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Old 01-23-2002, 07:04 PM   #1
KGB
Elite Waterdeep Guard
 

Join Date: January 22, 2002
Location: Texas
Posts: 12
Anyone got any fighting strategies for these guys, I hate them, they give me a hard time! Worse, mediocre exp's?
Thanks,
KGB
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Old 01-23-2002, 07:14 PM   #2
Ridgid
Dungeon Master
 

Join Date: January 17, 2002
Location: Thunder Bay ON
Posts: 81
All depends what class's you have in your party.

Try weakening them before they get right up close with fire ball or cherry bomb. cast slow(on them) or haste(on yourself), you Flash power, so some will run away, or cast Fear.

All depends on what you have to work with as a party.
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Old 01-23-2002, 07:36 PM   #3
chimera99
The Magister
 

Join Date: October 2, 2001
Posts: 147
1.) Make like a porcupine and back into a crevase in the hills so only your front line can be attacked.

2.) Armormelt, web, freeze, haste

3.) Of course, enchanted blade and armor on your own party should be constant.
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Old 01-23-2002, 10:10 PM   #4
Elhana
Elite Waterdeep Guard
 

Join Date: July 18, 2001
Location: Singapore
Posts: 23
Insanity is the way to go. Hit them far away enough and watch them go at each other with a vengence. [img]smile.gif[/img]
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Old 01-23-2002, 11:03 PM   #5
DraconisRex
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Join Date: January 4, 2002
Location: On my rear-end.
Posts: 563
I second insanity. I got trapped between two parties of juggernauts while on the road (not paying attention after eluding the first party).

Maybe 16 or so. Two groups. Use the insanity spell on one group and the bard's insantiy instrament on the other.

They pretty much did all the fighting for me...


Otherwise, find a crevice and wedge yourself in, pointy side out... [img]smile.gif[/img]

Area of effect spells. Magic missile, piercing pipes, etc., to keep wearing them down. Your fighters will take some time to get through the couple of initial healthy ones. But everyone won't be taking damage. Use your bishop/priest to keep your fighters healthy.

They become easy, albiet low, experience points.
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Old 01-23-2002, 11:39 PM   #6
fable
Quintesson
 

Join Date: March 17, 2001
Location: Where I am.
Posts: 1,089
Blind 'em, install fear in 'em, and use insanity on 'em. I prefer blinding, since a juggernaut that's blinded moves away from my party; and that means when the blindness wears off, I have plenty of notice before I need to worry about casting something else. If a juggernaut is next to me and insane, or paralyzed, or asleep, for example, they may get in a free shot or two before I can take effective measures.
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Old 01-24-2002, 10:51 AM   #7
Zud
Elite Waterdeep Guard
 

Join Date: January 17, 2002
Location: Atlanta, GA, USA
Posts: 31
These guys are a pain, they should give more exp than they do, its always a long fight, at least they dont do much damage. I also like they insane route for em, they go insane easily, The chaos drone is also very good, half will go insane and other half terrified usually (pandemonium spell) but it is always depressing to finish a good battle with em and get that little bit of exp, when it takes just a few minutes to kill wasps and you get 10X the exp
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Old 01-24-2002, 02:46 PM   #8
MagiK
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Posts: n/a
quote:
Originally posted by DraconisRex:
I second insanity. I got trapped between two parties of juggernauts while on the road (not paying attention after eluding the first party).

Maybe 16 or so. Two groups. Use the insanity spell on one group and the bard's insantiy instrament on the other.

They pretty much did all the fighting for me...


Otherwise, find a crevice and wedge yourself in, pointy side out... [img]smile.gif[/img]

Area of effect spells. Magic missile, piercing pipes, etc., to keep wearing them down. Your fighters will take some time to get through the couple of initial healthy ones. But everyone won't be taking damage. Use your bishop/priest to keep your fighters healthy.

They become easy, albiet low, experience points.



For the area effect spell of choice I have to say I enjoy useing the Port-a-Potty the most [img]smile.gif[/img]
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