I made it to him with my strongest comp, all alive. ARE THEY FUCKING KIDDING ME??? That bastad is impossibe. I was fine after round 1, and then he does 200 to your strongest merc.
I made it to him with my strongest comp, all alive. ARE THEY FUCKING KIDDING ME??? That bastad is impossibe. I was fine after round 1, and then he does 200 to your strongest merc.
Anyone got successful tactic for him?
Grull, generate big dudes with high attack that will tank those 200
killed him in heroic some lucky way. had a lich king perk, that steals 6/6 from random target at start. he stealed it from the right add, so rend became enraged and started to kill my mercenaries without any buffs (12/600 in heroic), i put on cairne/xyrella/samuro as starting, so cairne stayed alive thanks to reincarnation, and then froze him with lich king and killed with diablo/tavish. 4 turns
im using aoe strat from pvp in normal farming (lich king + samuro + xyrella starting, after 2 turns cairne + diablo + tavish if possible, if not - just put tavish as last, cos diablo will kill the boss most often), works well. you can use samuro to dodge 200 dmg spike (just start with xyrella on boss to get some attack, u wont have double attack to adds, so u will have the highest damage on samuro and dodge the crash), but im not sure you will have enough damage to finish the fight
You need to have Diablo & Cairne. You do damage on Rend until 2 of your mercaneries die. This leads to the summon of 3 dragonkins. Then you play Diablo and Cairne. Use Cairnes Endurance Aura and Diablos Fire Stomp. Thats it. You won. PS: Works the same with heroic mode.
You need to have Diablo & Cairne. You do damage on Rend until 2 of your mercaneries die. This leads to the summon of 3 dragonkins. Then you play Diablo and Cairne. Use Cairnes Endurance Aura and Diablos Fire Stomp. Thats it. You won. PS: Works the same with heroic mode.
Hmm. Should work if you can deal 390 to the boss before you lose 2 mercs? (6*7*5, once hitting him, two doubled hits from the adjacent adds, 6 per hit and one base hit repeated 6 times is 210 dam, from 600 maxHP)? Probably still two adds left after that, and 75 dam split between you hurts. Should help, but can't see it winning instantly unless I'm missing something? Only the adjacent adds mirror to Rend in my experience.
Also, pretty sure you can't have simultaneous deaths on your first two. Just checked, and does NOT oneshot the boss.
so.. I just tried it (on N) and Rend literally took over 1000 dmg from it (I also had the treasure where Diablo deals 9 extra fire dmg on a fire kill)
Ah, that treasure will make a big difference to the calculations.That's an extra 9*5*3 (9 dam per, reflected twice for double, once normal hitting boss, and three dead adds), so another 135, I think? Can't see how it's getting to 1k. honestly. Makes me suspect that something's bugged or my maths is significantly wrong. or you had fire damage or similar from somewhere?
Certainly didn't kill with fire stomp after the boss, but before the other 5. Still had 100+ HP left, and had taken chunks out of him first.
I'm not sure what was going on actually.. and it was over 1300 actually.. the battle ended with him having over -1k, but I don't remember how much hp he had before that.. had to have been at least 200
I actually thought I softlocked the game because the Fire Stomp just.. kept going and going. I should have counted how many triggers, but it had to be at least 15.
I'm gonna do it again tomorrow for the story quest and I'll pay more attention.
That sounds like a bug - some kind of infinite loop, maybe, breaking after a set number of iterations. I managed to kill the boss on HC with diablo treasure and stealing stats, followed by Samuro in second team with invulnerable, but couldn't beat the endless adds dealing 20 each after the first. Need to NOT pick that treasure again for Diablo! You should have had 7 triggers on stomp and 3 on the treasure.
