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edits→Combat Tactics: copyedits
(Changed 'Attacks' section to 'Abilities' and added Awakening, rearranged passives, changed to resistances to Grym's baseline and added info for resistances when superheated.) |
(→Combat Tactics: copyedits) |
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==Combat Tactics== | ==Combat Tactics== | ||
Grym is immune to all types of damage and can send melee attackers [[Reeling (Condition)|Reeling]]. Its [[Adamantine Skin]] passive causes Grym to be unable to take damage until it has been [[Superheated (Condition)|Superheated]] by standing in lava. This will also remove its [[Intense Adamantine Backlash]] passive | Grym is immune to all types of damage and can send melee attackers [[Reeling (Condition)|Reeling]]. Its [[Adamantine Skin]] passive causes Grym to be unable to take damage until it has been [[Superheated (Condition)|Superheated]] by standing in lava. This will also remove its [[Intense Adamantine Backlash]] passive. Once superheated, {{DamageType|Bludgeoning}} damage is most effective against Grym. | ||
New Resistances when superheated:{{Resistance|Slashing|Double}}{{Resistance|Piercing|Double}}{{Resistance|Bludgeoning|Vulnerable}}{{Resistance|Acid|Double}}{{Resistance|Thunder|Double}}{{Resistance|Necrotic|Immune}}{{Resistance|Fire|Immune}}{{Resistance|Lightning|Immune}}{{Resistance|Cold|Double}}{{Resistance|Psychic|Immune}}{{Resistance|Poison|Immune}}{{Resistance|Radiant|Immune}}{{Resistance|Force|Double}} | New Resistances when superheated:{{Resistance|Slashing|Double}}{{Resistance|Piercing|Double}}{{Resistance|Bludgeoning|Vulnerable}}{{Resistance|Acid|Double}}{{Resistance|Thunder|Double}}{{Resistance|Necrotic|Immune}}{{Resistance|Fire|Immune}}{{Resistance|Lightning|Immune}}{{Resistance|Cold|Double}}{{Resistance|Psychic|Immune}}{{Resistance|Poison|Immune}}{{Resistance|Radiant|Immune}}{{Resistance|Force|Double}} | ||
Before the fight it is wise to spread out your party, | Grym's [[Vengeful Guardian]] passive causes it to chase and attack the creature that most recently damaged it, which can be utilised to lure the golem into lava - or even beneath the hammer of the [[The Adamantine Forge]] itself. Pulling the forge lever while Grym is standing on the central anvil will hammer it for 150 damage and knock it [[Prone (Condition)|Prone]]. However, using the forge to damage Grym immediately removes Grym's [[Superheated (Condition)|Superheated]] condition and can even summon a group of [[Magma Mephit]]s. Regardless of your approach, keep at least one party member by the lava valve, since the lava will recede after two turns, making the golem invincible again. | ||
Before the fight it is wise to spread out your party, placing your casters in the back and melee up front near the gate where Grym will appear. Using elixirs such [[Elixir of Hill Giant Strength]] and [[Elixir of the Colossus]] will give a notable boost for your melee fighters. Before turning the valve, ensure all party members are standing on raised areas and enter Turn-Based Mode to prepare additional short duration buffs. It is almost a must to give one of your melee characters [[Haste]] for the extra attack and added [[Armour Class|AC]]. Applying weapon oils such as the [[Oil of Accuracy]] helps boost your [[Attack Roll]]s high enough to more easily beat Grym's high [[Armour Class|AC]]. Lastly, ensure you use weapons that deal {{DamageType|Bludgeoning}} damage to exploit Grym's vulnerability. | |||
== Notable Loot== | == Notable Loot== |