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  Farming builds
Posted by: theGrimm - April 12th, 2007, 03:28 - Forum: Builds and Templates - Replies (2)

Who says farming is boring? Sure, it's boring to farm the same areas time after time, but it's a load of fun finding ways to farm different areas with the same character.

I thought I'd share a necro farming build, because it's a little different from the norm, and solo necro farming isn't that popular / common. I haven't tried farming too many areas, but he seems quite flexible. I'll be trying him in a couple of areas later to see how he performs, but he farms griffons with ease.

55HP Ne/Mo Curse Farmer
Equipment: Any 55HP gear; preferable with a +15/-1 wand. It's cheap, because armour is irrelevant, and you can use any old

The exact attribute point distribution isn't essential, but divided evenly between SR, curses and protection prayers works well.

Skills:
Protective Spirit
Parasitic Bond
Insidous Parasite
Spiteful Spirit
Reckless Haste
Signet of Lost Souls
Signet of Suffering
Optional is enfeeble or enfeebling blood.

The key to the build is keeping IP on a physical attacker, preferably one who won't die til it runs out, and obviously keeping PS up.

I suspect this build will be just as effective farming dune burrowers and scarabs in my usual haunts.

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  Nudist Revival
Posted by: FoxBat - April 11th, 2007, 07:09 - Forum: Variants - Replies (75)

LoL should be wrapping up in the next 2 sessions, so I wanted to start discussion on ideas for a new team variant. I'm going to pick my favorite one for backing in this thread however. wink I'd like to propose a modified set of rules that will make it easier for more people to participate, since manpower was our major problem towards the end. So without further ado, here's the proposed ruleset, and I'll append discussion afterwards.

Nudists

Nudists shall be an open team variant. Anyone may bring any character to any session of nudists as long as they abide by the nudist rules while in that session. You may use skills (and equipment when applicable) acquired from anywhere in any way as long as you stay within the allowed limitations. The team as a whole will still progress from mission to mission along the primary quest path in nudist form, but skill caps/quests will be done on player's own time and may be done outside of nudist rules. The use of heroes and henchmen is forbidden, so nudists are encouraged to bring in as many guests as needed.

The permitted weapons/shields are limited to those avaliable for purchase from Chorben in Kamadan or Hiroyuki in Shing Jea Monestary. If someone on the team doesn't have access to these locales, another team-mate can buy items for him or her. Additionally, you must meet the items 1-attribute requirement in order to use it. Weapon upgrades like hilts or grips may not be used on these items, they must remain "clean".

No armor may be worn at all, with the exception of 0-AL holiday hats. These hats may be infused once the team has passed the Iron Mines of Moladune mission. Runes are not to be used in these hats. Contraversial possibility: also allow starter-level vanilla arm armor from Ascalon/Kamdan/Shing Jae for an additional infusion piece at minimal impact. A similar starter-level helm may be used if a teammate lacks any holiday hats. Runes are still banned.

Any one-use item such as candy canes, easter eggs, drake kebobs, and scrolls may not be used.

The team will start in Sanctum Cay where nudists last left off and proceed through the Prophecies missions and primary quests. Through Sanctum Cay and the three desert ones, skills will be limited to core + prophecies and elites may not be used. Once the team ascends at augury rock and begins the Dragon's Lair mission, the use of elites is permitted. Option: skills from any campaign may be used at this point.

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  Urgoz Event!
Posted by: Uca Firewind - April 10th, 2007, 13:41 - Forum: Guild Wars - Replies (4)

Hey Guys! Here's the standard stuff, same as usual copied and pasted from ZoS forums here: http://www.zealotsofshiverpeak.com/forum....php?t=402

[Image: urgozcopy2kx3.gif]

What: Dominate Urgoz
When: April 28, 2007 Noon Pacific
Where: Meet in ZoS guild hall with your character who has UNLOCKED Urgoz and we will form teams there.

Reward: The first key each ally uses is on us! (If we have a PuG or two, we're *not* providing for them :wink: )

Prepare for about a 30 minute set up, at least. Although Urgoz is pretty build specific, we're going to kinda wing it so as to bring as many people as possible. Rangers are guaranteed good, so are Monks. Beyond that, eles are a safe bet and so are necros. I'd imagine we'll try to bring the least amount of tanks as possible. So if you have a tank and a ranger... bring the ranger.

