Post by Variaz on Jun 7, 2005 11:33:12 GMT -5
Some peoples complained about the damages returning elites and bosses, and don't know how to deal with them. If you know how to handle them, they shouldn't be too much of a problem, but you do have to consider using some of the warrior and other melee classes abilities.
The general rule is that elites and bosses that return melee damages only return normal melee attacks, and not special abilities that do physical damages, or ranged attacks like bows. So, if you move on a returning monster and attack, you will be hurt, and quite possibly killed. But if you use "Spin Attack" instead, you won't take any damages.
A good way to put those abilities to good use is to raise the "Combat Feats" skill, that will allow you to replace your normal melee attacks by a special ability. So if you have 10 points in combat feats, and you have 2 blows/round, you will be able to execute 2 Spin Attacks in the same turn. A good tip is to place a few points in Agility skill for the Jump ability(and the AC), or use the warrior's "Leaping Spin" ability. So if you have 4 blows and 15 combat feats skill(3 special abilities), you can use 2 spin attacks, and then jump away, all this in the same turn, thus avoiding hitting the monster a fourth time with a normal attack and suffer backfire.
Remember, if you play a warrior, use warrior abilities! Spin Attack, Accurate Strike, Leaping Spin and Counter Attack are what a warrior can use to beat returning bosses. And then there's the Paladin's Smite Evil if you're not warrior, the Elemental Lord's Element Strike or the Defender's Defensive Strike.
You start the game with a single ability point. You should instantly place it in an ability. Accurate Strike would be a nice choice for starters, as it guarantee a hit no matter what your to_hit is.
If, for some reasons, you don't want to use warrior abilities, you can always use a rod to the job.
The general rule is that elites and bosses that return melee damages only return normal melee attacks, and not special abilities that do physical damages, or ranged attacks like bows. So, if you move on a returning monster and attack, you will be hurt, and quite possibly killed. But if you use "Spin Attack" instead, you won't take any damages.
A good way to put those abilities to good use is to raise the "Combat Feats" skill, that will allow you to replace your normal melee attacks by a special ability. So if you have 10 points in combat feats, and you have 2 blows/round, you will be able to execute 2 Spin Attacks in the same turn. A good tip is to place a few points in Agility skill for the Jump ability(and the AC), or use the warrior's "Leaping Spin" ability. So if you have 4 blows and 15 combat feats skill(3 special abilities), you can use 2 spin attacks, and then jump away, all this in the same turn, thus avoiding hitting the monster a fourth time with a normal attack and suffer backfire.
Remember, if you play a warrior, use warrior abilities! Spin Attack, Accurate Strike, Leaping Spin and Counter Attack are what a warrior can use to beat returning bosses. And then there's the Paladin's Smite Evil if you're not warrior, the Elemental Lord's Element Strike or the Defender's Defensive Strike.
You start the game with a single ability point. You should instantly place it in an ability. Accurate Strike would be a nice choice for starters, as it guarantee a hit no matter what your to_hit is.
If, for some reasons, you don't want to use warrior abilities, you can always use a rod to the job.