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simply put a cleric in the front line and only upgrade his endurance and have two mages and a archer in the back and only upgrade the intellect and dexterity respectively. be sure to have electrical storm and hail of arrows and you can take out any boss' minions in one turn.
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And about the spears... Dont use them on tactical mode, because it requires so much focus that you'll never get very many shots with it, use a bow or an xbow instead. Also I like barbarians myself, but in 338% they are more of a hinderance than they are useful (a rogue will always outdamage them, hide first, then sneak attack a mob and its almost a guaranteed one shot)
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Also there is a use for spears... in fact I usually perfer my rangers to have spears. They do about 3x as much damage as the same level bow, and my rangers always have healing touch, regen, focus, prowess, and one other skill (which is perfect for force of nature.) In the later stages when you have enough +hit and a decent spear you can one shot trolls in the first round.
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Actually, Ive been reading this for awhile but I hadnt bothered to sign up. The ideal party is: Cleric, Rogue, Ranger, Conjurer. And yes I have done this on 338%
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Looks like it should be Cleric, Conjuror and 2 Rangers. Bad for me, just died at level 5. this deep boss who use ignoring armor spell is damn overpower.
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Den Remodeling
Dude! You just completed the Den Remodeling achievement in Monsters' Den: Book of Dread and won the Den Remodeling badge and 15 points!
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oh yeah...and tack on damage buffs like the Warrior's Inspire and the Cleric's Anoint spell... on a Barbarian with Berserk Fury active...and using either Charge or Whirlwind...good times!
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Barbarians are actually pretty cool, if you make sure you get Intimidate and Dismember. Cast Intimidate first, as this will make him faster and much less likely to be attacked. Then use Berserker's Fury to buff his damage - now that he's intimidating, the 50% damage reduction is less a problem. Finally, use Dismember on any powerful monster that crop up on the front line (Trolls, Dwarf Veterans, boss monsters on the frontline). You might possibly see benefits from Jostle and Charge as well, as any time you see an enemy in the opponent's back row with nothing in front of him, you can Jostle your way over there and Charge into that monster. I suppose you'd have to have 3 frontline characters for this to be valid, though (otherwise you can only move between two positions).
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War-rang-Conj-mag will get you past level 40 easily.
buffs last for the whole game and this strategy gives you the most buffs
Give the mage a sword and make sure he has flickering flames ensorcelled blade and arcane amour. Power siphon is useful too.
Warrior is your tank. Resolve, adrenaline, inspire, and bloodlust are key. Your choice as to the last one just not execute! Put at least five into amour proficiency or leadership.
Ranger- nature's balm is your best friend in this long battle.swiftness might help but I haven't seen much difference without it. Pin and hail of arrows are pretty decent and make sure to get healing lore, for when your on the ropes.
conj- He is the key to this strat. he needs to have revive soul and bloodsprite. i like having war golem. Get eldritch aegis and make sure to keep wall of shadows. Nothing screws Ur chances more than an entire cursed party.
In terms of amour get everything with vampiric
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My tactic was Warrior-Cleric-Cleric-Mage at the first MD, It worked well, especially on the latter levels where clerics had powerful spells to aid the warrior in fighting. Now I try sg else as it didnt work again: Warrior-Barbarian-Cleric-Ranger. I hope that the Ranger can help the Cleric and the Barbarian will be useful enough at the front in prder to compensate for less healing.
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Barb, War, Cler, Conj reason conj instead of mage is for party 15% armor, 2nd revive and w/e else those to skills mainly
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I am thiinking of party of 3 warriors and 1 cleric. 1warrior tanks and 2 other spears. Donno if it work though. Just like their AC.
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And Barmaley, why to invent tricky strategies? Simple: Because it's fun. Yes they don't work 90% of the time, or they don't work as well as some single, ideal stategy, but you do whatever gives you the most enjoyment.
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Barmaley's hardcore. 338%, indeed. I'll venture a guess and say I haven't spent as much time on this entire site as Barmaley's spent on this one game. Hehe...
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Barmaley, if you just want to feel superior to everybody, go ahead, but just because we don't all want to bang our heads against the wall doesn't mean our styles of play are any better or worse. Fair enough?
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Someone who is bored should make another account, compile all the useful advice, gather it all under their "about me" and then just post "clicky profile for advice" heh...sadly, I'm not that bored, or qualified.
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Oh and for the game proper, 4 rouges work realy well, make sure all your people are FAST (not hard) and hide them all, the enemy team passes its whole first round, then everone kills a monster, rense repeat, even boss monster up to lvl 40 (about were i stoped when i used this strat) will die in one hit. Just remember with this stratagy armor level doesnt mater, only speed and damage.
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I beat the heck out of survivor mode with a warior, a ranger, a conjurer and a cleric. my warior was the indestructable wall (30+ energy regen with defiance, and stun imunity via adreinline, poison imunity via natures balm) though i never ended up using defiance cus the rest of the party did its job. conjure had wargolems and agies and resurct. the cleric was prety much just an anoint/benidiction bot (anointing the ranger) The ranger had hail of arrows (which when combined with high acuracy, anoint and inspire killed most of the enemies is one salvo). The trick is to NOT buff your wargolems speed, and only kill the last monster with your wargolems, few things are slower than they are so next wave doesnt get to go first even if your people are faster
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To all of you, who invents tricky strategies. Why? Without difficulty modifiers you just get classic party, and kill everything. Try it at hardest difficulty. You'll see it doesn't work. You can't spend as much mana as you wish on wargolem, bloodsprite and aegis too. You don't have choice in getting as much poison as you can. You simply can't. Most of time you go with best weapon... for 2 levels back.
