a shame, because trying to obtain it means having to use the Quicksilver Chitin, which makes you comparatively squishy vs the super defensive plates of the lategame. Honestly, if the Cloak of Shadows had some sort of defensive downside, like -1/-2 endurance or something, I could see it being a worthy tradeoff for guaranteed double actions. As it stands though, it comes far too late into the game to be useful. Items to Use Golden Crystals on + In-Slot Recommendations: Armour (Golden Crystal/Steel Spine): Puresteel Plate, Drakonian Plate, Shaper Trueweave Legs (Golden Crystal): Blasted Greaves (Loyalist), Legs of the Tyrant Boots (Golden Crystal): Captain's Boots, Stability Boots, Shapemaster Boots Belt (Golden Crystal): Girdle of Succor, Sunstone Belt, Girdle of Might/Genius Ring (Golden Crystal): Shaper's Boon, Forbidden Band (Loyalist), Impervious Band Cape (Golden Crystal): Agent's Cloak Gloves (Golden Crystal): Gloves of Savagery Weapon (Golden Crystal?, Steel Spine*): Guardian Claymore Shield (NA): Polychromous Shield (Loyalist), Agent's Shelter Necklace (NA): Demon Fang Talisman, Talisman of Might *Note: after testing Ivory Skull, Runed Onyx, and Ethereal Bindings, all three seem to apply their effects sporadically, and are thus generally unreliable. Hence, I recommend extra damage via a Steel Spine or Golden Crystal, if you can spare one Brief Faction/Ending Guide + Canister Usage: G4's endings are significantly less straightforward than G3, and require more explanation for each path than I'm comfortable with putting into a single character guide. TLDR, there's 3 main paths one can strive for: Loyalist: The best path in terms of rewards, quests, and training, but the most restricting and the easiest to mess up/lose on. Canisters must be monitored closely, going over 5-6(?) will result in exile or execution, so save before each canister, choose your selections extremely carefully, and check in with the Chapter 2 or Chapter 3 canister evaluation NPCs before saving. Furthermore, you can still be exiled if either Alwan or Miranda die in the final three assaults (which is absolutely plausible; I had to reset a 99% completed second area assault on a Servile run, but had to reset because my Alwan decided to rush down 4 of the completely unnecessary side Drakons while everyone else had left, and I was still recovering from an Ur-Drakon slow... needless to say, he got shredded). This ending is the most convoluted, annoying, and restrictive of the bunch, IMO. The Shapers themselves also tend to abuse you severely. Rebel/Trakovite: Going pure rebel from the beginning is 100% a mistake, as it leads to a severe lack of training & quests, as well as permanent stat losses at the end of Chapter 2 (which should never be used to punish a player's decisions... ever). The best as I can tell, rebels should go full Shaper choices in Chapter 1, then just enough in Chapter 2 to get the Passage Bracelet + Chapter 3 unlock, then start going full rebel choices. I'm still in the process of trying this on another run at time of writing, so this section might change later on. It's also worth noting that high rebel influence is needed for a successful Trakovite ending, which can be triggered at the end of a normal Rebel run with literally a few switch flips. The difference ending-wise is either you being executed, or exiled if you have enough rebel influence. Double Agent: The best path, IMO. No restrictions, no bad ends, no commitments. A double agent is the best of both worlds: you get the training, quests and rewards from Shapers, while being able to freely use canisters and collect side rewards from Rebels. Double Agents should go full Shaper dialogue, and should choose largely Shaper quest options, with the two exceptions of turning in the Chapter 3 Monarch papers over to the rebels for a better reward, and NOT giving the Shapers the Unbound papers in Chapter 4. You can still do Rebel quests, and turn over spies on both sides, but your choices should be largely Shaper oriented. With that said, right before the final Shaper raid in Chapter 5, betray them and wipe them out, then finish the game as a Rebel. You still get largely the same ending, with no exiling/executions, and only a minor slap on the wrist in that the people now placed under your command aren't thrilled that you played both sides. This ending feels reminiscent of playing as a Loyalist in G3 that also used containers heavily; a fun min-max experience with barely a speeding ticket at the end. This path is the most fun & most risk-free, and I highly recommend it to players new and old. The Barrier Zone Assassinations: A small side note: the rebel quest to kill both Barrier Zone Shapers should be completed by both Loyalists and Rebels, as the Agent's Cloak and Guardian Claymore, two key, end-game items for Warriors, are too good to pass up regardless of faction. There's also 0 downsides to wiping them both out for Loyalists, so go nuts. The Build, Chapter by Chapter: As in the previous guide, please excuse any vagueness or unintentionally false information. I've done 1 and 1/2 runs since starting this walkthrough, so some bits might be a bit over-generalized. Chapter 1: Give yourself 4-4 mech/leadership. and your choice of Intelligence, Shaping skills, and Blessing Magic. I personally recommend 2 luck in the beginning (despite it's impact on armour & HER not being clear in this game) and leaving it like that for