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|location =[[Cloister of Sombre Embrace]] | |location =[[Cloister of Sombre Embrace]] | ||
|exp=800 | |exp=800 | ||
}} | }}This page focuses on [[Viconia DeVir]]'s behaviour during her combat encounter. Viconia DeVir is able to be fought in the [[Cloister of Sombre Embrace]], which is found under the [[House of Grief]] in the [[Lower City]]. She is joined by the members of her flock. | ||
This page focuses on [[Viconia DeVir]]'s behaviour during her combat encounter. Viconia DeVir is able to be fought in the [[Cloister of Sombre Embrace]], which is found under the [[House of Grief]] in the [[Lower City]]. She is joined by the members of her flock. | |||
== Attacks and abilities == | == Attacks and abilities == | ||
Viconia fights like a level 11 [[Cleric]], capable of casting [[spells]] up to level 6 and possessing two [[Channel Divinity]] charges. | |||
* {{SAI|Blight}} | * {{SAI|Blight}} | ||
* {{SAI|Cloak of Shadows}} using [[Channel Divinity]] | * {{SAI|Cloak of Shadows}} using [[Channel Divinity]] | ||
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==Allies== | ==Allies== | ||
Viconia DeVir can be fought in the [[Cloister of Sombre Embrace]]. She is joined by eighteen other | Viconia DeVir can be fought in the [[Cloister of Sombre Embrace]]. She is joined by eighteen other Sharrans: | ||
*Two [[Justiciar Crusader]]s; [[Owltalon]] and [[Nightmist]] | *Two [[Justiciar Crusader]]s; [[Owltalon]] and [[Nightmist]] | ||
*Five [[Sharran Fidelian]]s; [[Gloommask]], [[Sharran Fidelian Lamona|Lamnoa]], [[Hyrald]], [[Uttermmask]] and [[Gydd]] | *Five [[Sharran Fidelian]]s; [[Gloommask]], [[Sharran Fidelian Lamona|Lamnoa]], [[Hyrald]], [[Uttermmask]] and [[Gydd]] | ||
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*One [[Sentry Fredrichk]] | *One [[Sentry Fredrichk]] | ||
If [[Shadowheart]] is a Dark Justiciar, she can convince some of the | If [[Shadowheart]] is a Dark Justiciar, she can convince some of the Sharrans to fight alongside the party. | ||
==Tactics== | ==Tactics== | ||
If fought, Viconia is one of the more difficult opponents in the game. She is continuously affected by the conditions {{Cond|Nightbringer's Beloved}} and {{Cond|Radiant Retort}} and begins the battle under the effect of {{Cond|Sanctuary}}. She | If fought, Viconia is one of the more difficult opponents in the game. She is continuously affected by the conditions {{Cond|Nightbringer's Beloved}} and {{Cond|Radiant Retort}} and begins the battle under the effect of {{Cond|Sanctuary}}. She has a high initiative bonus and will begin her first turn using {{SAI|Castigate Heartform}} on the character who underwent the [[Mapping of the Heart]], followed by {{SAI|Mapped Terror}} on the same target, crippling one character with a series of debuffs. Of the several variations of Mapped Terror, {{SAI|Mapped Terror: Ceremorphosis|Ceremorphosis}} is potentially the worst, fully locking down one character for at least two turns with a [[Stunned (Condition)|Stun]]-like effect. | ||
The easiest way around the Mapping abilities is also the most obvious: don't do the [[Mapping of the Heart]]. Avoiding the Mapping can be done by leaving [[Shadowheart]] at [[Campsite|Camp]] and passing a {{Ability check|20|Investigation}} to reveal a button that unlocks the entrance to the Cloister. Without the Mapping completed, Viconia cannot use {{SAI|Castigate Heartform}} or {{SAI|Mapped Terror}}. | |||
She is supported by | Viconia herself is a capable striker thanks to the strength bonus from her {{RarityItem|Handmaiden's Mace}}, application of {{SAI|Divine Strike: Poison}}, and potential guaranteed crits from {{SAI|Castigate Heartform}}. [[Disarming]] her can be useful, but she will still have many powerful spells to fall back on. | ||
The Sharrans possess overwhelming strength in numbers. She is supported by almost twenty allies including two powerful [[Justiciar Crusader|Justiciar Crusaders]] and four [[Sharran Fidelian]] mages. All of her allies are capable of controlling the arena with {{SAI|Darkness}} and casting synergistic spells like {{SAI|Overwhelming Grief}}. All possess the {{SAI|Shadow Ambush}} passive, allowing them to deal massive [[Necrotic]] damage to the party; they also liberally use {{SAI|Bone Chill}} to prevent healing. | |||
{{Cond|Necrotic Resistance}} and crowd control are the surest ways to increase survivability, as the lion's share of damage inflicted upon the party will come from {{SAI|Shadow Ambush}} damage riders tagging onto every ability the Sharrans use. Sources of [[Darkvision]] and/or immunity to [[Blind]] are necessary for melee strikers to wade through the clouds of {{SAI|Darkness}}. The Crusaders, [[Nightmist]] and [[Owltalon]], are second only to Viconia in power and are great targets for {{SAI|Crown of Madness}} or {{SAI|Dominate Person}}. | |||
Counterintuitively, this is an potentially an excellent battle to use a [[Cleric|Cleric's]] {{SAI|Divine Intervention: Sunder the Heretical}}, specifically in conjunction with {{SAI|Death Ward}}, {{RarityItem|The Blood of Lathander}}, or a similar effect. The enormous radius and large radiant damage will wipe many weaker Novices out of the initiative order; triggering {{Cond|Radiant Retort}} will surely kill the caster, but upon revival the cleric will have rejuvenated their actions, effectively giving them an extra turn. | |||
== Trivia == | |||
* The bestial polymorphs from {{SAI|Mapped Terror: Wolves}} and {{SAI|Mapped Terror: Spiders}} are illusory, and thus not targetable with {{SAI|Dominate Beast}}. They also function like a [[Druid|Druid's]] [[Wild Shape]], with the polymorphed creature returning to their original form after the beast's hit points are depleted. |