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#11 |
Silver Dragon
![]() ![]() ![]() Join Date: December 28, 2002
Location: Wales
Age: 45
Posts: 1,617
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Shapechange to mindflayer and INT drain the buggers [img]smile.gif[/img]
ok... probably a little unlikely at this point in the game...
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#12 | |
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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Quote:
![]() Alternatively, Celestial Fury. Stun effect stops regeneration outright. [ 01-28-2003, 07:16 AM: Message edited by: Alson ] |
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#13 |
Drizzt Do'Urden
![]() Join Date: December 1, 2002
Location: Newcastle, Australia
Age: 47
Posts: 636
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these werewolves... are they the ones that tell you they have some injured and try to 'ambush' you ? I must say, I've always found them patheticly easy to kill, probably the easiest things (besides orcs) in that whole dungeon (considering all the other nasties in there). Then again, I always do de'arnise keep before doing any remotely hard quests, it's usually a toss up between FoA and lilacor as to which of them I have first, so maybe thats why I've never had trouble with the werewolves.
Actually, and speaking generally, I think I'm a much better general against ANY fighter types even if they can regenerate or whatever. All my troubles in the game (and I still find it very hard quite often) occur when enemies have magic. Swords/claws/arrows I can deal with, but magic ?... hmmm
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#14 | |
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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Quote:
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#15 |
Manshoon
![]() Join Date: January 3, 2003
Location: Leeds, UK
Age: 49
Posts: 171
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Karlosevic - they're talking about Greater Wolfweres that are in the dungeon. A completely different kettle of fish.
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#16 | |
Dracolisk
![]() Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
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Quote:
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#17 | |
Elite Waterdeep Guard
![]() Join Date: January 12, 2003
Location: Ansalon
Age: 41
Posts: 24
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Quote:
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#18 |
Drizzt Do'Urden
![]() Join Date: December 1, 2002
Location: Newcastle, Australia
Age: 47
Posts: 636
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these (greater) werewolves or wolfweres or whatevers... are they the ones in the far top left of the main dungeon in Firkraags lair ? over that bridge across a deep tank/pit thing ? past the cave with the golums ? the ones that tell you they have injured people and lure you into their lair before saying "wow the ambush worked" or something ?
I'm saying I didnt have any problem with them Or are you talking about the werewolves outside Firkraags dungeon in the windspear hills, the ones battling (i think) gnolls when you find them ? Because they are easy too. For fights without spell casting there is a general rule: Cut down the amount of damage they can inflict on you. This means targetting everything you have at ONE target until it is dead, then pick next target. The rules for selecting targets go like this. -If 2 enemies deal the same damage to you, kill the one that is weakest -If 2 enemies are the same difficulty to kill, attack the one that does the most damage to you Always take the action that will remove the greatest threat fastest. When you add spell casters, the general principle remains, but it becomes more complex. PS. Thanks alson for the spell reference site. I'm sure to gain something here as magic is definately my weak spot.
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#19 |
Elite Waterdeep Guard
![]() Join Date: January 12, 2003
Location: Ansalon
Age: 41
Posts: 24
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The Greater Wolfweres im talking about are ones I've never faced except for this time. Down the corridor before you reach the well/tank thing there was a trio of them hanging around with two dire wolves or some such.
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#20 |
Avatar
![]() ![]() ![]() ![]() Join Date: September 25, 2002
Location: Norway
Age: 40
Posts: 516
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Theyre a pain in the ass indeed. If you had cleric spells you could just cast harm, and the whole thing was over. But since youre not you could load a spell trigger with one greater malison + two lower resistances, followed by a death spell and voila...dead wolf beef all around the floor.
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