the whole game. Don't touch Missile Weapons or Spellcraft at all, as there's a trainer for the latter in this chapter, and a trainer for the former in Chapter 3. Quick Action might also fall into the same boat, but low costs & questionable speed priority impacts might be too tempting to pass up. The difference between G3 and G4 is that your melee is actually really, really good at the start, and Strength now also boosts defense via allowing heavier/bulkier armour to be equipped with encumbrance penalties. So don't be scared about spending a few points into Strength, melee, and Endurance, just don't go overboard with any combination of them... you'll still need to support your creations via Intelligence and Blessing Magic. Funny enough, a completely non-invested Daze is still extremely reliable all the way through Chapter 2, so don't be afraid of using it... just don't come to rely on it past then. As stated before, get a Cryora before leaving Southforge Citadel, and plan on getting more throughout the chapter. Your end goal for this one is to get 8 mech and 6 leadership before reaching the chapter boss (yes, the "two island" tax is back, now called the "two chapter" tax). Mech isn't 100% required, but being able to get 20+ XP per mine defusal feels real good when kills are only netting you around +3 XP otherwise. Influence-wise, it's probably good to go all Shaper options in this chapter, regardless of planned loyalties. Just don't betray the Spellcraft trainer until you've gotten enough money to buy two levels off him. Chapter 2: Probably the most impactful chapter of your run. If you're a pure rebel, you'll notice very quickly how much trainers will turn you away, especially shaping-based ones. So don't go full rebel; get enough influence for the Passage Bracelet + Chapter 3 unlock from the Shapers, then do your rebelling. Getting 7 leadership immediately lets you loot the first area fully, and lets you pass through one of the next caves unharmed. 10-10 mech & leadership is your end goal to this area; 10 mech you should get first, and while not 100% required, it hurts not getting the loot and XP drops from mech-oriented areas. Leadership, however, is 100% required to get to 10, as the chapter boss will super drain your base stats if you don't have it (for reasons I legitimately can't fathom balance-wise). Creations have already been mentioned: Clawbug, Vlish, etc. Cryora are still good, and don't need to be replaced yet. The Turabi Gates will be the most interesting area for you, as having 4-5 party members mean that you can box them in via AP cheesing, and kill them risk-free after choosing the high leadership dialogue option. Furthermore, you can speed boost/AP cheese your way past the massive Shaper force there by taking the south approach, and ending your turn out of LOS of everything. Take a good supply of living tools here, and you'll be rewarded with your lategame Captain's Boots, and the last component for your Gloves of Savagery, another lategame item. Once the chapter's done, kill the two Barrier Zone Shapers for your Guardian Claymore and Agent's Cloak, adding two more endgame items to your collection. Killing Shaftoe first is recommend, as he'll create ads while you're preparing yourself (if you enter the area already hostile), while Eliza does not. Chapter 3: A bunch of new, spiffy creations become available here, most of which will likely last you until the endgame, if you so choose. 3 Drayk canisters also allow creation of the Cryodrayk at the end of the chapter. Since the two chapter tax has been paid, you can continue focusing on personal stats (Intelligence, Strength, Endurance, Blessing Magic, etc). 10 mech won't be enough for some mines here, even with triple technician boosts and Tinker's Gloves, but these special mines are few & far between, and can be solo tanked easily. Also, here is where you'll spend your money on getting missile weapons and possibly quick action from a trainer. He's a double agent too, so make sure to buy all his training before turning him in (if you so choose). For Loyalists and Double Agents, supply tokens are given out for doing suitable quests, which can net some interesting items. If for some reason you don't like the Agent's Cloak, you can buy a Guardian's Cloak instead for better melee & defensive stats. Otherwise, use them all up on shaped chestplates for pure monetary gains (high leadership discounts them to 1 token each, you just need to have the two tokens first in order to succeed with the dialogue option), and then get a steel spine with your final token. The Legs of the Tyrant become available at the start of this chapter... if for some reason you don't like the Gloves of Savagery. The Sunstone Belt also becomes available in the same area, provided you're strong enough to kill the Rot guarding it (which isn't nearly as hard as it sounds, despite the entire dungeon being designed for an elaborate chase sequence that usually never happens). Hold off on it though if the GoS or SMB is more appealing to you. Chapter 4: Less developments here in terms of creations, but helpful depending on playstyle; Rots, Burning Kyshakk, and Unstable Firebolt all become available via canisters. If you neglected your endurance skills (I had 3 after taking the Gruesome Charm), pump that up immediately. Wingbolt and Kyshakk roam freely here, and can easily instagib, even with Elemental Cloak up. It's worth noting that both