Because its attacks always hit the entire party at once, it's highly vulnerable to Riposte. The Shambler does have weaknesses, though. Area-of-effect attacks are effective here in keeping the Tentacles in check while also affecting the Shambler - too much attention on the Tentacles means that the Shambler gets more free turns to cause havoc on the party. The Tentacles don't disappear if the Shambler is dead and can become the cause of a party wipe, so it's important to wipe them out (or stun them) as soon as possible. The tentacles start out relatively easy to pick off, but their single attack skill grants them a stacking PROT, DMG, and CRIT bonus that will make them incredibly tough threats. It always summons enough for two to be on the battlefield at a time. The third and most dangerous feature of the fight is the Shambler Tentacles it spawns. It's key to manually shuffle your party into a shuffled position before the fight to get a higher chance of not ruining your positions. Bring party members with movement skills so that you can reposition them while also attacking the Shambler. Your party always starts the fight ambushed, causing a scramble and forcing you to spend your first turn getting everyone back in position. The next notable feature is constant shuffles. When preparing for such a fight, equip Trinkets that benefit in low-light situations. This raises everyone's crit rate, but also increases the Stress that your party will be experiencing. The first notable feature of the fight with the Shambler is that it's always in complete darkness. Fortunately though, it has a slow speed, so your party is almost guaranteed to go first for setup. They might still be ideal to use though since this enemy has 33% PROT and a significant Dodge stat. The Shambler is equally vulnerable to bleeds and blights, but at only 1 action per round, they will not progress very quickly. In the likely scenario where you have to flee from the Shambler, you can, at least, turn in the finished quest and return to the Hamlet immediately without worry of it chasing down the party. If you decide to spawn it from an altar, you should probably wait until you've finished the quest, as you'll likely be in no condition to continue afterwards. The Shambler is easily more dangerous than most bosses, meaning it's usually better to avoid fighting it. If at least one is left alive, the Shambler has a chance to use Stentorious Lament, which will shuffle your party's formation again in addition to causing stress. If one or both of the Tentacles are killed, the Shambler may attempt to re-summon them the next time it acts. Unlike the Shambler itself, the Tentacles have a very high speed they are very likely to take actions before the party, applying an extremely strong buff to themselves. Don't summon it unless the party is prepared to kill it.ĭue to a very low speed, it will most likely act last, using either Obdurous Advancement or Undulating Withdrawal and summoning 2 Shambler Tentacles. If summoned but then ran away from, the Shambler will appear again as the next encounter. The party will always be surprised when the battle starts, disrupting party formation. The Shambler fight will always be at 0 torchlight, with all the buffs and debuffs associated, and the light cannot be increased with torches or skills while the Shambler is still alive. Even if a Tentacle is killed, the Shambler will just create a new one, replacing ones that were killed. Every turn, it will attempt to spawn two Shambler Tentacles, fairly weak enemies that give themselves an enormous buff with every attack, causing it to grow stronger and stronger. When traveling with your torchlight at 0, the Shambler may appear, replacing any hallway fight (1% chance on Apprentice, 8% on Veteran, 12% Champion), or when a Torch is used on a Shambler's Altar (which will also set the light to 0). Behold the infinite malignity of the stars!Ī predatory nightmare summoned from the darkest recesses of the unknown, the Shambler is an Eldritch miniboss that lurks in blackest pitch, dropping Ancestral trinkets when killed.
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