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juggerulez

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  1. Hi! i've tried every possible combination of options in the menus, but it seems impossible, for me, to make the tanks hold the line after downing a mob, or to make the chanter with pike go ballistic and roam around the battlefield in order to find another target. It was fine up till i've started employing the wall of flame, now my tanks can't help themselves, like freaking moths....it wasn't really fine before, mind you, because they often broken free to chase a close by target (usually clogging up the choke points and messing up the whole ranges) but i could make due. Don't get me wrong: my tanks can take the fire with overall no harm (chanter's healing over time neglects the ridiculous amount of damage it delivers) but it's the fact that they break the line, that pisses me off! any clues or workaround that don't involve micromanaging? thanks.
  2. I can't say for sure that the game upscales challenges to the party level, but if you got you ass handed to you at level 11, i'm quite confident that you have issues within your party (e.g. tactics, party composition, gear, etc) you should address before adventuring forth. I went in at level 6 and everything was "sort of" smooth till the last fanpyr (i'm trying to stay vague for spoiler's sake) and i can't go through because his friends like to spam an aoe effect even in the midst of their allies, which harms both ours and theirs (that's where "cannon fodder" is being taken from :v ). rumours suggest that this is meant to be this hard because you need to progress through the main quest in order to ease the encounter, but other rumours suggest that you can actually clear that content, even at level 6, and receive a really nice item which is worth the fuss. Can't say both statements are speculation, can't say they're not. What i can say is that i've now moved on and will go back in in a couple of levels

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