This event will eliminate those without Factions, which is regrettable, but a large portion of our allies are really looking forward to an Urgoz Event, and there is always next event!

Plan ahead! This is 2 and 1/2 weeks in the future, so as to give everyone enough time to plan ahead, but don't commit yourself until you're sure, please. If you're "planning" on attending but aren't sure, please RSVP an "I think so!" or something of that nature and say more firmly yes or no when you know.

Looking forward to owning Urgoz with you all! :D
:2dance:

>>As a special side note to RB specifically, I know you guys have more experience in Urgoz than (probably?) any other allied guild (Maybe combined?). I know that the *one* time I went I pretty much just did what I was told when I was told by RB. That seemed to work pretty well. tongue I know you're probably thinking "Wtf Uca. You're making an event but know like... nothing about it?" Well... Beyond the glutton for punishment, it was the #1 choice on the vote thing-y. (And I thought it was time for a PvE event considering the lack of them recently.) While we may be just winging it, (because people get pissy when it takes too long to make parties and Uca usually gets yelled at--Well... and "to bring as many people as possible." >.>) any expertise you guys can provide (or even *just* your presence) would be especially helpful.

...
Suddenly this seems like I'm saying "I'm gonna put on this event... RB... take care of it! *waves hands*" It's not, really. I just know you guys know wtf you're talking about here more than anyone else I know. So by all means, if you feel skippy (and it's totally cool if you don't) ... go ahead and bark orders. I shall obey. wink

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  Easter Eggs again....
Posted by: ShadowHM - April 9th, 2007, 23:12 - Forum: Off Topic - Replies (4)

You knew I had to post about it again, right?

We had fewer participants this year; it snowed all weekend, and there are some wusses amongst my cottage neighbours who decided they would rather avoid that. rolleye Well, that and the fact that there is one of those 'participation obligatory' events next weekend up there, so some folks decided to wait on that for their 'open up the place' trip. We lost one of our patriarchs this winter, and his memorial service is scheduled for next weekend. Hubby thinks his widow has scheduled it for then to separate the wheat from the chaff on who will show up to pay their respects. smile

However, I still want to share the few that were created. They can be found here. (A few participants got away before I managed to get the camera out.)

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  Epic Ten - Rising Sun - Now Open!
Posted by: Griselda - April 8th, 2007, 22:48 - Forum: Civilization General Discussion - Replies (35)

As promised, here is the Extreme Adventure, only it's actually Epic Ten. smile Enjoy!

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  Team build questions.
Posted by: Roland - April 7th, 2007, 17:02 - Forum: PvP - Replies (2)

Fox, Moo, Koshi and myself faced a team today of 4 Dervish / Monk characters. They utilized Avatar of Dwayna, and a slew of other skills to maintain a constant healing rate, and eventually killed us off.

Fox, Moo, Koshi - do any of you remember what skills they used? I will list the ones I remember here.

Now, for my other question: what skills use the same casting graphic as Heal Area and Healing Ring? It appears as a big golden ring on the ground. Moo and I are having trouble believing they would use a skill that would simultaneously heal themselves AND their enemies, but those are the only skills I know of that have that graphic. It sure wasn't a Dervish healing skill.

4x D/Mo
Avatar of Dwayna (Elite)
Victorious Sweep
Chilling Victory
Wearying Strike
Mending Touch
Heal Area / Healing Ring

Odd build, no? Worked, though...

Oh, and Fox / Moo / Koshi, do you remember the build(s) of that Ranger spike that slaughtered us? I'm interested in trying that thing out, or at least investigating it.

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  First Ever PvP Variant?
Posted by: FoxBat - April 7th, 2007, 11:26 - Forum: Variants - Replies (3)

Wand Frenzy Spike!

No, the poster isn't a complete noob, as he says he just likes fooling around while waiting on GvG. There's even a rule or two they have to follow.