Derenton Freehold and Quessa-Uss can be rushed pretty reliably via mech/leadership routes if you want the GoS or SMB early, though Loyalists and double agents might want to stop rush the Polyphra Ruins first for orders & rewards, which is generally less convenient. With that said, once Quessa-Uss has been cleared, do not exit via the north, and instead enter the northern area from another side, so that you may challenge the Drakon there and claim a Drakon scale from her, used in creating the ever helpful Golden Crystal. Chapter 5: Hoooo boy. I hope you have enough investment for Elemental Cloak and Major Heal by this point, because all sides are gonna need them. This area focuses around the Shaper's raiding of Northforge Citadel, two of the longest and toughest fights of the game. After getting your tier 5 creations via canisters, testing the prototype Unbound, and optionally clearing the Breeding Pits (which I highly recommend for rewards + a fun, optional boss), you'll either be instructed to attack the citadel, or defend it. Loyalists attacking the citadel have it hard, because both Alwan and Miranda have to survive 3 long fight sequences in order to get the non-trash ending. The hardest area will be area 2, where a large force of Drakons and their creations will block the way, and your group will charge ahead before you can fully buff them (and yourself). On Torment, neither Alway nor Miranda can survive the full onslaught of the entire field focusing them, which happens surprisingly often, so you'll likely be resetting at least once. The final area is surprisingly easy, as there's less enemies, less derping, and more chances to distract enemies via neutral golems. Again, keep your Elemental Cloaks & group buffs up, use Major Heal to keep Alwan & Miranda up, and try not to let any NPC rush ahead to far. That last part is much easier said than done. Good luck Warrior, you'll need it. Rebels have a significantly easier time, as they can choose to flee, get help, and only have to fight 3 disorganized waves of enemies (again next to neutral golems), followed by one final fight with comparatively stronger allies. With that said, I find it more fun, and safer, to stop the raid before it begins. When you first meet the Shaper raiding party, they'll be surrounded by high-damage energy pylons, and a bunch of creations, with the game very clearly hinting that you should run. This area, however, is not as bad as one might think. Rush yourself and all your creations to the little alcove where Alwan is, and dig in for the long haul. Most of the energy discharges will be nullified via LOS breaks, and you can pick and choose which of your creations gets focused by which enemies. This is the ultimate test of endurance here, and you'll likely burn through a lot of essence pods. It is, again, entirely doable though, and highly satisfying when pulled off successfully. Ending wise, they're pretty straightforward. Shapers go with the Shaper ending (and pray they didn't use too many canisters), while Rebels and double agents should go with the rebel ending. Trakovites can flip a series of switches to the NW and SE to achieve their respective ending, though again high rebel influence is needed to simply be exiled, and not executed. Monarch Caves & The Titan: G4`s endgame, optional dungeon is kind of a joke compared to the previous titles... as long as you're not a solo player. Instead of Ur-Drakon, Eyebeast and Rotdhizon, this dungeon has... Betas, Stinging Clawbugs, and Wingbolt. There are some regular Rots too, and a trio of buffed Tralls in the NE corner, but both are either easy or optional. There`s also an unlimited spawner here, but it`s forced to pump out a Beta first, wait, then switch to Rots. Killing the spawned Beta forces it to get a new one, plus the final boss is in it`s own separate dungeon layer, so this one`s wholly nonthreatening. The biggest pain will be the mental magic Eyebeast guarding the boss`s dungeon door, however box strating it and forcing it to melee you through Spine Shield absolutely obliterates it, so do that. Be sure to grab the two primary skill canisters before leaving this level. The Titan itself is simply a multi-phase Golem that summons minions if you don`t kill them beforehand. There`s no unlimited spawner here, so take your time. Use speed to rush to one of the side corridors (out of LOS range of The Titan, otherwise it`ll attack), clear the side bosses out one by one, and then prepare for The Titan itself. There`s some good loot here, plus 2 primary skill canisters (complimenting the other two on the previous floor), so be sure to grab it all first. The boss itself is pretty straightforward; The Titan itself is a little bit underwhelming, and the high-mechanics energy pylons do barely enough damage to notice. The biggest pain will be in phase 3, where it spawns 2 Rotdhizons and 2 Ur-Glaahk, the former of which can wipe any creation they want in a guaranteed alpha strike attack that will likely land 8 blows on a single party member. If you survive this though, the fight`s pretty much over. Take your well earned omni-charm, and count your lucky stars that you weren`t a Servile trying to solo this thing. And that`s it! I`m always open to suggestions & feedback, just... be sure to be civil about it. This took me WAY longer to write than I hoped, so please don't rip on me too hard for still not properly utilizing Vlish to their fullest.