If someone can throw some numbers around for why the boss would take that much dam, I'd love to see them. Still hold that without the 9 damage on death passive and/or some fire spelldam you're not getting it down on HC like that without exploiting a bug. Maybe Xyrella/Sam/Mut into nature casters and ignore the DIablo stuff (i.e. my default team, just with the casters in the back instead of front) is the way to go - I find that I need the nature casters for the HC trash, since Xyrella/sam/taunt sometimes just doesn't get there in time on the nastier packs (huge burst, slows, and 18HP/char heal every turn is bonkers). Samuro can tank the 200 dam NP. Probably don't want the extra clone treasure, though, unless I'm lucky on bomb treasure (as that'll take out the spawned extra dragons)!
I've gone cairne-diablo twice and not won, though once had only adds on one side and the other time had one less activation (and was still 100+ short post-burn!). Cannot see how 1300+ is doable without a glitch.
Need to grind this one and Rag, as well as do Omokk once as I've only done that N (omokk should be easy, though).
After thinking about it for awhile, I'm thinking the treasure might be the culprit.
Here's my theory on what went on based on these observations:
-all of the extra spawned adds stopped taking damage after they went negative, but remained on the board
-the two adjacent adds never took damage, just transferred to Rend each time
-Rend just kept going deeper and deeper negative
What I think was happening.. once Rend went negative the first time, that counted as a kill (thus triggering the treasure), however because the adjacent adds didn't take damage, but instead transferred it, damage that otherwise WOULD have killed them, but didn't because the damage was transferred, that counted as another kill, triggering the treasure again OR every additional transferred damage Rend took while he was already "dead" counted as a kill, but didn't resolve because the game handles transferred damage differently. This caused a do-while loop that only resolved because there may be an iteration escape function as you suggested. After that function triggered, the two adjacent ads just instantly died.. I wasn't paying attention to if there was an actual damage number for them.
You need to have Diablo & Cairne. You do damage on Rend until 2 of your mercaneries die. This leads to the summon of 3 dragonkins. Then you play Diablo and Cairne. Use Cairnes Endurance Aura and Diablos Fire Stomp. Thats it. You won. PS: Works the same with heroic mode.
So I killed the last boss using (first) Cairne and (afterwards) Diablo. On my setup turn I had 2 of my mercs die so that the enemy board is 6 mercs wide which leads to Diablo doing 7x6 damage. It worked but it also broke the game and it kept going for 3+ minutes until Rend reached -1100 HP somehow..
So I killed the last boss using (first) Cairne and (afterwards) Diablo. On my setup turn I had 2 of my mercs die so that the enemy board is 6 mercs wide which leads to Diablo doing 7x6 damage. It worked but it also broke the game and it kept going for 3+ minutes until Rend reached -1100 HP somehow..
Really should not work. Did you have the treasure that does 9 on a kill? Without that, you're looking at 210 dam to the boss (6*7*5); with it, you're still under 350 boss dam (3 procs of 9*5). I've also seen comments in here that it works - certainly doesn't work without the full 7 attacks on the full board with both adds redirecting.
Feels like a massive glitch and I'll stick trying it more normally, honestly.
Wait, my maths is wrong - damage from greens that's reflected from the blue adds is not increased by critical damage (Samuro just didn't get doubled)? So you do even less! Does kill my samuro ideas, though. Could just aim for cheese with mukla/krush.
3*6*7, then, which is a whopping 120ish without the bug. Nice, but no real compensaton when you basically instantly die afterwards to the 75HP adds.
Wait, no, Mukla/krush cheese doesn't do enough. Gah. Anyone know roughly what the limit on that ability is? Or have a working strat that's not blatant bug abuse for HC? Just can't put out enough damage in time with the huge damage from adds.
You may dodge it with Samuro (either with Whirling Blade, which makes him immune, or with Mirror Image, which makes Rend attack the image), any summoned high-attack minion (like Voone's dragon or Rexxar's Misha), you may freeze Rend with Varden's Ice Lance — tons of variants, actually
Amusing they posted about some boss fights being too hard the same day this launched!
I dont have Diablo so been trying many comps, nothing seems to last, its the ability to clear the spawns that gets me. The best attempt i had was my first where Sam had the treasure to hit the mobs next to him. Blues just dont last long without the non crit ability.. tried holy, nature and even millhouse in desperation (1 shotted) . Tried a full green comp too
Sam seems best for it as he can tank the 200 hit and also use mirror image to help soak up the 75 damage aoe.