Alliance Battles is a fairly casual PvP mode that I've found hard to lose when you have an organized capping team together on Vent. We could up the challenge and fun of such situations by trying out some crazy things there. Partly for the novelty, partly for the extra coordination we need to develop to succeed, and partly for absoutely astounding your teammates and opponents. (Much like NMs did in D1 pubbies)

Nudist capping team forming? [Image: smile2.gif]

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  GvG Report: 04/06/06
Posted by: FoxBat - April 7th, 2007, 01:40 - Forum: PvP - Replies (3)

We didn't even have 4 show up initially, but we managed to get a motley crew together after-hours (11ish) from somewhat improvised skills, with an emphasis on splitting. The composition was

Mel Derv
MoR Mez with remove hex/res chant
Air Ele
2 Monk

Crippling Slash W/N with plague touch
Burning Arrow
Resto rit - weapon of Remedy flagger (similar to PaL)

(Will post detailed specs later if we want to run something similar in the future)

With a 5/3 split. Me, Kafziel, Vort, and Icicle Shaman were playing, along with 3 guests Derezer, Mental Elf, and Justin from The Basin, and an experienced GvGer Koshi from HRK.

The only major weakness I felt the build had was aegis, which the GoLE nerf has done very little to reign in. The rest of our difficulties was basically leadership. I'm a noob who doesn't understand the dynamics of pushing, retreats etc at all (though I was just linked a good article)

Our first game was on wurms against a much lower team, which we won with a good split when we couldn't dent their flagstand defense but pulled off NPC superiority at VoD.

Our second game was against an evenly-ranked guild on our map who outclassed us. They were well coordinated, had awesome monks that pulled deep wound the moment it landed, and employed superior split and collapse.

The third loss was just bad. It was on warriors isle against a lower team, who were running mind blast fire eles including Souske with tenais heat and such for AoE, A dervish/warrior, and some healers. We tended to have superiority in combat through the match when managing to stay out of the AoEs, but got killed on catapults a few times because I didn't know their radius or when our team was supposed to move out of the base, and we were very confused about whether me or Kafziel was leading when, as well as not collapsing a split very well. We racked up many kills against them but let them get far too many morale boosts back. Even when we had half their team down at the end, we took a risky approach from behind at VoD when the GL started moving, failed to follow through by hitting on them from back instead of hitting their GL, and they ganked our GL while we were far out of range.


Bottom line is we need Wyrm back leading. tongue I'd rather have Kafziel lead in the meantime, though I don't know his schedule.

One thing that was mentioned is that our guild hall greatly encourages an early NPC gank, so its worth discussing if we need to stick to builds that are capable of an early split.

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  Keeping up with the Times
Posted by: theGrimm - April 5th, 2007, 04:27 - Forum: Guild Wars - Replies (10)

I seem to be out of the loop. I hear all sorts of rumours flying about skill and dynamic changes and whatnot, but I can't find it in writing in the news haunts I frequent. lol

For example, I hear soul reaping is to be nerfed drastically, and I keep seeing "Bye bye GoLE", but no explanation or evidence anyway or where.

I at least managed to track down The Scribe that Moo is in (Trust me, when I read "Moo is in the scribe," I was confused. Had he been eaten?), and the source of the expanded storage statements, but I'm still a little in the dark about the rest of the rumours.

Can anyone direct me to this mysterious place where everyone seems to here what's going to happen before it does?

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  The Bat Guide
Posted by: Attika - April 4th, 2007, 22:09 - Forum: Diablo - Replies (1)

GETTING BATTY!



"Bats" is the generic term used to describe the four Winged Fiends encountered in Diablo’s Church and Catacomb levels. Fiends, Blinks, and Glooms are all animals (think "sharp weapon" for the most part), while Familiars are considered Demons (so, any weapon). Bats are pretty much generic opponents with a bit better to hit and melee (not ranged) attacks that do a bit more damage than what you’ve probably already faced. They are worth better experience, BUT they also drop NO items, goods, or gold (with the exception of Bosses). However, there are four areas in which Bats differ from all previous encountered foes, as outlined below.
NEW FOES, NEW ABILITIES

#1. Winged Fiends have their own special movement AI

After conducting a melee attack, a Winged Fiend will then "retreat" away from its target, and then try to re-engage the target by moving to a tile either to the right or the left of the one it previously attacked from (depending on which direction it retreated). This means if you are defending against the bat, be prepared for it to automatically enter a new tile -- you can’t keep swinging at the tile he first attacked you from, he’s moving to a new one!