  3. Can others confirm this?
  4. Lord Backael

    SYNERGY LIST: GF4 Forging

    Greetings from 12 years into the future. The Sunstone Belt gives +10% energy preservation instead of +40 radiance/undead bane ( https://puu.sh/BD5Rn/e4f394e6bb.jpg ). Would a mod be able to correct this in the OP?
  5. Sure, here's the end-screen stats with full items & trinkets: https://puu.sh/BAT2N/95b54e46da.jpg And here's the end-screen stats without items & trinkets: https://puu.sh/BAT81/ceff0f7cef.jpg
  6. I've seen a lot of people talking about the different possible Guardian builds for G3, but a lot of them seemed to talk about super lategame aspects and not a lot about what actually makes him work/not work. I wanted to try my hand at a guide because, frankly, I'm quite proud that I made a Torment Guardian work in G3, and wanted to share my experiences. For reference, this guide assumes playing on Torment difficulty. Who Is The Guardian?: If you want to get down to brass tax, Guardian is a tankier Shaper with a different damage profile. While Shapers start and end as a support class with a secondary offensive magic complement, Guardians evolve from a purely supporting class, to an actual physical threat in the lategame, capable of obliterating physical-weak enemies and tanking for allies. They work well with DPS-based creations, usually with magical damage, that help offset Guardian's limited damage spectrum. Late-game Guardians are juggernauts and perfectly suited for front line fighting, using AP boosting items to heal teammates, close distances, and alpha strike threats. Why Choose Guardian/Is He Viable?: Is a Torment Guardian viable? Yes, with a smart build. Is he optimal? No. The days of the old, god-like solo Guardian from G2 are over. An entire re-balance of the damage system (lower physical damage, parry nerfs down to a 20% cap from 50% in G2, and the addition of elemental resistances) means that Guardians take almost 3 whole islands to power up to a point of relevance. On the first two islands, where they have to ramp up their leadership, mech, and intelligence heavily, they'll be doing almost no damage by themselves and have a highly limited access to buffs. It's only halfway through island 3 that they can begin pumping up your melee & health stats, which become deadly somewhere around island 4. In the lategame he feels exactly like he should; a super tank that can output great physical DPS, accompanied by a powerful group of creations. But the first few islands will be super painful for him; every character has to pay the two island tax in terms of mech & leadership, but Guardian suffers the most from not being able to output damage reliably while doing so. With that said... "Not being optimal" can easily be spun into "a game with more challenge". Guardians require a higher skill cap than Shapers & Agents, because they have no unlimited use "forget this I'm out" panic button in the form of mental magic dazing. Guardian teams are in a constant state of re-positioning, risk-reward calculating, creation-based elemental tanking, and occasional ass hauling if things go badly. The result is a more tactical-based game, where the player has calculate the potential damage from a dozen different enemy types in a single turn, create plans within plans, and occasionally lay bait-and-switch traps to lure priority enemies into more favorable kill zones. Guardians feel like true generals, tactically commanding forces and having to actually work for their victories. They take the longest to ramp up out of the 3 character classes, but when they finally get there, they're amazing. Compared to Agent and Shaper, they're technically weaker due to the lack of disruptive tools via Mental Magic, and limited damage spectrum in the form of physical damage. But I consider them more skill intensive, and thus more fun to successfully pull off. Brief Creation Guide: In short, Guardians seem to benefit the most from 1 tank creation (Thahds -> Thahd Shades -> Rotghroths) and multiple DPS-based ranged creations (Fyora/Artila -> Drayk/Searing Artila -> Gazers). Island 1: Get 1 Thahd; he's durable, but tank with him wisely. 2 Fyora to round out your DPS, possibly an Artila if you want, just don't expect it to be relevant for long. The two island tax will be in full effect, though raising Intelligence once you hit 8 mech & 6 leadership comes around 2/3 the way through the island, from what I remember. Island 2: A trainer will give you immediate access to all the improved versions of the tier 1 list, though you'll be constantly essence capped from trying to juggle intelligence and mech/leadership increases. Replace either your Thahd with the Thahd Shade, or a Fyora with a Searing Artila, then get the other one later on when you have more essence. Both will last you at least until the beginning of Island 4, where they start falling off in terms of power and accuracy. Replacing your last Fyora is a toss up between a second Searing Artila or a Cryora. The latter is more economical as the Searing Artila's base level is twice that of a Cryora, and what I went with on my run, just be aware that the energy-immune Glaahks and Submission Turrets on Island 3 will be harder to take out. With that said, you still might not have the essence and thus the decision might not matter. Island 3: The two island tax is finally paid, though your Guardian will still take half the island to start finally powering up. A singular Drayk canister can be rushed as soon as you get to Dhonal's Keep, and gives you a good way to deal with the energy-immune enemies listed above. With