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Old 11-12-2005, 10:09 AM   #11
Marty4
Symbol of Cyric
 

Join Date: August 31, 2004
Location: VA
Age: 33
Posts: 1,127
Quote:
Originally posted by ZFR:
The two spells that really help against the guardian are call lightning and static charge. You have ranger and druid who can do both. Here is a tactic. This tactic assumes you use other buffs (ANTI-FEAR), offensive spells and so on. Semi-cheese (not real cheese). I used it only the first time I played.

quote:

had my druid memorize all call lightning and static charge (5 CL and 4 SC in total)... have wizrd memorize outiluke's resilient sphere

rest... then have the druid cast all call lightnings and static charges BEFORE summoning the guardian.... summon the guardian, then have the guy who summoned it stand at the top of the stairs and cast outilukes resilient sphere on him... he will block Chahopek from advancing.... have the druid stand around... since call lightning and static charge repeat themselves every 10 rounds at about this time they will start hitting chahopek again.... you can help with some other spells... thats basically it
Just a clarification. The guy hidden in the otilukes resilient spehre is not thre to draw the dragon's attacks. If you have the patch the dragon will not attack anyone in the sphere. The reason the guy in sphere is there is to stand between you and the dragon. The dragon is big and won't be able to pass through and reach you. And if he teleports you change sides again. Always have the sphere between you and dragon so he cant hit you and simply kill the dragon with call lightning/static charge and aided with other spells.
Remember: You must cast all call lightning and static charge before summoning the dragon, else the druid can get easily disrupted while casting in dragon's presence.
[/QUOTE]That's a pretty good strategy, I wouldn't know about it 'cause I om only now using my first druid [img]tongue.gif[/img] . I never liked those spells much, but with that method they sure sound deadly!
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Old 11-12-2005, 04:34 PM   #12
Magness
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Join Date: January 7, 2001
Location: Manchester, NH, USA
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Vernon, a few thoughts on your party.

1. Yes, a pure fighter may not be the truly most power-packed, efficient melee killing machine, but if he's got good stats, he should more than hold his own.

2. Yes, clerics are probably better than druids, but druids can be very effective characters as well. That said, I probably wouldn't substitute a druid for a cleric, but I might sub a druid for a second arcane spellcaster.

3. Unlike some, I like rogues. I like pure rogues. I like fighter/rogues. I like ranger/rogues. They can be very useful, IF, IF, IF you play them to their strengths. If you have a pure rogue, you really need to try to take advantage of its sneak attack ability. I'm not so sure that I like a rogue/bard mix. On one hand, you've got a nice symbiosis of rogue skills between the two classes. However, the rogue levels are impeding the growth of his bardish sons and spellcasting. I'd have either gone with a pure bard or a something more rogue-ish. This particular MC isn't one of my favorites.

4. Sorcs. When you've got a Sorc, the rest of the party ends up being his or her bodyguards.

5. Wizzy. A wizzy makes a nice compliment to a Sorc. The Sorc ends up being the true nuker, while the Wizzy often ends up filling in the holes in the Sorc's spell memory.

6. Ranger. Unlike others, I like rangers. Yes, they're not particularly powerful as a class. But they have one thing that other warrior classes don't have, the ability to be stealthy. In my parties, I've always liked teaming up my rogue with my ranger as a little scouting duo. But unlike sending only a rogue to scout and scoot, I'd have my ranger and rogue often scout and assassinate from stealth. They'd start many battles, though not all, while the rest of the part held back at first and then came running to the sounds of battle.


Vernon, your party is perhaps a little too magical for my tastes. I tend to prefer a very balanced party. One that can handle itself in melee and have enough to arcane firepower to really hurt the enemy. You really only have one true tank, the fighter. The ranger may or may not be one. (A stealthy ranger must wear lighter armor and ends up not being as great as a front line tank.)

That said, with all that arcane firepower, your party should be able to do lots of damage, if handled properly.
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Old 11-13-2005, 04:34 AM   #13
Vernon
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Join Date: October 12, 2005
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did i say my druid can trasform into a shambling mound.
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Old 11-13-2005, 08:50 AM   #14
Marty4
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...Yea, you did.
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Old 11-13-2005, 01:50 PM   #15
ZFR
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Quote:
Originally posted by Marty4:
That's a pretty good strategy, I wouldn't know about it 'cause I om only now using my first druid [img]tongue.gif[/img] . I never liked those spells much, but with that method they sure sound deadly!
Of course the call lightning/static charge method can be used as an addition to normal dragon-fighting, without resorting to Otiluke's sphere. Just remember that if you save and reload all the lightnings and charges will be gone, so save before casting them.
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Old 11-15-2005, 03:30 PM   #16
Vernon
Elite Waterdeep Guard
 

Join Date: October 12, 2005
Location: Targos
Age: 33
Posts: 10
Okay here my party

Henun Jubio Level 12
Fighter Level 10
Socerer Level 1
Illusionist level 1

Current Effect aka C E
:Regenerating aka regen
:Freedom of Movement
ro From Cold

Race-Wild Elf

Feat
Expertise

str 16+3
dex 13+1
con 12+1
int 16+3
wis 12+1
cha 10+0

Areil Lonyuop Level 13
Druid Level 13

Race-Wild Elf

C E
Regen

Feat
Power Attack
Artic boar
Panther
Wolf
White wolf
Bear
Polar Bear
Shambling Mound

str 15+2
dex 15+2
con 13+1
int 10+0
wis 13+1
cha 13+1

Fernb Kae Level 11

Cleric of Tempus level 1
Socerer Level 10

Race-Aashimar

C E
Pro from Magic
Regen
Prom from Fire

str 14+2
dex 13+2
con 14+2
int 17+3
wis 12+1
cha 13+1

Oaket Tern Level 13

Ranger level 13

Feat
Rapid Shot

Race-Wild elf

str 13+1
dex 16+3
con 11+0
int 14+2
wis 12+1
cha 13+1

Karen Julun Level 13
Wizard Leavel 14

C E
Pro from Acid

Race-Moon Elf

str 15+2
dex 12+1
con 13+1
int 14+2
wis 15+2
cha 10+0

Teruck Proudfoot Level 13

Bard Level 5
Rogue Level 8

Race-Strongheart Halfling

Feat
Arterial Strike

str 12+2
dex 14+2
con 13+1
int 14+2
wis 14+2
cha 12+2

This is my party what you think

[ 11-15-2005, 03:33 PM: Message edited by: Vernon ]
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Old 11-15-2005, 05:28 PM   #17
Marty4
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You don't need to post it twice.

Check my response on your new thread.
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