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does anyone know how many hitpoints they have?
and what spells etc. i'm having a tough time beating them best i got was 3 left out of six. and the room resets when your group leaves, meaning i lost all my cool goodies that the other 3 who died had. so i need to get a strategy on how to beat these guys. the above info would be really helpful. |
- Have most of your guys run like hell, while your Tank with the Boots of Speed buys them enough time to get clear. Then have your Tank retreat and get somewhere relatively safe. Once the bad guys have stopped following you, regroup and plan your attack. This level gives you LOTS of space to run.
- Try not to face them all at once. - Use Stealth to scout out their positions. - Got some memorized spells that you're not using? Might I ask what you're saving them for? - No bad guy can withstand being pummeled with ranged weapons while they're busy fighting through the horde of Monsters and Skeletons you just raised. - The Fireball Trap (the one that can't be disarmed) will fire an infinite amount of times. Somebody with the Boots of Speed can run right through it and not even get singed, but anyone chasing him will take the full blast. |
shiet load of monster summoning and some good archers and simple spells like magic misscle or scorcher. this fight was a hard and its all about placement
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Admittedly I found this to be one of the toughest battles of the game.
But, with a little trial and error, I finally figured out a method to beat them. Similarly to what SixOfSpades mentioned about having your party run like hell, I would recomend starting out the battle with all of your "defensively weak" party members waiting down a hallway and have your one or two best tanks do most of the dirty work. Also, I would add that your primary fighter/tank should not only wear the 'Boots of Speed', but should also be hastened and equiped with back-up 'Potions of Speed'. Maybe you already you this but your character will absolutely fly by the seat of his/her trousers and if I remember rightly, he/she will actually look blurry. It is also imparative that you load any and all potions and offensive/defensive enhancing spells onto your main tank(s). Oh course if you really want to be smart/cheesey, do what Six recomended, where you lead these Warders on a "wild goose" chase until their powerful self-enhancing spells wear off, then go in and engage them. But again, I would recomend that you experiment for yourself through trial and error, it will make you feel like you really accomplished something. Good Luck! |
My approach to this was to set up what I like to call a 'meat grinder.' Before you make the interactions that start the fight, group your party together in the hallway to the north, tanks in front, weak ones in back. Have some good area affect spells/devices at the ready, such as fireballs, potions of explosions, arrows of detonation, etc., have a missile weapon on every charcter, and have the aforementioned tank with boots of speed ready to go as well. Haste your entire group. Now send your hastened tank with the boots of speed south and do the talking. This fellow is the lure. When combat opens up, have him haul ass north, making no detours, and the warders will chase him. Use your area affect spells and devices to level the area immediately in front of your party as the bad guys pass through. Your lure will be going about MACH 5, so he should clear ground zero pretty easy. Then take the heavily softened warders down with a hail of arrows, bolts, and stones. Your tanks might have to drop their missile weapons and engage in hand to hand, but it won't last long.
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