that said, a much higher essence cost and the need for a full level up commitment to Fire Shaping might make it less appealing. I still recommend it though; I went with a second Searing Artila and had some troubles with energy-immune enemies, and by the time I had the essence for a new Drayk on top of my existing party, he was under-leveled and now irrelevant as I traveled to Island 4. So if you can spare the essence, try to get a Drayk ASAP. Island 4: Searing Artila and Thahd Shades start losing accuracy and relevance here. Luckily this island focuses heavily on Rotghroths via canisters, and trainers if you're a Loyalist. Replace your Thahd Shade with a Rot, and breathe easy; you've just unlocked the lategame tank that'll carry you to the end of the game. Use him to tank Golems & other Rots, and watch out for Gazers, or rarer Drakons. Your Searing Artila will start becoming less reliant here, but you can't really do anything about it until Island 5. Luckily, your Guardian himself will start really becoming a threat now, which will help compensate a bit. Island 5: Gazers are now your endgame. Sacrifice both your Searing Artila to get one as soon as you can. You can get a second one right before you do the Monastery Caves, or the Geneforge finale/Dhonal's Keep assault areas depending on faction. As a side note, because I know people are going to ask: why not get Vlish? In truth... I never really tried them out. My logic was that Vlish started at a lower level than Searing Artila, and thus had a shorter relevance lifespan. They also say that the best form of crowd control is death, so the acidic properties of the Searing Artila's attack seemed more meaningful than the slowing properties of Vlish, which took 1 turn to kick in anyway. Searing Artila are also surprisingly durable, and have stupidly high resistances to energy-based attacks & thus make great pocket tanks against mages. Vlish don't have the same durability, and Terror Vlish are just bad, with an even worse essence cost. With that said, maybe there's some secret meta of mass spamming Vlish. To me though, I don't see how they'd stay relevant into Island 4; my super leveled Searing Artila were barely keeping up as is, I can't see how an even lowered leveled Vlish army could do any better. The Artifacts - Team Boosts vs Self Durability: There are two separate arguments when it comes to the artifacts: Crystalline Shroud vs Creator's Belt, and Essence Aegis vs Infiltrator's Ring. Crystalline Shroud vs Creator's Belt The Shroud vs Belt argument will be the biggest decision of the game, and whether you value team stats vs self durability. In a vacuum, the Creator's Belt seems like the most sensible choice; you get full stat boosts for your creations, the +20 armour gives you better tankiness, and getting the Emerald Chestguard on Island 4 becomes a natural transition (giving you a very helpful +2AP, but more importantly +50 armour, for +70 total from those two items alone). With that said, let me make a counter-argument for the route I went: Strength is the singular most important creation stat, because it effects hit % as well as damage, and as stated before, Guardian relies heavily on creation support, especially for the first 3 islands. Having +2 for each creation stat from the Creator's Belt might seem nice, but the boosts themselves are rather small; on an old 100% Loyalist Shaper run, my creations lost maybe 7% health from removing the belt (as an example, a 620 health Gazer only went down to 580, and an Eyebeast went from 828 to 784). The other boosts are even more negligible. Getting the Crystalline Shroud, on top of giving you and immensely useful +2 AP a whole island earlier, also gives you +3 creation strength (roughly 15% higher accuracy and +3 damage dice rolls, IIRC). The +2 creation strength from the Creator's Belt can furthermore be replicated with the Girdle of Strength, also available on Island 3, for a grand total of +5 from those two items alone. This is a huge boost and should not be taken for granted. With that said, this route also means giving up the Emerald Chestguard, and the loss of armour will make you noticeably squishier. At the end of the day, the argument comes down to this: -Creator's Belt gives you better self-tankiness and naturally transitions into the Emerald Chestguard for an even bigger tankiness boost, at the cost of lower creation strength and delaying guaranteed double actions until Island 4 -Crystalline Shroud gives you a much earlier +2AP boost, and a huge +3 creation strength boost. A Girdle of Strength replicates the +2 creation strength boost from the Creator's Belt and thus ends up giving you +5 creation strength overall, which can't be ignored. This build makes your Guardian significantly less tanky, however Essence Aegis vs Infiltrator's Ring This one's truly a matter of preference, and how much you value going into the Monastery Caves will probably affect your decision. I, personally, am biased towards the Infiltrator's ring, but I'll list the benefits of both. The Essence Aegis gives some critically helpful stats, giving very useful spell-craft and healing perks for significantly better team support, and an always helpful Intelligence boost for more essence. If you have no intention of going to the Monastery Caves, than this one becomes a more appealing option. With that said, the Infiltrator's Ring is easily the best in-slot ring, and one that can be worn at all times, as the other rings in the game either don't match it's power, or come far too late to be truly useful. The boost to dexterity helps out