HoF Mode from Scratch Gameplay Variety?
Posted: Mon Feb 11, 2008 5:48 pm
Hi all -
I've made it through the first part of level 1 of Severed Hand, and the battles are starting to get too repetitive and tedious.
99% of them all go the same way - the only interesting ones (spoilers follow)
All the others play out the same, with stair/level entrance ambushes providing most of the excitement. What follows is the most expeditious way I've found to survive.
Here's the pattern
- Summon meat shields
- Scout with sneaking ranger with trap detecting thief in tow
- Find enemies
- Return to party and position with summons to prepare for ambush
- Use tank with free movement ring to kite enemies back to party
- Cast lots of entrapping/slowing spells (web, entangle, grease, slow)
- Turn stuck enemies into pincushions with ranged weapons, while
[INDENT] - softening the enemy with damage spells - fireball, vitriolic sphere, spike growth, static charge, cloudburst, skull trap, ice storm, etc.
- recasting entrapping spells as needed plus the occasional chromatic orb, charm, confusion, or hold person for those that get through or are charmable.
- recasting summons as needed
[/INDENT]
- Tanks in front swap to melee weapons for the occasional heavily damaged enemy that makes it through.
A little variety is added to send insect plagues against spellcasters when they present themselves.
I'm just wondering if the tactics will need to change significantly later for a lot of the battles or if most are best handled by this approach....
Thanks!
I've made it through the first part of level 1 of Severed Hand, and the battles are starting to get too repetitive and tedious.
99% of them all go the same way - the only interesting ones (spoilers follow)
Spoiler
were the battles with Yxunomei, the race to shut off the Master Summoner, and the surround ambush on the first level on the Severed Hand.
Here's the pattern
- Summon meat shields
- Scout with sneaking ranger with trap detecting thief in tow
- Find enemies
- Return to party and position with summons to prepare for ambush
- Use tank with free movement ring to kite enemies back to party
- Cast lots of entrapping/slowing spells (web, entangle, grease, slow)
- Turn stuck enemies into pincushions with ranged weapons, while
[INDENT] - softening the enemy with damage spells - fireball, vitriolic sphere, spike growth, static charge, cloudburst, skull trap, ice storm, etc.
- recasting entrapping spells as needed plus the occasional chromatic orb, charm, confusion, or hold person for those that get through or are charmable.
- recasting summons as needed
[/INDENT]
- Tanks in front swap to melee weapons for the occasional heavily damaged enemy that makes it through.
A little variety is added to send insect plagues against spellcasters when they present themselves.
I'm just wondering if the tactics will need to change significantly later for a lot of the battles or if most are best handled by this approach....
Thanks!