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That is, if you have a save before going to the Cathedral, otherwise thats a GG.
There is a marked difference in this fight from where you enter it. Going down the lift is not a great option, as it deposits you right before their guns. It is much better to come from behind, out of the direction where Ulfar's quest mob is found. From there you see only two wordbearers, one left, one right.
My team on daring had two arch-militants, two officers, Pasqal and Heinrix. I bolted both wordbearers in one go and moved onto the rest. Uralon got into range on turn 2, when he died immediately, since his wordbearer-protection was gone. Between two free turns and Bring it Downs, plus their run-and-gun and Wildfire, soldier-archmilitants can pretty much clear the battlefield.
But you need a debuffer in this fight to speed things along, and real damage dealers, not assassin wannabees :)
I definitely think it's the hardest fight in the game though, even harder than the final boss, and I think Callicgos is the 2nd if it's against Nocturne at the same time.
That said, I needed to use a bunch of medical supplies removing traumas before hand due to the gauntlet of fights and that one room full of warp clouds. If I hadn't done that, the fight could have been a lot more painful.
*Edit
The end fight at Act 3 forced a couple restarts out me, and I took more casualties in a fight prior to the act 4 finale that's just a bunch of bolter word bearers. That one was rough.
This fight comes really late, at the end of chapter 4. At this point players should be familiar withe the game enough to handle it. To me, much more challenging was the prologue, when I was still learning the stuff.
If i had to advice anything, bring antifire coats, I had 2, and give them to your most important/weakest ini characters. I didnt use +AP consumables, just strongest first aid kits and stimulants protecting from fire and warp(magic) dmg. It worked to the degree, some characters died before they were even able to act. Ulfar is extremely useful here, I placed him in melee range against the melee marine. Ulfar got slaughtered, but this opponent used all his actions against him, and dont forget Ulfar has a passive that brings him back later.
What also helps is the fight doesnt start instanlty, you have some limited options to deploy your team.
I think you don't understand game development. If I breezed through every fight up to this one with my combination, and in this, I get 50% of my party slaughtered even before turn 1 is finished, then it is plain simple bad design. Owlcat is known for this. Same went for Pathfinder: Wrath of the Righteous, that had the atrocious Tavern Fight at the end of Chapter 1, and one sub boss fight that required specific builds.
Forcing a player to completely respec all builds just for one fight, when 50 others went like a breeze is plain stupid, not the question of "familiar with the game".
If you have a squishy team, the fight mechanics once you hit the Daybreak part can easily wear your team down with adds and its shielding mechanic. My team always dodged pretty much all attacks by this point inside my GS zones + Sanctic word abilities. I always keep healing going with Light of the Emperor and no one gets injured due to Strongpoint Stratagems all over the place.
Word Bearers when they actually hit someone (Ulfar in my case), it was usually somewhere in the 20-40 damage range rather than 140ish damage a hit (I forgot to use cautious approach though and it was in another previous fight).
Also debuffing and extra turns helps a lot of course. Here's a Uralon/Dawbreak rundown of my testing fight after finally get back to RT:
Here's my team after spending the initial part of round 1 taking out the trash Word Bearers and others nearby the Ulfar quest Uralon entrance. I turned my sights on debuffing Uralon + Kunrad while setting up their killzone:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3328265888
Pulling around Kunrad like a toy doll:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3328265963
Not long after both are eating dirt, still the first round and nothing but Uralon even got a move/shot off by this point:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3328268180
After killing the rest of the trash. here's me keeping Daybreak debuffed and trying to lock him down while dealing with adds. Got very annoying as usual:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3328266331
Properly buffed Argenta and the Take Aim ability, which as an ability that can carry you through any boss battle even without its talent upgrade (except it didn't work against Daybreak's scripted shielding unlike other bosses booo!):
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3328266494
A properly debuffed Daybreak + Light of the Emperor shot I took, which keeps my entire team healthy and overhealed with healing crits thrown in:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3328269810
Then I killed him with Argenta. His 1.7K wounds left were no match lol.
Voidborn Sanctic Psyker Officer Grand Strategist Main Character, Cassia as Navigator focus Grand Strategist, Pascal as Plasma master Grands Strategist, Argenta Heavy Bolter Arch-Militant, Heinrix Warrior/Vanguard, Ulfar for story reasons Arch Militant scrapper using all kinds of attacks. :p
Have Abelard or Heinrix (if you haven't dismissed him/or left him in footfall) go in front to soak damage. Do not position your guys in a line or close together as they will aoe burst you on the first opportunity.