with combat priority and the occasional gem throw (if you're still using them by the endgame), and the luck boost also provides priority and some nice elemental tanking. With the ring though, you'll never have to worry about mech or leadership for the main part of the game. The biggest consideration, however, is it's usefulness in reaching the 20 mech goal for shutting down the otherwise permanent spawner in the Monastery Caves, something which you really need to neutralize if you want to take out the Alpha Creator. Further arguments for the ring are that the All-Protector or even Infiltrator's Shield are perfectly usable on their own, with the All-Protector being completely free regardless of what other artifacts you choose. The Infiltrator's Ring also gives you a safe item to put a golden crystal on, something which the shield can't do. At the end of the day, the argument comes down to this: -The Essence Aegis gives you some very appealing boosts, and will make you much better at supporting your team. If you don't care for the Monastery Caves, this option becomes a lot more convincing -The Infiltrator's Ring is the best ring in the game, giving you higher combat priority, decent elemental resistance, and the ability to ignore mech and speech checks for the rest of the main storyline. If you plan on taking down the Alpha Creator, this ring also helps a lot in reaching the 20 mechanics requirement. And finally, choosing the ring gives you a safe item to use a golden crystal on, as well as freeing up space for the perfectly usable All-Protector or Infiltrator's Shield. This one's my personal recommendation of the two Items to Use Golden Crystals On + In-Slot Recommendations: Armour (Golden Crystal): Crystalline Shroud, Emerald Chestguard Legs (Golden Crystal): Gazerskin Vambraces, Puresteel Vambraces Boots (Golden Crystal): Gazer Skin Sandales, Clover Boots Belt (Golden Crystal): Creator's Belt, Girdle of Strength Ring (Golden Crystal): Infiltrator's Ring, Avenger's Ring, Forbidden Band, Shaper's Boon Cape (Golden Crystal): Symbiotic Cloak, Infiltrator's Cloak Weapon (Reviving Crystal or Ivory Skull): Guardian Claymore, Oozing Blade Shield (NA): All-Protector, Essence Aegis, Infiltrator's Shield Gloves: (NA): Ornkskin Gauntlets Necklace (NA): Talisman of Might Faction/Ending Guide + Canister Usage: In terms of endings themselves, both are good enough to play through and don't require any special hoops to jump through, though Rebels require a little bit more finesse when it comes to min-maxing. Your decision will likely be based on companions. Loyalists are the easiest to play as, since you can go 100% on Shaper comments from the get-go and never look back. The Loyalist ending is perfectly fine and treats you respectfully, though this ending is technically non-canon as it prevents the events of G4 and G5 from occurring. Alwan, however, is a sub-optimal companion for Guardians as he overlaps damage wise, can cause mobility/body-blocking issues, and falls off heavily compared to Greta. Alwan is decent in his own right, and hits his stride on Island 3 when he reaches the critical threshold of strength & health vs an otherwise un-boosted enemy lineup. He begins to fall off on Island 4 though, when Rots start being coming into play and you realize that max stats don't mean squat when you have 0 parry and no resistances (especially to acid). In the end he becomes too squishy for what he's worth, and his usability falls off greatly. Rebels are still fine to play as but require a bit of finesse influence-wise. To get access to the Island 2 trainers you need at least a decent Shaper reputation, thus it becomes worthwhile to choose 2 Shaper-based conversation choices for every 1 Rebel-based on you make. This will be enough to get your upgrades for tier 1 creations, and lets you spend money on training quick action and parry from the combat trainer. On Island 3, still being on the loyalty fence is no longer acceptable for the Loyalist Faction, but by this point you can give Scintle his book on Island 1 and Lankan his uber-canister on Island 2 to give yourself full Rebel influence. By this point you can go full Rebel dialogue options without repercussion. Greta perfectly compliments the Guardian build by adding in a magic damage option to the party, and later on an AOE magic ability which the team will otherwise be missing. It's interesting to note that, if you don't/can't get a Drayk on Island 3, it's worthwhile to not immediately upgrade her fire bolt attack to searer via the magic trainer until the end of the island, as her damage profile gets changed to a magic-based one and thus magic-immune Glaahks & Submission Turrets will cause you more headaches. In terms of canisters, how many is too many? None. Go crazy. G3, while technically having changed dialogue if you use too many canisters, doesn't give you a "bad end" if you're a canister junkie while playing as a Loyalist. As a wise man once said "Is it better to be feared, or respected? I say... is it too much to ask for both?"; the Loyalist ending still gives you full rights and freedoms, with none of the exile/execution garbage from G4. They'll fear, but respect, your heavily modified appearance and abilities in the end. The "backlash" is barely a speeding ticket, so go nuts. The Build, Island by Island: So hopefully I don't mess this part up too badly: I didn't write any of this down when I was playing through it, so now my Guardian's standing on the final docks, trying to remember how the hell he got here. If any of my numbers end up being obscenely incorrect, someone