Any one had much luck with non diablo comps? I suspect its going to get the nerf bat soon, i dont see many people clearing this without just luck... this fight feels a bit like some of the PVE adventures where you need the right draw and luck to clear it
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The new last boss.
I made it to him with my strongest comp, all alive. ARE THEY FUCKING KIDDING ME??? That bastad is impossibe. I was fine after round 1, and then he does 200 to your strongest merc.
Anyone got successful tactic for him?
Grull, generate big dudes with high attack that will tank those 200
killed him in heroic some lucky way. had a lich king perk, that steals 6/6 from random target at start. he stealed it from the right add, so rend became enraged and started to kill my mercenaries without any buffs (12/600 in heroic), i put on cairne/xyrella/samuro as starting, so cairne stayed alive thanks to reincarnation, and then froze him with lich king and killed with diablo/tavish. 4 turns
im using aoe strat from pvp in normal farming (lich king + samuro + xyrella starting, after 2 turns cairne + diablo + tavish if possible, if not - just put tavish as last, cos diablo will kill the boss most often), works well. you can use samuro to dodge 200 dmg spike (just start with xyrella on boss to get some attack, u wont have double attack to adds, so u will have the highest damage on samuro and dodge the crash), but im not sure you will have enough damage to finish the fight
Feels like Saurfang would be a good call if there's a cooldown. Spawn add, use WW to buff add, repeat? Not tried Rend yet, though.
Easy way to beat Rend 100%.
You need to have Diablo & Cairne. You do damage on Rend until 2 of your mercaneries die. This leads to the summon of 3 dragonkins. Then you play Diablo and Cairne. Use Cairnes Endurance Aura and Diablos Fire Stomp. Thats it. You won. PS: Works the same with heroic mode.
Hmm. Should work if you can deal 390 to the boss before you lose 2 mercs? (6*7*5, once hitting him, two doubled hits from the adjacent adds, 6 per hit and one base hit repeated 6 times is 210 dam, from 600 maxHP)? Probably still two adds left after that, and 75 dam split between you hurts. Should help, but can't see it winning instantly unless I'm missing something? Only the adjacent adds mirror to Rend in my experience.
Also, pretty sure you can't have simultaneous deaths on your first two. Just checked, and does NOT oneshot the boss.
so.. I just tried it (on N) and Rend literally took over 1000 dmg from it (I also had the treasure where Diablo deals 9 extra fire dmg on a fire kill)
Ah, that treasure will make a big difference to the calculations.That's an extra 9*5*3 (9 dam per, reflected twice for double, once normal hitting boss, and three dead adds), so another 135, I think? Can't see how it's getting to 1k. honestly. Makes me suspect that something's bugged or my maths is significantly wrong. or you had fire damage or similar from somewhere?
Certainly didn't kill with fire stomp after the boss, but before the other 5. Still had 100+ HP left, and had taken chunks out of him first.
I'm not sure what was going on actually.. and it was over 1300 actually.. the battle ended with him having over -1k, but I don't remember how much hp he had before that.. had to have been at least 200
I actually thought I softlocked the game because the Fire Stomp just.. kept going and going. I should have counted how many triggers, but it had to be at least 15.
I'm gonna do it again tomorrow for the story quest and I'll pay more attention.
That sounds like a bug - some kind of infinite loop, maybe, breaking after a set number of iterations. I managed to kill the boss on HC with diablo treasure and stealing stats, followed by Samuro in second team with invulnerable, but couldn't beat the endless adds dealing 20 each after the first. Need to NOT pick that treasure again for Diablo! You should have had 7 triggers on stomp and 3 on the treasure.
