Final IWD Battle in HoF mode
Posted: Thu Feb 28, 2008 2:49 pm
Wow! Was that hard. It took about 5 tries to do it without anyone dying.
How did you handle it?
This was my party Paladin, F/T MC, R/C MC, F/D MC, C/M MC, Bard.
WARNING Spoilers below....
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So for me what made this hard was Belhifet casting dispel on the party removing all prebuffs, and the fact that all 5 enemies (2 iron golems, 2 cornagons, and Belhifet) were magic resistant. This meant I had to cast short cast time buffs ASAP and made offensive magic much less useful.
So my strategy was to take out the golems , then the cornagons, then Belhifet. Mainly because the minions were causing so much damage to my party members.
Buffs I could get off quickly before melee ensued were: haste (barely in time), prot from evil, defensive harmony.
The druid conjured elementals as distractors.
All enemies required magical weapons to defeat (+3 or better, I believe).
Holy might took to long to cast for the Paladin and R/C, so i never used them. Damage happened too fast (they were always disrupted), and the damage was too great.
The Bard sang Song of the Sith. But was also used as a distractor for Belhifet mid-battle. Casting spells on him caused him to retarget her, so she could then start singing again while he chased her in a circle around the fray.
The Paladin, F/T, and R/C engaged one golem at a time. Each would run away if badly damaged, with either the Druid or R/C healing them, and then returning.
Once the melee began, additional buffs were cast by the C/M: recitation, courage, hope, prot evil circle. And symbols of hopelessness and pain (which almost never worked). I did get lucky once with a chromatic orb holding a cornugon.
Once a few elementals were conjured, the F/D joined the fray.
A major annoyance were the traps in the floor: they dispelled buffs that needed to be recast, and disrupted healing spells.
So I'm curious, how did other people handle this? It seemed very hard for me.
How did you handle it?
This was my party Paladin, F/T MC, R/C MC, F/D MC, C/M MC, Bard.
WARNING Spoilers below....
.
.
.
.
.
.
.
.
.
.
.
.
So for me what made this hard was Belhifet casting dispel on the party removing all prebuffs, and the fact that all 5 enemies (2 iron golems, 2 cornagons, and Belhifet) were magic resistant. This meant I had to cast short cast time buffs ASAP and made offensive magic much less useful.
So my strategy was to take out the golems , then the cornagons, then Belhifet. Mainly because the minions were causing so much damage to my party members.
Buffs I could get off quickly before melee ensued were: haste (barely in time), prot from evil, defensive harmony.
The druid conjured elementals as distractors.
All enemies required magical weapons to defeat (+3 or better, I believe).
Holy might took to long to cast for the Paladin and R/C, so i never used them. Damage happened too fast (they were always disrupted), and the damage was too great.
The Bard sang Song of the Sith. But was also used as a distractor for Belhifet mid-battle. Casting spells on him caused him to retarget her, so she could then start singing again while he chased her in a circle around the fray.
The Paladin, F/T, and R/C engaged one golem at a time. Each would run away if badly damaged, with either the Druid or R/C healing them, and then returning.
Once the melee began, additional buffs were cast by the C/M: recitation, courage, hope, prot evil circle. And symbols of hopelessness and pain (which almost never worked). I did get lucky once with a chromatic orb holding a cornugon.
Once a few elementals were conjured, the F/D joined the fray.
A major annoyance were the traps in the floor: they dispelled buffs that needed to be recast, and disrupted healing spells.
So I'm curious, how did other people handle this? It seemed very hard for me.