This also means that Bats will "last" a bit longer than other foes, as if you don’t connect with it while it attacks, it’s going to retreat (to a tile you cannot melee attack unless you choose to move adjacent) and then return to the attack again. While it’s been completing this movement, it’s been regenerating hit points. You have to adjust your attack to the new tile it may be entering, hope to hit it, hope to kill it, or again it will attack and retreat (regenerating all the while). This means Bats will be a tad more difficult to quickly dispose of as compared to other melee opponents -- best not to get caught out in the open where a horde may eventually get attracted to the battle!

This all supposes that there is a tile to retreat to, AND that the tile the bat plans to re-engage you in is indeed still unoccupied. As bats travel in groups -- especially the bosses -- this many times is not the case, and so the bat may a.) retreat and then return to the attack tile it was originally in, if that is the only tile available to attack from, or b.) if there is no tile to retreat to (due to mobbing, or the bat being in a doorway with a horde behind it) then the bat will chose to attack over and over rather than retreat. This, when facing Foulwing’s mob, can be quite deadly!

#2. The Hit Recovery of Blinks causes them to Teleport

When Blinks receive enough damage to put them into hit recovery (10 points in Normal), they will "teleport" -- the "new" tile can be any of the tiles surrounding the target that put the Blink into hit recover, including the tile the Blink is originally in (so it appears as a standard hit recovery rather than a teleport). This means that a Blink can teleport behind the target! And if after an attack the Blink retreats, his next move to re-engage may put him next to a different party member!

This teleport can occur across many tiles and behind closed doors! What do you mean? Well, say the Rogue (or Warrior) is "bow scouting" (or your Mage is scouting and has just cast a Charged Bolt doing at least ten points damage) and has a Composite Bow that does ten points max damage. If she fires down an empty-looking corridor, hits a Blink (even offscreen!), and does ten points damage, then next thing you know you’ve got an angry Blink adjacent your lightly clad scout! Or, if the Mage sees a large group coming and runs back to the set point, throws a firewall into the room with the Blinks, and then slams the door, you’re safe, right? Wrong. If a Blink enters the Firewall and goes into hit recovery due to the damage, then it will teleport right through the closed door and attack the party. (Since this may actually happen to a great number of Blinks, it’s a good idea NOT to use a low-slevel Firewall against these opponents.)

#3. Glooms can "charge" into the attack

Glooms have the ability to "charge" when they move, which means they can fly very quickly all the way across the screen! This charge is a movement -- not an attack -- and so does no damage and does not put you into hit recovery. It’s just their way of quickly moving about, and puts them quickly adjacent to you so that they can melee attack you. Know this, however, Glooms ONLY charge if there are four or more tiles separating them from you, and therein lies their weakness!(see below)

#4. Familiars can attack using a Charged Bolt

The attack of Familiars is a stationary Charged Bolt doing 4-16 damage. They perform this attack only when adjacent to their target (it is not a "ranged" attack). This is a painful attack, and since you probably haven’t chosen to ID any item as of yet, you have no resistance to it, meaning the potential for stun (for the Warrior or the scout) -- is fairly high. A pack of Familiars in an open area is no laughing matter!

BAT-TACTICS

OK, so now you know of your foes new abilities, how does this affect how you’ll choose to fight them? Let’s take a look.

Fiends -- dlevels 2-3, take 6 points to stun, hit points 3-6, AC 0, to hit 35%, damage 1-6, exp 102! Zero resistances.

Fiends are actually pretty good opponents for the group to face, since their AC of 0 means that even the Mage should be able to connect with them fairly consistently, and their relatively low hit points means he should eventually be able to kill them. However, this assumes that you are holding a doorway or arch and that the mage is not the game creator! Fiends hit hard and have a decent to hit, so it’s best not to face groups of them in the open. Instead, have the scout lead them to a trap point and then let them try to attack the Warrior while the Mage madly swings!

Blinks -- dlevels 3-5, take 10 points to stun, hit points 12-28, AC 15, to hit 45%, damage 1-8, exp 340. No resistances.

Blinks add a new danger for the group -- while trying to hold a doorway or arch, Blinks can teleport behind the party when attacked and put into hit recovery. They then retreat and rejoin the combat, sometimes choosing a different party member to attack! This can be serious for a lightly armored Mage or Rogue!