please let me know. Island 1: Give yourself at least 4-4 mech & leadership, +1 intelligence, +1 blessing magic, +2 missile weapons, and either +2 luck or another mech level depending on preference. Outside of getting up to 6 missile weapons, you'll be completely forsaking your warrior heritage until Island 3. Channel your inner Shaper here, because you'll be cosplaying as one until halfway through the game. Some things to note: do not touch any other combat skill except for missile weapons, as we'll be trainer boosting them later (even though the 1-point costs are super tempting), don't touch any of the other magic skills (except for the initial +1 blessing magic) for the same reason. On this island, your goal is to get 8 mech and 6 leadership, then get 6 missile weapons and pump Intelligence for the rest of it. Again, ignore the low-cost combat skills, as we'll be training them later. You can do maybe 1 or 2 levels of strength if you need carry weight for armour, just don't try to over pump it for the Essence Vambraces; leave them for later and stick to Leather Pants. Creation wise, get 1 Fyora, 1 Thahd, and another Fyora after that. Just stick with base-level double intelligence for them, no need to get fancy. Influence-wise, follow the previously mentioned points: loyalists just go full Shaper conversations from the get-go and never stop, while Rebels should choose 2 Shaper-based options for every Rebel option they choose, so that they end up with probably 60% or 70% Loyalist approval, enough for the trainer on Island 2, but not enough for Island 3 influence checks, which won't matter anyway. Also, keep the Shaper tome from the Scintle questline for now, as it'll be used later to help win Rebel support. Island 2: Rush straight to town to the south, so purchase all your upgraded Tier 1 creations. As stated before, replace your Thahd with a Thahd Shade, or a Fyora with a Searing Artila, then get the other one later. Raise your shaping skills to the minimum levels when required. From there, you'll be clearing out objectives, gaining experience, and juggling your level ups. 10-10 mech & leadership is my goal, though you could maybe get away with 8 leadership. Money-wise, you should be looting everything of value to get enough for the combat trainer; get 2 parry points, then focus on quick action. I don't remember if there was enough money for both quick action levels, but it won't matter beyond that. Just be sure to keep up with the 2 to 1 Loyalist-Rebel conversation thing to maintain enough goodwill to keep the trainers open. By this point, your own damage will be so negligible that you'll have almost forgotten you were a Guardian. This is totally fine; your creations will continue to carry you, so continue dedicating yourself to supporting them, keep up with paying that two island tax, and pump Intelligence whenever you can. Killing the two servant minds lets you leave the island, though be sure to get and keep Lankan's uber-canister, regardless of your loyalty. Don't try to visit him again once you have it, otherwise you'll be forced to either destroy or let him use the canister, neither of which you'll want. Both factions will result in Litalia being displeased with you; Rebels shouldn't worry, as there's plenty of time to win her back. Island 3: The biggest of the 3 islands, and the most important in terms of what path you choose to walk. Here you'll choose between the Creator's Belt and Crystalline Shroud artifact paths, and confirm what faction you're in. Loyalists will have the most acceptance here, while on-the-fence Rebels will have troubles winning over both sides, however the Island 2 loyalty-based trainer no longer matters now, so now that you've gotten all you can from him, turn in your Island 1 tome and Island 2 uber-canister to instantly gain full rebel approval. Loyalists will instead want to turn in both items to the Shaper purifier in Dhonal's Keep for nice rewards. As soon as you land, you'll want to rush towards Dhonal's Keep to the north. From there, you'll gain a ton of quests, some XP, some money, and gain access to magic & shaping tutors. This is the second stage of the game where money matters, as every gold piece will be going towards buying improvements for your magic skills (after getting all relevant spells, of course). Your goal is first to get the last level for your blessing magic, then spellcraft for better overall spells, and finally mental magic solely for the Unlock spell. That last part isn't 100% required, because there's far more living tool pickups from shops and such that you'll never be running out, but you're really not going to be spending your money on anything else, so you might as well. Anyway, once inside the keep, sneak into Rahul's private shaping area and sleeping quarters, for a create Drayk canister and Guardian Claymore respectively. The Claymore in particular is important, as it becomes your endgame weapon due to the +2 personal strength and +2 creation strength; no other sword in the game can match these stats. The Drayk point has been discussed already; replace the last Fyora with it ASAP, if you can, otherwise get a 2nd Searing Artila and forgo Greta's magic improvement until the end of the island, if you're a Rebel. Halfway through the island, you'll suddenly stop in your tracks, and remember something... a detail lost to time, something you had at the start of your journey, then lost... and now regained. With renewed strength, you'll cast aside your flimsy baton, raise your sword towards the sky, and let out a warrior's battle cry. Congratulations