Hyperion
Arcane
- Joined
- Jul 2, 2016
- Messages
- 2,120
I think my biggest gripe with the game was that Sword and Board Man-At-Arms builds felt mostly useless compared to a two-hand build, which just dominated in terms of damage yet remained sufficiently tanky for the entirety of the game. My typical strategy for Braccus was to wait for him to walk to the far side of the room, for more space and time to position the group. 3 of the 4 would go towards the steps leading to the Ghoul with the beefcake Warrior off to the side. Always cast Rain before initiating the battle, this weakens the fire guy before the fight starts, saving your Water magic user a turn.
Then, it becomes a mix of luck, and a race against time to cast a fire elemental as close to the center as possible in hopes of it eating the brunt of the Meteor Storm, and distracting the Twins. Or just have some fire resist on your Man-At-Arms guy, drink a Fire Resist potion, and hope for the best. The archer fires an explosive arrow at the Ghoul, mangling him, and destroying the poison goo in the process. If casting Rain at the start of the fight functioned properly, the Twins should be easily frozen and taken out of commission with a Freezing Arrow, or Ice Shard spell. Another option is to fire Water Arrows to create a pool, and one of the many forms of electrifying to stun it.
Beefcake off to the side Charges right at the Baron and 1v1's him. If you're lucky (the game likes making you miss at 85%+ chance to hit), he'll go down before the Ghoul. Main job is to weaken him while your ranged guys take out Lighthouse Ghoul, who's fairly pathetic at this point. Once those 2 are down, the Twins should be a free kill as it should never take a turn.
If you manage to survive the bullshit fusillade of Meteor Storm, it's one of the game's better fights.
Funny, I miss having the old skill set, double whirlwind included. Man-At-Arms feels a lot more boring now that those can't be used back to back for a sweet dervish combo. The Beginner, Intermediate, and Master tiers sucked a lot of fun out of it as well. Abilities that you could have by the middle-end of Act I now can't be gotten till you unlock the Elemental stores in your base.
Then, it becomes a mix of luck, and a race against time to cast a fire elemental as close to the center as possible in hopes of it eating the brunt of the Meteor Storm, and distracting the Twins. Or just have some fire resist on your Man-At-Arms guy, drink a Fire Resist potion, and hope for the best. The archer fires an explosive arrow at the Ghoul, mangling him, and destroying the poison goo in the process. If casting Rain at the start of the fight functioned properly, the Twins should be easily frozen and taken out of commission with a Freezing Arrow, or Ice Shard spell. Another option is to fire Water Arrows to create a pool, and one of the many forms of electrifying to stun it.
Beefcake off to the side Charges right at the Baron and 1v1's him. If you're lucky (the game likes making you miss at 85%+ chance to hit), he'll go down before the Ghoul. Main job is to weaken him while your ranged guys take out Lighthouse Ghoul, who's fairly pathetic at this point. Once those 2 are down, the Twins should be a free kill as it should never take a turn.
If you manage to survive the bullshit fusillade of Meteor Storm, it's one of the game's better fights.
I recall there being at least 2 healing water spells and 2 'whirlwind' style man-at-arms skills. I like the change, and having few but important skills with good synergies is better than just fire bolt->fire ball-> fire orb -> fire storm.
Funny, I miss having the old skill set, double whirlwind included. Man-At-Arms feels a lot more boring now that those can't be used back to back for a sweet dervish combo. The Beginner, Intermediate, and Master tiers sucked a lot of fun out of it as well. Abilities that you could have by the middle-end of Act I now can't be gotten till you unlock the Elemental stores in your base.
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