What to do? Three tactics -- first, if you want to stick with the basics, then hold a set point (door or arch) and concentrate on one opponent at a time. If the first Blink in the doorway teleports behind the group, all party members IMMEDIATELY stop attacking toward the door tile and instead concentrate on the Blink in the rear. The Warrior should NOT leave his set position at the doorway, however, as this might lead to even more Blinks entering the room making that trap point un-holdable. The Mage may temporarily retreat from the combat (and the clutches of the sneaky Blink) until the Rogue and Warrior dispose of it.

Secondly, take the attack to the opponent. Since Blinks only teleport if they take stunning damage, have the Warrior, Mage, or Rogue try to kill them using bows. Bows do less damage and so -- for the most part -- won’t activate the Blinks special teleport ability. The Warrior should be careful to use a bow doing less than ten points damage max -- Blinks can teleport across many empty tiles if put into hit recovery!

The third method is unusual and may seem counterintuitive, but it works. Have everyone at a set or trap point, funneling the Blinks into a single tile. Then have the Warrior switch to a blunt, while the Mage and Rogue switch to whatever melee weapon does less than ten points damage max to an animal. Why do this? It’s to prevent an individual party member from stunning the Blink and teleporting it behind the group -- if no one can stun it, then it will be forced to stay in the doorway tile, and you’ll face all the foes one-at-a-time! There is an exception though -- the Warrior’s critical hit (even with a Blunt!) may teleport the Blink behind you. Then you need to concentrate on that one foe, as per above, and unfortunately you may not have the best weapons readied to deal with it. Just remember this critical hit only occurs with a frequency of the Warrior’s clevel, it may NOT stun/teleport the Blink in every case, it may not stun/teleport it BEHIND you, and even if it does you know you’ve damaged that Blink with at least 33% of its total life.

Glooms -- dlevels 4-6, stunned with 12 points damage, hit points 28-36, AC 35, to hit 70% (!), damage 4-12, exp 509, resist magic.

Glooms are a triple threat -- high to hit, damage that can potentially stun, and fast movement. Simply put, it’s best to face Glooms from a strong set point!

However, the party scout doesn’t have this option, and therein lies a dilemma. While scouting in the dark Catacombs (or even the Church) you may active a flock of Glooms without realizing it -- their activation radius is greater than your ability to see! This means you can quickly be in a world of hurt, unless you move very slowly to activate only a very few foes. However, even with conservative scouting you may get in trouble! If the Glooms charges and MISSES you (due to your moving to dodge him), it may end up charging all the way behind you and place it between you and the doorway. Yikes! Now your retreat is blocked, and if more Glooms are on the way, you’re probably toast -- you’ll just have to fight your way out of it. (Note to the remaining party members: do NOT try to enter the area to help the scout! The Glooms may temporarily block the door, but if you choose to try to walk through it, you’ll DEFINITELY block the door for a number of turns. A good scout should try to dodge back to the set position -- don’t prevent them from moving back to it!) Then have everyone arm up with sharps and chop ‘em to bits.

Of course when the Gloom charges, it will "stop" at the point it thinks it can attack the scout. So what does this mean to you. tactic-wise? As a scout, when you see a Gloom sweeping in, when it is about three tiles distant from you during its charge, simply back up a tile toward the door. The Gloom ends up stopped in a tile one distant from you (you retreated one away) and now CANNOT charge to attack you since there must be four tiles separating the two of you for it to go into its charge routine. Either walk (or run if more than one Gloom is present) back to the set point with your comrades.

Knowing how Glooms charge renders their attack a bit less dangerous. Still, good scouts should know to move slowly on a level with Glooms (especially Cats 5 with Foulwing!).

Familiars -- dlevel 6-8, stunned with 16 points, hit points 20-35, AC 35, to hit 50%, damage 4-16, exp 448, resist magic, immune to lightning.

Familiars are a danger to the reckless scout since their charged bolt attack can often stun. Plus, in packs Familiars are quite dangerous to whoever is the game creator trying to hold a set point. This is because if the Familiar cannot retreat after an attack -- due to a mob being behind it -- then it will attack over and over and over, causing multiple damaging hits to occur. Being demons, any weapon will do against them, just try to make sure you are doing at least 16 points damage to stun them! Also, have the game creator set to a side of the door, as it take just a fraction of a second longer for the Familiar to enter the doorway, then turn to attack the target, during which time you stand a decent chance of killing it before it attacks you.

