More actions
→Immunities: →Vulnerabilities: →Phase one: →Tactics
Line 65: | Line 65: | ||
* {{cond|Dazed}} | * {{cond|Dazed}} | ||
* {{cond|Frightened}} | * {{cond|Frightened}} | ||
* {{Cond|Fearful}} | |||
* {{cond|Hypnotised}} | * {{cond|Hypnotised}} | ||
* {{cond|Paralysed}} | * {{cond|Paralysed}} | ||
Line 95: | Line 96: | ||
* {{cond|Shredded Armour}} | * {{cond|Shredded Armour}} | ||
* {{cond|Silenced}} | * {{cond|Silenced}} | ||
* {{Cond|Sleeping}} | |||
* {{cond|Stunned}} | * {{cond|Stunned}} | ||
Line 107: | Line 109: | ||
Once Ansur's hit points has been sufficiently reduced, he will use {{SAI|Gather Power}} to begin hoarding energy. While in this state, he will not take any other actions, and will be resistant to all damage types. After hoarding energy, he will release {{SAI|Stormheart Nova}}, dealing enough Lightning damage to potentially kill the entire party in one hit. This attack will only hit creatures that have the condition {{cond|Ansur's Ire}}, which can be removed by taking cover. | Once Ansur's hit points has been sufficiently reduced, he will use {{SAI|Gather Power}} to begin hoarding energy. While in this state, he will not take any other actions, and will be resistant to all damage types. After hoarding energy, he will release {{SAI|Stormheart Nova}}, dealing enough Lightning damage to potentially kill the entire party in one hit. This attack will only hit creatures that have the condition {{cond|Ansur's Ire}}, which can be removed by taking cover. | ||
On ''Honour'' difficulty, {{SAI|Gather Power}} lasts only one turn (despite the icon suggesting it's two turns), and Ansur will use this ability a second time: when it is first brought down to 0HP, it will remain alive at 1HP and use Gather Power again. | |||
=== Phase two === | === Phase two === | ||
Line 112: | Line 116: | ||
==Tactics== | ==Tactics== | ||
Ansur is a challenging opponent with high AoE damage, a large amount of hit points, and dangerous reactions. All of his attacks can hit multiple targets, punishing party members that stay close to one another or large armies of summoned creatures. Furthermore, his massive hitbox can make it extremely difficult to avoid taking his AoE [[Opportunity Attack]]s. | Ansur is a challenging opponent with high AoE damage, a large amount of hit points, and dangerous reactions. All of his attacks can hit multiple targets, punishing party members that stay close to one another or large armies of summoned creatures. Furthermore, his massive hitbox can make it extremely difficult to avoid taking his AoE [[Opportunity Attack]]s. Denying him his reaction, as with {{SAI|Arms of Hadar}} or {{SAI|Flurry of Blows: Stagger}}, can allow your party to move around safely. | ||
Ansur is also very difficult to incapacitate. As an [[Undead]] he cannot be targeted by many spells, and most of his saving throws are extremely high. However, his INT saving throws are by far the weakest which makes {{SAI|Mind Blast}} and other Illithid powers an effective option to deal with him. | Ansur is also very difficult to incapacitate. As an [[Undead]] he cannot be targeted by many spells, and most of his saving throws are extremely high. However, his INT saving throws are by far the weakest which makes {{SAI|Mind Blast}} and other Illithid powers an effective option to deal with him. | ||
The two [[Water Myrmidon]]s he summons can be quite problematic since their {{SAI|Healing Vapours}} ability covers a large area in a {{Area|Water (surface)}} that Ansur can turn into an {{Area|Electrified Water}} surface. It is generally best to kill them first before they become too much of a nuisance. | The two [[Water Myrmidon]]s he summons can be quite problematic since their {{SAI|Healing Vapours}} ability covers a large area in a {{Area|Water (surface)}} that Ansur can turn into an {{Area|Electrified Water}} surface. It is generally best to kill them first before they become too much of a nuisance. They can be pushed into the surrounding chasm to defeat them instantly. | ||
Ansur's [[Stormheart Nova]] can be survived by hiding near the various [[Attuned Crystal]] structures on the battlefield, though these structures will themselves be destroyed by the Nova. {{SAI|Globe of Invulnerability}} will also protect party members from the Nova. {{SAI|Wall of Stone}} can also provides cover, which might be necessary on ''Honour'' mode to survive the second Nova, since the first one will have destroyed all the attuned crystals. | |||
Ansur seems to fly back and forth between two positions. As such, abilities like {{SAI|Wall of Fire}} can provide reliable damage. | |||
Because his {{cond|Legendary Action: Draconic Wrath}} allows him to deal AoE lightning damage to the first character that hits him with an attack, it is recommended to keep the attacking party member a good distance away from the others, and using someone with {{SAI|Evasion}} to trigger it can completely negate the damage from his {{SAI|Lightning Breath (Ansur)|Lightning Breath}}. | |||
Since the majority of Ansur's damage is {{DamageType|Lightning}}, it can be reduced via sources of lightning resistance: | Since the majority of Ansur's damage is {{DamageType|Lightning}}, it can be reduced via sources of lightning resistance: | ||
Line 131: | Line 139: | ||
* {{MdRarityItem|The Sparkswall}} (can also prevent electrocution on electrified surfaces) | * {{MdRarityItem|The Sparkswall}} (can also prevent electrocution on electrified surfaces) | ||
* {{SAI|Transmuter's Stone: Lightning Resistance}} | * {{SAI|Transmuter's Stone: Lightning Resistance}} | ||
On ''Honour'' mode, Ansur reduces all incoming damage by 4, which reduces the effectiveness of certain abilities considerably (for example, {{SAI|Magic Missile}} deals little damage and {{SAI|Phalar Aluve: Shriek}} deals no thunder damage on its own). |