If someone can throw some numbers around for why the boss would take that much dam, I'd love to see them. Still hold that without the 9 damage on death passive and/or some fire spelldam you're not getting it down on HC like that without exploiting a bug. Maybe Xyrella/Sam/Mut into nature casters and ignore the DIablo stuff (i.e. my default team, just with the casters in the back instead of front) is the way to go - I find that I need the nature casters for the HC trash, since Xyrella/sam/taunt sometimes just doesn't get there in time on the nastier packs (huge burst, slows, and 18HP/char heal every turn is bonkers). Samuro can tank the 200 dam NP. Probably don't want the extra clone treasure, though, unless I'm lucky on bomb treasure (as that'll take out the spawned extra dragons)!
I've gone cairne-diablo twice and not won, though once had only adds on one side and the other time had one less activation (and was still 100+ short post-burn!). Cannot see how 1300+ is doable without a glitch.
Need to grind this one and Rag, as well as do Omokk once as I've only done that N (omokk should be easy, though).
After thinking about it for awhile, I'm thinking the treasure might be the culprit.
Here's my theory on what went on based on these observations:
-all of the extra spawned adds stopped taking damage after they went negative, but remained on the board
-the two adjacent adds never took damage, just transferred to Rend each time
-Rend just kept going deeper and deeper negative
What I think was happening.. once Rend went negative the first time, that counted as a kill (thus triggering the treasure), however because the adjacent adds didn't take damage, but instead transferred it, damage that otherwise WOULD have killed them, but didn't because the damage was transferred, that counted as another kill, triggering the treasure again OR every additional transferred damage Rend took while he was already "dead" counted as a kill, but didn't resolve because the game handles transferred damage differently. This caused a do-while loop that only resolved because there may be an iteration escape function as you suggested. After that function triggered, the two adjacent ads just instantly died.. I wasn't paying attention to if there was an actual damage number for them.
I'll test again tomorrow for the story quest.
brilliant!
So I killed the last boss using (first) Cairne and (afterwards) Diablo. On my setup turn I had 2 of my mercs die so that the enemy board is 6 mercs wide which leads to Diablo doing 7x6 damage. It worked but it also broke the game and it kept going for 3+ minutes until Rend reached -1100 HP somehow..
Really should not work. Did you have the treasure that does 9 on a kill? Without that, you're looking at 210 dam to the boss (6*7*5); with it, you're still under 350 boss dam (3 procs of 9*5). I've also seen comments in here that it works - certainly doesn't work without the full 7 attacks on the full board with both adds redirecting.
Feels like a massive glitch and I'll stick trying it more normally, honestly.
Wait, my maths is wrong - damage from greens that's reflected from the blue adds is not increased by critical damage (Samuro just didn't get doubled)? So you do even less! Does kill my samuro ideas, though. Could just aim for cheese with mukla/krush.
3*6*7, then, which is a whopping 120ish without the bug. Nice, but no real compensaton when you basically instantly die afterwards to the 75HP adds.
Wait, no, Mukla/krush cheese doesn't do enough. Gah. Anyone know roughly what the limit on that ability is? Or have a working strat that's not blatant bug abuse for HC? Just can't put out enough damage in time with the huge damage from adds.
> and then he does 200 to your strongest merc.
That's actually quite easy, if you think a bit.
You may dodge it with Samuro (either with Whirling Blade, which makes him immune, or with Mirror Image, which makes Rend attack the image), any summoned high-attack minion (like Voone's dragon or Rexxar's Misha), you may freeze Rend with Varden's Ice Lance — tons of variants, actually
.
Yes I think I also had the deal 9 when someone dies, (and 2 of the blues could die) but still some weird bug there
Amusing they posted about some boss fights being too hard the same day this launched!
I dont have Diablo so been trying many comps, nothing seems to last, its the ability to clear the spawns that gets me. The best attempt i had was my first where Sam had the treasure to hit the mobs next to him. Blues just dont last long without the non crit ability.. tried holy, nature and even millhouse in desperation (1 shotted) . Tried a full green comp too
Sam seems best for it as he can tank the 200 hit and also use mirror image to help soak up the 75 damage aoe.
Any one had much luck with non diablo comps? I suspect its going to get the nerf bat soon, i dont see many people clearing this without just luck... this fight feels a bit like some of the PVE adventures where you need the right draw and luck to clear it