![]() ![]() Then when you get to level 10 dark, you just control the field with sheer amount of veils. You can grasp immobilize the melee, provoke/silence the mages, and sleep anything. It is a ridiculous jump in difficulty for one final encounter and I don't think playing on normal difficulty I should be expected to min/max for one fight (I haven't had to for anything else up to this point).Īs mentioned, it is a shame that there is a sour note at the end of what was otherwise a highly enjoyable game.I find templar on horses with dark grimoires work wonders. Is this fight bugged, or is he really supposed to take such little damage? I am going to take a break from attempting to beat this map until I can figure out an optimal strategy or changes are made. ![]() To top it off, you can't really whittle him down because he naturally heals 10hp per turn.īy this point in the map, I am usually running low on spell uses and combat arts, so healing my team is also difficult. Once we finally catch Balastar, he has three phases where upon entering the second and third phases he takes absolutely negligible damage (roughly 5 per unit) while also hitting like a truck and placing explosive/damaging fields all over the terrain. ![]() I don't mind the chase-down idea where we are catching up to Balastar, but in doing so I am using up a significant amount of spells and Combat Art uses. tedious and frustrating to put it lightly. I am playing on Normal/Maniac for reference. I have been really enjoying the game up until the last chapter where I want to bang my head into a wall. ![]()
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