What if Limbus Company was somehow less intuitive?
Sacristy is kind of the last of the challenges in the game right now, so idk what to do now. I'm thinking of attempting a budget run of the major ch3 stages, that could be fun i guess.
Sacristy is an optional boss room that appears on the second floor of 3-22. This room is entirely optional and can be skipped in any run of this dungeon, which I initially did because I am an impatient human being. Sacristy has some notoriety as being a particularly hard stage, and in my opinion it is probably the hardest stage in Limbus Company right now. The stage is threatening if you know what to do, cruel and unusual if you don't. Sacristy is a fight that heavily punishes misplays, and it demands that you are smart about how you're clashing with boss abilities.
In terms of comp, the enemies in Sacristy deal a ton of slash and pierce damage and no blunt damage. They are also resistant to slash and pierce, and neutral to blunt. On paper it seems like you should bring a bunch of blunt characters, but this is a trap. Many blunt characters are fatal to slash, and a lot of the slash damage in this stage is unavoidable. Focus on resistances here and just let the fight be as long as it has to be.
You also want a pretty varied collection of single and multi-hit moves (more on that later).
The stage opens with 4 mobs, 2 of them have 4 stacks of instinct and 2 of them have 2 stacks of instinct. They will gain attack power equal to the number of instinct stacks they have, and will enrage once they hit 4 stacks, similar to the dogs earlier in the dungeon. However, in this fight, an enemy loses instinct whenever they get hit by an attack (each hit in a multi coin attack counts as a hit for this, so multi hit attacks are very strong here). If an enemy took no damage for the entire turn, they heal for 15% of their HP and gain a stack of instinct. All of this put together means that you need to hit every enemy at least once every single turn, to prevent them from getting stacks, prioritizing multi coin hits on enemies with more stacks.
Also very important in this fight is respecting enemy skills, as some are far more threatening than others.
-Adjust Shell (pierce) rolls 3 with one +10 coin. If it hits the user heals 10% of hp and gains 1 instinct. This is the most important ability to block, always block of possible.
-Bone Blast (pierce) rolls 4 with 2 +2 coins. If it hits the user heals 10% max hp and inflicts 10 (!) bleed. This one is also threatening but is lower in priority than Adjust Shell
-Eerie Eyes (Slash) rolls 4 with 2 -1 coins. If it hits it deals some sanity damage. This one is the least threatening and if necessary, you can leave this one unblocked to do other higher priority things.
-Imperfect Imitation (Counter/Slash) copies the base, coin, and coin bonus stats from the first attack to hit it, including EGOs. This is why you need some weak single coin skills. Although you need to hit the enemy every turn, you'll eat a bunch of damage reflected at you because of the counter. Using an EGO on the counter means you could potentially eat a 30 roll slash attack, which would be bad. Enemies using this should should only be hit by weak attacks (counter applies to damage calculation after clashing their other skill too, so keep that in mind for the 2-action enemies).
All of this boils down to a simple priority system:
1. Use weak attacks on enemies using the counter move
2.. Use multihit attacks on enemies with more stacks
3. Block Adjust Shell
4. Block Bone Blast
5. Hit all enemies at least once
6. Block Eerie Eyes
The first turn of the fight is the most threatening because the enemies have tons of buffs. Odds are good you'll have a disastrously bad turn 1. As long as you managed to get all of the enemies down to 3 stacks or below by turn 2, you can afford a couple of folks being staggered. If one of them enrages on turn 2, you may need to restart.
Once the mobs lose all of their stacks, you need to take it slow and whittle down their hp while making sure nobody is building stacks again. Your units will probably get staggered once or twice in the process due to the counter dice. Watch hp pools and plan accordingly. Try to avoid having more than 2 units get staggered at the same time.
All in all, this is a very good fight, respectably challenging but not unfair. I really enjoyed it.
28 сен 2024