Guardian, you've survived the early game, and can now start down your journey as a warrior in earnest. Start pumping up your combat skills, and let the enemy taste the fury of your blade. Island 4: By this point, your team will be slowly becoming less and less reliable, as newly buffed creations start making your creation strength bonuses moot. Your casters will have to suffer though the whole island, however your Thahd Shade can now be upgraded into a Rotghroth, the best endgame melee creation and 100% crucial for tanking enemy Rots and Golems. Rebels will likely want to make one as soon as they get the canister from town, however Loyalists may want to rush through the mech areas towards Khyryk's Tower, as he gives training for them, and the +2 level boost (and thus +2 to all stats upon creation) will make your acid zombie that much more powerful. Both Loyalists and Rebels should mech rush to the tower anyway though, as valuable loot and the Emerald Chestguard's Demon Claw (for those who went the Creator's Belt route) make it a valuable target. The next target should be Khor's Deeps, where the last ingredient for the Infiltrator's Ring lies. If you're under-leveled, you can AP cheese your way past the Shaper there and snatch it without anyone noticing. After that, just do quests, loot everything, and get stronk. Loyalist's storyline is pretty straightforward, while Rebels have more additional side quests, and can optionally go to Maker's End and kill the trapped Shapers there for extra XP (once they've gotten all their training from Khyryk... don't do it before that though, as you'll miss out on Greta's final magic upgrade). It's interesting to note that you have a decent chance of being able to clear the first Monastery level, albeit with more pronounced damage & accuracy difficulties. Waiting until the beginning of Island 5 before trying it is completely acceptable too. Island 5: Here, Rebels have their first (slight) advantage in that they can rush toward town and pick up a Create Gazer canister immediately, then get another Gazer level from Orois Blaze's modifications, while Loyalists will have to fight the whole of Icy End to get the canister. Regardless of your path, as soon as you reasonably can, sacrifice both your ranged DPS creations to the alter of science, and create your first Gazer. Congratulations, you now have your second endgame creation. Your next goal will be getting enough essence for a second one, by which point your party will be complete. A couple interesting things here: money becomes valuable again, as two trainers become available who are able to raise your base stats & creation abilities respectively. The biggest sell for Monastery explorers is that both sell Mech level boosts to help reach the 20 cap, though the improved base stats are awesome in their own right. For Loyalists, this is your endgame, as reaching the Geneforge is your final goal. Rebels have a longer & harder journey, as they have to clear the only faction-exclusive area of the game, plus wipe the entirety of Dhonal's Keep on their own (have fun with the patrolling Golems), before they get to retire. Both endings are satisfying on their own, and each warrant a playthrough. Again, canister usage doesn't affect either in any meaningful way, so go nuts. Monastery Caves: This part gets it's own section, as it requires the most preparation and is easily harder than anything else you'll face in the main storyline. If you made the Infiltrator's Ring on Island 4, than you've got a huge advantage here. Bring enough mech-boosting items to reach 20, then head in. With 20 mech, you can rush the reaper-infested middle area, and disable the otherwise infinitely generating Rotghroth spawner, then clear the rest of the areas at your leisure.. though make sure you leave the NW area for last. If you didn't get the Infiltrator's Ring, then you've either had to waste levels pumping mech to compensate for the 2 point loss, or you're hoping to rush Ratlord Eye for the last remaining ingredient for it. If you're the latter, than may the lords of war have mercy on your soul, because facing the 5+ prerequisite Gazers with the constant threat of ambush Rots is a punishment in and of itself. I'm sure it's possible, but again, I wouldn't recommend it. Your final goal is the Alpha Creator in the NW corner, easily the hardest boss you'll fight in the game. Let me be perfectly clear here: if you've not disabled the unlimited spawner, don't even attempt this part. You're not a Shaper, you can't blast this thing down in 2 waves, you're going to be fighting all 3 waves of uber creations and then tanking hits to boot. Having unlimited spawning Rots on top of that will be too much for your party to handle, so don't try it. The fight itself will be the culmination of all your positioning abilities up until this point. I won by having both my Gazers covering the two side corridors, while my Guardian tanked the harder creations to the north, Greta staying behind to blast the Alpha Creator itself, and my Rot right in it's face to prevent it from using it's otherwise obliterating magic barrage. There will be a lot of tanking in this fight, and likely some harrowing moments in terms of healing and positioning. I won after only a single reset (in which the Alpha Creator blasted Greta into oblivion one turn), so it's very possibly, just tricky. And that's it. If there's any blatant mistakes (or if anyone wants to politely argue how much I'm under-appreciating Vlish), please let me know. Otherwise, thanks for reading.
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