It always feels disproportionately difficult, particularly compared to the Yog fight. If you don’t kill the spawners, you will have a harder fight, but you won’t get combo’d to death in a few turns from bad luck. I was at ~40 hp before my last move.
It always feels disproportionately difficult, particularly compared to the Yog fight. If you don’t kill the spawners, you will have a harder fight, but you won’t get combo’d to death in a few turns from bad luck. I was at ~40 hp before my last move.
That seems… Well, its your life bub.
one thing I’m seeing here is probably more rocks than I would ever want for geomancer, making moving hard. How many times in your fight did rocks block your path forcing you to take a hit? I spend at least half of my turns in geomancer just clearing rocks to make evading rock hits safe. Same with trap disarming- I see three traps there, is there any chance you were forced to choose between eating the trap and taking a hit?
Since you insist on fighting the geomancer with his minions, there’s a way perhaps you could use this to your advantage. With careful positioning, and perhaps the use of, say, a wand of blasting for either you or minion or both, or a pre-planted yellow seed, or tele rune, you could cause the minion to eat a flying rock, getting two birds stoned at once. Could also knock the minion into one of the traps with careful positioning and the blast wand. Probably not, but maybe geomancer eats minion hits too?
Weird question that will seem like a non-sequitur unless you’ve played it- have you ever played into the breach? It’s exactly the kind of resource-limited chess-like strategizing I think you’d need to successfully navigate the landscape of the puzzle you’ve set up for yourself.
You might also try just killing all but one or two minions, leaving the rest alive, and see if other strategies don’t generate organically as you gradually increase your difficulty by decreasing minions killed before starting.
In summary, practice, planning, and patience.
My main mistake here was during a blast wave wand when I shouldn’t have, because I forgot about knockback paralysis (usually it’s not a big deal, but here it ran me into 3-4 other paralyzing attacks).
That being said, the Rock density is a pretty frequent issue because there are twice as many attacks as normal. There have been times when the Sappers and Geomancer have attacked at the same time, so there literally is no safe square to move to even in completely open space. More commonly, they will attack within a turn or two of each other, before you get to clear your surroundings. This is the fundamental challenge with this fight.