Unflappable Drayk Ceiling Durkheim Posted November 7, 2013 Share Posted November 7, 2013 So, I finally got around to beating the game, including various optional content. Vardegras was by far and away the hardest; he took me somewhere on the order of fifteen tries on torment, whereas I managed to beat Krymhylas, Valera, and You-know-who the final boss on the first try. So I thought I'd put up a page about beating him. (Subject to modification as people add or correct various information.) The Basics: -Vardegras goes through several phases in battle. At ~90% HP he begins summoning constructs. At ~50% HP he gains spine shield and reflection for several turns. At ~25% HP he gains battle frenzy (not sure if temporary; by the time it would reasonably expire either I'm dead or he is) and summons 6 horrors. All of these events take place on his turn, and he can take a turn as normal after the event triggers. -The constructs are the most notable mechanic in this battle. He summons two at a time, and will respawn them automatically at the start of each of his turns. In addition to their own fighting abilities, they power him up every turn one is within about four tiles of him, and each time a construct gets destroyed. This effect seems to increase his damage by about 10% per stack; I am uncertain whether there is a maximum number of stacks, and whether this bonus can expire. The constructs vanish as soon as Vardegras dies. The horrors appear much later in the fight. They don't interact with V, they're just there as extra firepower. They remain until killed, whether or not V is alive. -Offensive capabilities: Vardegras gets three turns for each turn that your party gets. In addition to the triggered effects mentioned above, he has three attacks. He can shoot fire at a single target, or in a cone or ring. The shot and cone do 80-100 on a well-equipped endgame character (70-80% defense), the ring more like 60-90. Those numbers are before any bonuses from the constructs. He attacks once per turn unless he has battle frenzy, in which case he can attack twice if he doesn't move more than a few spaces. The constructs get one turn per party turn. They have one attack, a physical melee, which deals 60-90 damage, knocks the target back, and has a high chance of stunning. The horrors get one turn per party turn. They have one attack, ranged magic that deals 30-40 damage and causes fatigue (increases the cooldown of all the target's abilities by 1 turn). -Defensive capabilities: Vardegras is immune to fire and mental debuffs. Surprisingly, he's not immune to stun, though he is highly resistant. Other debuffs have a good chance of affecting him, but they don't last long because of the frequency of his turns. The constructs are immune to energy, poison, and mental effects, and highly resistant to stun. The horrors have no immunities that I'm aware of, and are appealingly vulnerable to stun. Party Suggestions: -First and foremost, do everything else before you try Vardegras. He is much more powerful than the other two bonus bosses, and nearly everything else for that matter. The better your equipment, the better your chances. Being level 30 is pretty much de rigueur on any difficulty but casual. Prioritize equipment with bonuses to fire resistance, since the main source of damage in this fight is V's fire breath. -It's important to have at least one character with strong (non-magical) missile attacks. Of the three main attack types, this is the only one that won't result in the attacker taking damage during the damage reflection portion of the fight. -Having a cure for stun (recuperation crystals or the group cure scarab; *not* the group mental cure scarab) is very important. Losing access to a character for multiple turns is really not something you want in a fight this hard. Also, the more ways you can recover health, the better. V and his minions do a lot of damage. -Area of effect attacks aren't very helpful in this fight. It's useful to have a few that will affect both Vardegras and his constructs (meaning ice or physical), but it's much more important to have strong non-fire single target attacks like dark bolt, shattering blow, and savage blow, as well as basic attacks from a character with high dexterity or strength. -Because of the importance of positioning in this fight, attacks that move enemies around are very helpful. The best for separating V from his constructs are single target attacks, like yankshot, shattering blow, berserker leap, and call the winds. -Having a summon or two to restrict enemy movement and contribute additional damage is very useful. Shaman summons do very little damage (especially since the higher level ones have fire-based special attacks), but are good for distracting and locking down constructs and horrors. The tinkermage's freezing turret and razor flinger are very good for contributing damage, and can occasionally draw Vardegras' fire if positioned properly. -Because of their focus on AoE damage, relatively short-ranged rod/staff attack that doesn't affect V, and lack of knockback abilities, sorcerers are a dubious choice for this battle. If you bring one, be sure to invest a lot of points in focus mastery to reduce fire damage. Shamans are a so-so choice: they can't damage V very well, and they're unlikely to have both knockback and good healing abilities, but group heal and summons are very helpful for this fight. One also has to be careful to keep the constructs' attention away from them because of their very low physical defense. Blademasters and Shadowwalkers are both solid options. Tinkermages are very good for this fight, particularly if specialized for ranged attacks; their turrets provide both damage and distraction, while they can deliver consistent damage through all phases of the battle without worrying about reflected damage. If your tinkermage has inferno turret, it's worthwhile to take out a few points to get yankshot, since inferno turrets can't damage V. Battle Order: -As should be standard practice, summon allies and cast long-term buffs before challenging the reptile. Make sure to spread out healing and buffing items across your party, as a lucky crit from Vardegras can fell even well-defended characters. This is a very fast-paced fight, and time wasted means more massively damaging fire breath directed at you. -V will likely get the first shot (tested up to 37 dexterity), and this will likely be a cone of fire. Immediately fan your characters out so that he can hit as few as possible with the cone. Position melee fighters immediately to his left and right, and ranged fighters below, preferably 10-12 tiles away so as to be outside the range of his ring and cone attacks while still able to shoot/throw at him. -You can safely ignore the constructs for about a turn. Concentrate on keeping your party healed up and doing damage to Vardegras. This is one of the easiest parts of the battle in which to damage him, so take advantage of that. If you can ensnare or immobilize the constructs without wasting too much time (e.g. by summoning a snare turret beforehand), do so, but it's not as important as damaging V. -When the constructs start up, chances are they'll hit one or more of your characters. Get rid of any stun effects they might have caused and continue. They'll also probably be in range of V. If they're already damaged, it can be worthwhile to kill them with AoE attacks like razor/sharpshooter spray, ice storm, shrapnel grenade, or the ice cone scarab. They'll come back almost immediately, but it'll keep them from attacking you for a little while. Otherwise, hit V with a single-target knockback attack to knock him out of range of their power-up. -When his reflective shield comes up, be more careful about hitting him; reflected damage is unlikely to kill you, but the strength of his attacks leaves little room for error. It can still be worthwhile to do so with a high-health character to keep the damage flowing, but it's also worthwhile to switch even melee characters over to missile attacks for a couple turns. -When the horrors come out things get really hairy. At this point it may be best to just go for broke. This is also the point at which AoE knockback attacks really shine. A well-placed earthshatter can knock most of the enemies on the battlefield away from each other, buying you time as well as potentially stunning the horrors. Between the horrors' attacks and V's increased aggression, enemy damage output has increased drastically, far beyond the capacity of a well-prepared party to keep up. On top of that, if the horrors start attacking you, you'll have to either waste AP chugging recovery potions or forego using your abilities. Fortunately, V has very little health left. Head in the opposite direction of the horrors while spamming your strongest attacks on V, and hopefully he'll fall before you do. -When Vardegras finally dies, the rest is mop-up. Just be careful: the horrors aren't much against a party at full strength, but they can still take down a lone character. If you don't mind being a little cheesy (and after taking down this monster you really don't have much left to prove), make a mad dash for the door to V's lair. You can heal and recover cooldowns inside, then stomp the horrors at your leisure. Quote Link to comment Share on other sites More sharing options...
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