Bandits cave battle q

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ProjectGSX
Posts: 42

Bandits cave battle q

Post by ProjectGSX » Tue Jan 03, 2012 6:07 am

I'm having trouble finishing the bandits cave. I'm going into the center section now. I was able to win the first big fight and shatter wall around the second fight. I can't get past the 20 igniters @90'. By the time I am in range to attack them, there are 100+ fire elementals. I tried shattering other walls and couldn't find a way through. I'm guessing I need to come back when I have mind blade or something?

Titansiege
Posts: 78

Re: Bandits cave battle q

Post by Titansiege » Tue Jan 03, 2012 10:32 am

Just keep hitting thhem with mage maelstrom.. It basically kills most of em every hit.. Its a higher lvl sorcerer spell.. And will hit em at 90' away :) if you dont have this spell.. Ten your gonna need some serious firepower....

Titansiege

Veerwing
Posts: 51
Location: Laguna Beach, CA

Re: Bandits cave battle q

Post by Veerwing » Tue Jan 03, 2012 10:55 am

If you want to win the 2nd battle and think that "walking" around them is the cheap way to do it, then this is how its done...

Far Foe... Far Foe... Far Foe...

Push the Igniters and summoned fire elementals back to about 70'. They'll actually sit there and do nothing but cast ineffective spells at the party. Your actual first round should be your casters pushing back the Igniters and the Mad Tarasz mob. I know you're thinking, "why do that?" First, get everything pushed away from you and I'll show you why...

1) Before the battle, have your Bard sing "Song of Life" and have the Paladin cast both the Blessing and AC buff spell.

2) Your main objective: In the first round push everything to over 30' feet away from the party by having both of your Mages cast Far-Foe (including the Igniters if they are at the 30' foot range so that they can't cast area effect spells on you).

3) Once that is done, try and cast Absorb Magic, Freeze Foe (at one of the MELEE attackers - the one you want to take out first) and Distrupting Winds.

4) Cast Invisibility on the party to give you extra AC bonus on top of Paladin buffs or any other kind of AC buff.

5) When any kind of monster mob advances to the 40' range, then in that turn have the casters and Bard (use a Horn) cast their area effect spells. There's a pretty good chance that the mob will advance to the 30' foot range BEFORE any of your chacaters will react and this is the distance you need to "hit" them with area effect spells. If they move forward and then 3 characters are able to cast an area effect spell, you'll notice really quickly their numbers being reduced. Keep this up until they reach the 20' mark... Once they hit the 20' mark, have everyone "physically" attack them in slots 1-4 and then a single caster (with the lowest DX) cast Far Foe on them again to push them back 50 - 70'. Keep this up until this mob is dead...

6) Every once in a while the Igniters will try and advance. As soon as either of them hits the 40' range (in that same round) have your Bard use a Horn and all of your mages cast area effect spells (i.e. Dragons Breath, Hailstorm, etc.). To be honest, IGNORE the Fire Elementals (at first) and keep pushing them back because the Igniters will just keep creating more... You need to kill the Igniters first and the way that is partially done is with a Rogue and a Hunter...

* First, have your Hunter attack and help kill the melee mob. Once they are dead, switch tactics with arrows at the Igniters. Meanwhile, you should be having your Rogue hide in the shadows, advance on the Igniters and start killing them one-by-one while the party takes care of the two melee mobs. By the time you kill off the two melee mobs, you'll have about 1/3 to 1/2 the igniters that you started out with and a new mob of about 100 fire elementals.

7) Keep pushing the Fire Elementals past the 30' range and don't let them get this close... Once you push them, advance the party a turn, stop, heal and push Far Foe and then advance again... The Fire Elementals main goal is to advance to 30' away from you so keep this in mind and time it when you're advancing yourself... Remember, your goal is to get to the 30' range FROM the Igniters so that the Mages and Bard can blast them with area effect spells. If you were able to cast Absorb Magic, then you'll be able to withstand the area effect spell that you're going to get hit with once you get to this range... If you have a Rogue in your party, leave them hidden so that they don't get hit with any magic based spells.

8) If you have Mind Blade, start using this now and this should also help in killing the Igniters and some of the Fire Elementals. You should know what to do if all your left with is this group...

Hope this helps,

~Veerwing

ProjectGSX
Posts: 42

Re: Bandits cave battle q

Post by ProjectGSX » Tue Jan 03, 2012 8:55 pm

Ok, so I'm way too low level then. I've got one Mage with far foes and no sorcerer at all yet.

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