However, the best tactic here is simply the best defense is a good offense. If the Mage is the scout, Familiars are tailor-made for being blasted by Firebolts. (Also, if you’ve been saving those silly Inferno scrolls, this is a perfect foe to use ‘em on!) If the Rogue is the scout, take ‘em out with your bow. It’s simple better to deal with them individually at a distance than try to take them out melee-style, they cause too much damage and force you to use up too many resources healing injured party members. If the Warrior MUST get some exp (say, to level up), then have the Warrior scout using a bow, and have HIM take them out with a bow!

Finally, if you open the door to a large room and it is filled to the gills with Familiars, now might be a good time for the Mage to cast a Firewall just inside the room and slam the door! (Advanced skill -- everyone knows you should actually step INTO the doorway first, activating more Familiar foes, before stepping back out and slamming the door. That way more foes enter the Firewall and are destroyed before the low slevel Firewall goes out.)

BOSS MAN COMING!

OK, so now you know how to handle the regular Winged foes, what about their bosses and mobs? Remember too, all minions in a boss group have DOUBLE the number of hit points as the standard foe they represent!

Moonbender, Blink boss, mob present, Church Four (Note: neither Moonbender or his mob can open doors)

Moonbender shows up on Church Four. Since he cannot open doors, the best way to handle him is in a room with a grate your can fire through and a door that can be closed. Piece of cake! Just remember that the damage the bows do must be less than 10 points max, or else the Bat may teleport through the grating to attack the party!

Wrathraven, Blink boss, mob present, Catacomb Five (Note: both Wrathraven and his mob CAN open doors!)

Wrathraven shows up on Cats 5, so no rooms with grating here. Best bet: a retreating bow battle. Bowing the opponents rather than meleeing with them avoids all damage (saving resources) while destroying them Just make sure everyone has clear lines of fire, know in which direction everyone is going to retreat, retreat in straight lines (don’t cross in front of firing comrades!), and have a decent distance (or a circular track) that you can retreat to. Simplifying it even further, a decent Rogue with a short or hunter’s bow should be able to solo the entire group without anyone taking any damage. Remember, casting Firewall against these foes and slamming a door on then is NOT a good option! ‘Nuff said.

Foulwing, Gloom boss, mob present, Catacombs Six (Note: Foulwing and his mob CAN open doors!)

Make no mistake, Foulwing and his mob are a serious threat to the entire IM party! There are two major concerns here -- either the Glooms will charge and cut off and kill the scout, or the Boss (with mob behind him) gets into the doorway at the set point and cannot retreat and ends up attacking quickly over and over again. We’re talking a lot of reds getting consumed here! Best bet: everyone uses the biggest, baddest sharp weapons they have, hold that set point, swing like crazy!

A couple of notes, however. First, the minion in this Gloom mob have a tendency to charge attack one at a time -- most of them want to stay close to the Boss. Once that single Gloom has charged, it has a tendency to "hover in place" while the Boss and mob move up to the point it’s now at. That being the case, the Rogue can shoot it to pieces with a bow while it stands there. Warning! Be alert for ANOTHER gloom charging in to attack. Simply use the "step back" tactic and continue to fire on each in turn.

Finally, and this is a very advanced IM skill, simply have the Rogue charge the group with a bow and solo it. WHAT?!?!?! ARE YOU OUT OF YOUR MIND?!?!? No, but you DO have to know and KNOW WELL the movement AI of the Gloom charge attack. Simply have the Rogue stop exactly three tiles away from the group. They can’t charge; you CAN fire. Every time the mob moves forward one to two tiles, you move backwards one to two tiles. When none but Foulwing remain, simple stay two to three tiles distant to him and bow him to death. He can’t melee attack you, nor can he charge. Simple, uses up no resources (beyond durability of the bow; best to have a backup in your backpack), but dangerous -- while you approach, a single Gloom may charge attack YOU, stopping you further than four tiles away from the mob and thus ruining this tactic. If that happens, retreat back to the set point and gear up for a melee battle. This advanced tactic actually works best if the Rogue stands -- hidden from the mob -- against a wall and three tiles away from a corner and waits for the Gloom-mob to come to him down a perpendicular corridor. There are plenty of these intersections in the Catacombs!)

*****
And that's it -- Att's take on Bats.

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