Now, this is my second article about the dungeon RPG "Labyrinth of Refrain: Coven of Dusk".
After playing for over 30 hours, I entered the Tower of the Three Lords, Umbra.
With nearly 20 party members, I'm finding myself racking my brain over things like coven formation.
However, this is a fun problem to have, and there's a certain enjoyment in managing it.
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Various Coven Formations
The number of dolls is increasing rapidly, and there are more attackers now, which is making it more fun.
However, since the enemy has also become considerably stronger, we have shifted our strategy to avoid unnecessarily increasing the number of attackers.
Fighting with incapacitated party members is undesirable from the perspective of gaining experience points.
Currently, I'm building my coven with the assumption that I'll be using area-of-effect attacks like Donum.
The Magic Strike Master's Soul Pact, which can be obtained relatively early in the game, has a variety of useful Donums that can target single targets, groups, and all enemies, but its drawbacks are that it can only be deployed once and consumes a lot of resources.
It's effective in boss battles, though.
Pekoe's Soul Pact is powerful, but it's not very fuel-efficient, so I compromised and started using the Mud Master's Soul Pact.
The lack of area-of-effect attacks and the reliance on group attacks is inconvenient, but stability was prioritized.
By deploying three Marginal Maze units and rotating them when their DP runs out, we extend the exploration time.
The formation will be the Donam defensive formation, which will increase its effectiveness.
In Umbra, the enemies that are most vulnerable are large, so it's relatively stable.
About combat
We generally play battles without any carryover.
Using carryover raises safety concerns, such as disabling automatic recovery after battles.
Therefore, unless your goal is to level up, you should make effective use of automatic recovery to expand the areas you've explored.
If a character dies, we will temporarily carry over their experience points to prevent them from losing them.
The attack methods involve eliminating them with normal attacks and powerful mud attacks.
It seems we can eliminate them in about two or three turns, so there don't seem to be any particular problems.
Various things about exploration
Maintain a reinforcement level of 30 or higher, and if it becomes dangerous, install two mud escape routes.
Returning home is a fundamental but important thing.
If the number drops below 30, create only one and use the Witch's Return Bell.
Removing a coven from your formation will temporarily increase your costs, so it's an important last resort.
Just like with traditional DRPGs, I think you'll often end up losing money if you push yourself too hard.
Even if your entire party is wiped out, it doesn't result in a game over, so you might be tempted to take unnecessary risks, but the penalty for being wiped out is quite significant.
Even if the mana gained upon returning is minimal, I think it's more time-efficient to simply use the Mud Exit.
If a character loses a body part or something, temporarily swapping them with a support member adds a sense of resourcefulness to the exploration and fuels my imagination.
It's like a support-oriented, second-string character is temporarily put into the starting lineup due to an injury to a regular starter.
Soul transfer
I don't think it's ready to be used yet.
However, all the members who chose Moonside have extremely low HP and are practically useless (40% HP reduction effect), so I feel like we'll need to reincarnate them to change this.
I'm thinking of trying out a Soul Binding Scroll that makes leveling up easy once it becomes available.
How to defeat the formidable enemy, the Queen of Deathflies
The bosses in this game are generally quite strong and formidable, and I had a particularly hard time defeating the "Queen of Death Flies."
I'll write about the strategy I used to defeat them, so I hope it will be helpful.
Coven preparations
The members' skill levels are around 50-60, which I think is a bit on the high side.
- Ironclad Soul Bond (for tanking role), *Two Pier Fortresses
- Phalanx Soul Pact (tank + attacker),
(It doesn't have to be a phalanx at all) In the rear,
・Shiasta Soul Pact Book (Healing + Support)
- Kashimashi's Soul Pact (Attack + Healing),
- Witch's Squad's Soul Pact (Donum attack + emergency recovery), *lots of Marginal Maze
This is the configuration in which they are arranged.
The formation will be set to the Donam defensive formation.
The vanguard and Kashimashi squad, who have opportunities to perform physical attacks,Prioritize accuracy, and if possible, equip weapons that can inflict confusion on the queen; this will make the fight easier.
Even without such weapons, the Queen has a very high evasion rate, so it's important to equip weapons that prioritize accuracy, even if they aren't her preferred weapons.
Policy and Tactics
By deliberately leaving the four accompanying enemies alive, you can force the queen to use her actions for buffs and commands.
Leaving all of them alive would be too difficult, so the key is to leave just one alive.
Specifically, in "Extreme Performance," Theatrical acts direct the attack towards the vanguard,In "Frenzied Carnival," you'll support Kashimashi, who is in charge of physical attacks.
In times of crisis, you can quickly heal everyone with the "Area Healing" spell.
With Theatrhythm, you should be able to take the initiative with a high probability.
The two vanguards will mostly focus on defense, while the damage source will be the Witch's Company's charge attacks.
I think it will probably deal close to 2000 damage,
I'll carefully chip away at it little by little.
Additionally, the impenetrable Piafo will use "Magic Resistance Enhancement" to mitigate fire damage for everyone, while the others will endure through defense.
The Kashimashi Squad prioritizes healing through "sharing," and when they have a free moment, they reduce the number of their companions or attack the Queen.
After the attack intensified
Once you inflict a certain amount of damage, the queen's attacks will become considerably more intense.
In this situation, a defensive strategy would be overwhelmed,
Use Piafo's "Magic Resistance Enhancement" and "Defense" spells to launch a full-scale attack on the Queen.
Even if you direct your attacks towards the front line with Theatrical's "Extreme Performance," it's not safe because she also has area-of-effect attacks.
Using three Reinforces and then employing Defense Force is also quite effective.
Prioritize protecting members who are the main source of damage.
The Queen will also be able to heal, but the amount of healing will decrease as her remaining HP increases.
When the recovery amount reaches around 200 or 300, you're almost there.
Let's somehow push through with this.
I managed to defeat them when there were only two of them left.
There might be better ways to do it, but this is how I managed to get through it.
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