[X] Blow the skinners off the edge with missiles, then fire a meta beam at the orange creepers in front of you.
-[X] See what effect the Screw Attack has on the creepers if the meta beam isn't effective
Once the fight with the Spawning mass is done, I'm sure that the rest would love to hear thought out discourse to trying that again. Right now, we're in the middle of a mid boss fight.
[X] Blow the skinners off the edge with missiles, then fire a meta beam at the orange creepers in front of you.
-[X] See what effect the Screw Attack has on the creepers if the meta beam isn't effective
...
(rolled 92, 51, 60, 16)
You're taken by surprise when the tentacles shift in place, blocking your missiles and providing mobile cover for the advancing skinners. Half of the attackers hang back and pelt you with their acid while the rest charge, and its a somewhat time consuming process to deal with them all.
Time consuming enough that there's time for the brood of naked polyps hiding in the water pool below the tendrils to creep forward and try to grab you with their corrosive tentacles. (ENERGY 761/800, MISSILES 178/190)
(rolled 54, 63)
Fortunately, only one of them manages to grab you, and thus you are still able to fold up into a screw attack posture and obliterate it, followed shortly by its fellows. But this in turn buys time for a trio of fresh skinners to climb over the ledge and charge. (ENERGY 755/800)
(rolled 50, 85)
These ones you manage to kill much more efficiently, but only by exposing yourself to more of their own attacks and devoting less energy to dodging. With the little time you have, you then turn your stacked meta/plasma/wave beam on the tendrils, and are relieved when they whither away to smouldering ash with a frenetic writhing and chorus of sloshing groans, restoring a bit of your energy in the process. (ENERGY 729/800, MISSILES 172/190)
You already hear more sounds from below the ledge. More enemies inbound.
FIGHT
[] Strategy for dealing with this miniboss (write in)
[x] use the meta-beam to detach the spawner from the roof and then rain fire upon anything that survives until only ash remains. Stay on the upper ledge.
[x] use the meta-beam to detach the spawner from the roof and then rain fire upon anything that survives until only ash remains. Stay on the upper ledge.
[x] use the meta-beam to detach the spawner from the roof and then rain fire upon anything that survives until only ash remains. Stay on the upper ledge.
[X] Cling to this wall:
so that you can rain fire down on anything climbing up the ledge without exposing yourself to the whole room. Then use the ice beam to make the wall the enemies are climbing up slippery. And make the ice an overhang as well.
I figured we'd deal with the spawning after we've locked down the ledge. And dealing with the enemies waiting to ambush us from the ledge is kinda the whole plan?
I figured we'd deal with the spawning after we've locked down the ledge. And dealing with the enemies waiting to ambush us from the ledge is kinda the whole plan?
The longer we wait to deal with the spawner, the more enemies we have to kill. Ergo, it is our nuber one priority. And i should have specfied "down below" when i said waiting in ambush.
Completely ignoring adds to just try and rush down the boss seems like a bad plan. Given the nature of the boss, actually killing them all is probably impractical, but crowd control scales up well.
*Blinks* Oh~, right... not as cringe as I thought it would be. And with context... even with context, rather, the original comment is barely connected, and wasn't aimed even in the general vicinity of that meaning. But I assume that something else provoked memory of the end of M2; so I'll not disparage.
... Okay, guess I'm gonna have to watch a lets play since I never finished it, and one of my niece's exes sold my copy while I wasn't paying attention to it. 'Cause I have no idea what you're talking about.
[x] use the meta-beam to detach the spawner from the roof and then rain fire upon anything that survives until only ash remains. Stay on the upper ledge.
...
You advance quickly, firing your first barrage of stacked shots at the orange, anchoring roots within your view. They start to burn away, good, good. You'll need to advance to the opening to get all of them within your line of sight, however.
(rolled 42, 34)
As you levitate over the pool, a forest of gelatinous limbs snap upward out of the water and try to grab you, but you dash past the morphas too fast. You reach the lip, with the mass spawning chamber yawning out before and below you. The huge biomass' blisters are all full and trembling, and several of them are spewing out new creatures before your very eyes. Immediately, more skinners leap toward you from their hiding places among the tendrils and on the now meteemer-studded wall just below you.
(rolled 49, 65)
The acid bolts miss you, but a pair of leapers manage to scratch you with their claws as they land before you can re-engage the repulser and fly back out of reach (ENERGY 710/800).
The skinners back off. Instead, the entrance fills with buzzing, many-winged silhouettes, each a little less than twice your size.
Grezzen said:
Tactical Summary: swarming flier is vulnerable to most weaponry, but possesses surprising durability. At range, a grezzen will fire a barrage of biogenic plasma spheres that deal 10 damage per hit, and in close quarters will attempt to close its limbs around prey and drag it away, dealing damage constantly as it chews and burns.
Lore: the Patrician's records indicate that the grezzen was once part of a near-devil class homogenizing swarm whose controlling intelligence was destroyed during the early Age of Proliferation. Bereft of their original hive heirarchy, these organisms were easily subordinated by the chozo. With the grezzen's preexisting abilities to survive and navigate in the vacuum of space, the organism required little modification to be useful for a variety of roles and settings. Combat-specialized grezzen strains, however, have had their ancestral acid weapon replaced by a plasma gun miniaturized from the namihe and gadora units.
Immediately, a hailstorm of blue-white spheres fire from the grezzens' gaping red eyes. In the narrow confines of the hall, you have limited room to dodge (rolled 69), and two strike home. (ENERGY 698/800)
(red = grezzen, pink = skinners, green = morpha)
The swarm of grezzen cloud around the hall entrance, shooting a storm of plasma shots your way now that you've vaporized the first bundle of roots. According to sensors, you're about 20% of the way through burning away the supporting roots of the main biomass.
FIGHT
[] Strategy for dealing with this miniboss (write in)