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If you don't mind micro CC/debuffs and a min/max party. Darcozzi Paladin might still work instead of Druid, but the other classes seem mandatory. Try to kill any enemy outside the CC zone (most likely a melee that penetrated your party formation), wizards, priests, then archers first.

 

 

General fight strat. 

 

Pre-fight: dex and int are your best friends when it comes to CC

 

3 dex Training Ground Rest bonus

2 mig/2 dex/2 int/2 per food for everyone

ondra's gift brothel boon for protagonist

 

"Round" 1

 

Cipher - stealth and cast lvl 1 confusion at max range (most mobs will fight this guy first couple rounds)

Druid - cast tangled (-20 ref)

Wolf - move in front of Cipher

Wizard - deleterious alacrity

Chanter - chant +25% fire lash, optional throw an item summon in front of Cipher, or hold shots till after buff/debuff

Ranger - pew pew

Priest - devotion of the faithful (+20acc +4 mig)

 

Round 2

 

Cipher - shoot closest soft target for focus

Druid - sunbeam (-25 def/ref)

Wolf - hold position in front of Cipher or engage dragon leaping beserker

Wizard - slicken but don't move up too close; if engaged by dragon leaping beserker, dimensional shift with summon or druid (druids have 15m range spells so honey druid don't care)

Chanter - shoot zerker or closest soft target

Ranger - pew pew

Priest - bless

 

Round 3

 

Cipher - mental binding beserker, pain block wolf or character(s) that have taken most damage, or ectoplasmic crush wolf 

Druid - sunbeam enemies that aren't blind yet

Wolf - beam before bite (swing out wide to avoid disengagement attacks and setup ectoplasmic crush)

Wizard - renew slicken as needed or cast noxious burst (sicken -10 fort/will)

Chanter - shoot closest soft target, move up if needed to continue chant buffing wizard

Ranger - pew pew

Priest - holy radiance (+5 acc)

 

Round 4

 

Cipher - repeat

Druid - repeat

Wolf - repeat

Wizard - renew slicken as needed or cast AoE damage; optionally cast combusting wounds or expose vulnerabilities before starting AoE damage

Chanter - repeat

Ranger - pew pew

Priest - champion's boon druid

 

Round 5

 

Cipher - repeat

Druid - repeat

Wolf - repeat

Wizard - repeat

Chanter - repeat

Ranger - pew pew

Priest - painful interdiction (weaken -20 fort/will)

 

Round 6 plus

 

Priest - shining beacon (-10 all defense and strong dot); priest can start using halt or lvl 2 knockdown trap to keep def/ref debuffed as wiz runs low on slicken

Druid - Send the druid in for some shape-shifted melee cleanup

Cipher - antipathic beam or mind lance; recall agony targets at barely injured or above; optional wild leech or borrowed intellect the strongest target (last to die)

Chanter - white worms to explode corpses 

 

 

All party member base stats:

 

mig 18

dex 18

con 3

per 15

int 18

res 3

 

Was able to do the named fight with 10 or so mercenaries in nw part of map with 0 knockouts. Don't have Durgan yet, so druid is full plate (don't have sanguine yet, but the idea is frenzy proc before shapeshift) and everyone else in cloth.

 

Damage dealt according to personal character sheet and eyeballing chat window for wolf (single fight):

 

wizard 845

cipher 660

druid 520

ranger 490

chanter 350

wolf 51

priest 35

total 2,916

 

Thoughts:

 

Yes, no tank class and everyone has 3 con and 3 res.

No returning storm procs on the ranger, so output was on the low side.

I forgot about my chanters invocations and runners wounding shot.

Only started recently playing druid. When I command consoled a lvl 14 one, I got a claw crit for 180 (not fully buffed and no bloody slaughter). The tiger claws build suggests cat for 20% encounter haste and is missing the white march monk multi-class talent. I prefer stag for 1/rest carnage. I've gotten 80 crit carnage at lvl 9 which outperforms the wiz gish build because your duel wielding. You can make up for the haste with potions. You don't need the carnage every fight.

I have 1 of each godlike for maxing the dex and int mainly. Moon (priest) & Fire (druid) are theoretically useful, but Death (wizard) and Nature (ranger - party beatdown before combat to trigger) are the racials I benefit from since hardly anyone is taking damage.

Wildstrike belt is only gear that works for Druid's when spirit-shifted. So losing helm-slot doesn't hurt them here but gaining a racial helps.

Seems unlikely with how short fights are, but if you need to stay shifted longer than the 21s duration priest can cast salvation of time to extend. 

Edited by MasterCipher

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