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Shieldbearer othercide
Shieldbearer othercide










shieldbearer othercide

One way to use up her interruption would be to up your Shieldbearer’s defense with one of her Grace abilities, assuming you’ve slotted in those armor increasing memories. Use The Binding Dance as much as you can! At most I used her The Stealing ability, if Suffering happened to be close by. It’s not worth it to move her around a lot, as the Suffering will move around just as much. Scythedancer can always use The Harvest if she isn’t in range. Whenever you see on the timeline that other daughters are in range and can attack, use the Soulslinger’s Shadow Round.

shieldbearer othercide

Now is when you’ll want to start using your own interruptions a lot more. Remember this, as I can say forgetting it hurts your soul. She targets your furthermost Daughter, which is why it’s good to keep em close, but not too close, to each other.Īfter the first round, aka right after she hatched, Suffering always has an interruption on, which cancels your first melee attack and pushes your daughter away. If your Daughters are standing next to each other, they will take damage from Suffering’s teleportation attack. Try to form a circle, so at least someone is always in range when Suffering starts to teleport around. Move your other daughters down as well, but keep them at least one tile away from each other. Your Soulslingers should be in shot range, and the Scythedancer likely is one move from her The Stealing range. Suffering is now by the rock I mentioned in the Nucleus phase. !! Be sure to keep your daughters at least one tile away from each other !!

shieldbearer othercide

You’ll just have to be more alert on the second phase. If it hatches, Nucleus does an AOE that reaches the whole map. Again, Shadow Rounds should make this possible. It should be possible to kill Nucleus before it hatches, which saves you some HP. Save as much HP as you can for the second phase, only using the Soulslinger’s Shadow Rounds, and the Scythedancer’s Binding Dance when you think the Nucleus will teleport. Keep your Soulslingers in range, and Scythedancer around this area. Once Nucleus hatches, they will teleport there. There’s a rock on the lower end of the map, on the right side. Won’t work well on the second phase, though. The Shieldbearer can keep using Slam to give you much more time to attack, as it pushes Nucleus back on the timeline. The Blademaster will be your main damage dealer, so get her up where Nucleus spawns as quick as possible. If you don’t have an immobilizing memory slotted in, and if you’re worried about her, you could leave the Shieldbearer lingering close to her, if by chance any Corrupted Daughters get too close. She can use her next turns to Harvest the Corrupted Daughters. With the Scythedancer, I moved up as far as she can without bursting. Leave the Soulslingers slightly lower, so they have the range to attack and interrupt even if the Nucleus teleports. You will want as high up as you can with your main damage dealers. The Nucleus will spawn in the uppermost corner on the right side of the map. Just don’t go crazy on interruptions.Īt the start of the fight, multiple Corrupted Daughters will spawn. Nucleus’ attacks are easy to avoid, so you can take your time with it. Some things are still up to luck! So uh, good luck. Remember to inspect the boss to see how their attacks and abilities work.ĭon’t burst unless you’re sure your daughter will die anyway. I used an armor decreasing memory on her Lightning Strike, but it isn’t mandatory due to the Soulslinger’s identical memory. The Blademaster can honestly do whatever she wants when it comes to memories. I found that you only need to use Saving Grace this way, to keep her from taking damage, as well as be able to potentially save teammates. The Shieldbearer could have armor increasing memories on both Blacksmith’s Grace as well as Saving Grace. Immobilizing also seems to make it so the Nucleus can’t teleport around the map much. This makes it so the Corrupted Daughters can’t move while you just stand still and kill them. The Scythedancer could have an immobilizing memory on their The Harvest skill as well. The Scythedancer should have The Binding Dance, possibly with an immobilizing memory. I slotted in a memory that decreases armor for one of the Shadow Rounds, as it’s easier to get them in range compared to the Scythedancer. Both Soulslingers should have Shadow Round as well as Intercepting Round. If possible, sacrifice Shieldbearers to give the Soulslingers more HP, as they’ll be using their interruptions a lot, and they have the least starting HP. I used a team of two Soulslingers, one Shieldbearer, one Blademaster, as well as one Scythedancer.

Shieldbearer othercide how to#

While these tips will focus heavily on the boss’s Second Phase, here’s how to set up to it: Not a full-on guide, but pointers with what has kept me alive. For those struggling to get the hang of the game’s hardest boss.












Shieldbearer othercide