Hardest mode is _real_ test for all this strategies.
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(Going overboard with survival tips now...)
Another factor in how your party performs is just what equipment you choose to buy. Depending on the makeup of your party, you may have absolutely no need for, say, items with 'Purifying' in their name, because a Ranger's Nature's Balm spell gives you 100% poison resist anyway. What I've found to be most useful are those items with 'Soothing,' 'Runed,' and 'Tenacity' in their names. Offensively, just about any added effects (vampiric, Blinding, etc.) add power to your party. I tend to skip Blinding because I use Holy Light all the time. Believe it or not, raw damage is not necessarily the important stat. If you think LONG term, the monsters just keep getting more hit points but your attack power doesn't increase. However, special effects don't generally lose their usefulness - stunning still helps, and lethality can be HUGE against large non-boss creatures beyond level 10 (not wave 10, experience level 10).
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Hey Zwischy, these tips apperaed here many times. I wrote it myself couple days ago. Noone reads previous comments. Everyone are writers, not readers =)
As for ""
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Another major tip: Use 'quiet time' to your advantage - when you reduce an enemy wave to only one opponent, you can ignore it or keep it stunned, while your characters heal and rest for mana. Kill the final opponent when all is in readiness for the next wave. Therefore, REALLY take your time with killing the Vampire (usually the one that is last to die) in wave 1, until you have all your buffs set up.
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Survival mode tips? One word: buffs. Get characters which can cast 'last for entire battle' spells, because, well...the battle never truly ends. I HIGHLY recommend at least one cleric with at LEAST 1 point in Benediction (more is better of course), because there is at least one malady that can only be cured by this (Dwarven Warrior 50% damage reduction with Punishing Blow). Conjurors also have great value in they can fill the two open slots on your side of the field with critters. One way to go is Cleric, Mage, Conjuror, Ranger. This party can get 15% damage resist (40% for the mage), 100% poison resist with health regen and +20 Quickness for everybody (Nature's Balm and Swiftness - Ranger), 30% blinding against opposing waves of monsters (Holy Light - Cleric) as well as two stun attacks (Pin and Cosmic Prison) and two Wargolems to fill the voids (and you can buff wargolems like any character).
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Poisoning does stack. That's why it can be very useful to have it on all four characters in one fashion or another. The thief and ranger poison/envomed attacks can add beaucoup poison to monsters. Note, too, that things like Hail of Arrows, while it can poison several targets at once, divides all the poison damage evenly among targets. So unless you have a HUGE Add Poison number, you aren't going to do yourself a lot of good with area poison attacks. The same applies to lethality and stun attacks, by the by...
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man with a bloodsprite you dont NEED a cleric ; P i like that they gave us a bigger face pick thing watchmacolit thing
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Yeah, frontline mages would be at least bordering on special if you could cast both Eldritch Aegis and Arcane Armor on them and give them 55% armor plus what they were wearing...since you can't, it's just another interesting idea. On a side note, I haven't really paid attention to the way poison damage works...it doesn't stack, or does it? Does a second poisoning replace a previous one? Scenario: First guy hits enemy and applies 10 poison damage, second guy hits the same enemy and applies 15 poison damage....Does the enemy then take 10(1st poisoning), 15(most recent poisoning), or 25(cumulative) poison damage per turn?
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I did do some fiddling with a mage in the front row. Arcane Armor is of course necessary, and it's definitely not a waste of time. Ensorcelled Blade works better if you can get items which increase your accuracy, as well as adding poison/lethality/what-have-you to the mage's abilities. Incinerate isn't bad, though I can't say it was overly impressive and I was pouring all my statistical points into Intellect to increase the damage. I would say a frontline mage is interesting but not particularly special.
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Ahh! Forget it. Eldritch Aegis can't stack onto Arcane Armor (I should have known something that obvious would have been addressed) meaning that whole strategy is 15% weaker up front. 40% armor isn't -bad-, but it isn't nearly as good as 55% like I thought at first glance. The only way this is a good idea is if you don't want a conjuror, meaning no one gets the 15% Eldritch Aegis bonus anyway.
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Yes, there's always poison, as well. And most bosses have 5 minions so you're better off with a bow, yes. But there might be a tricky situation somewhere, or spears might really be useless :P As for losing a round with Arcane Armor, the way I see it is like this: my Warrior tank always went last, getting his first attack after all the enemies went, whereas my Mage usually goes before the enemies, so if his first turn is spent armoring up, it simply bumps him to the back of the line and evens him with where the Warrior would be in the order. The Warrior starts at the back of the line, the Mage always gets bumped to the back of the line. The other guys get to attack first either way. The Mage also doesn't -have- to armor up, giving added flexibility.
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Good Luck, Daave. But keep in mind that mage loses a round to wear up Arcane Armor. I tried this once. Didn't like it =) As for fat bosses, most of them hidden behind minions. And I have Poison skill on Rangers for that case. Last time was fun seeng Minotaur with 400 poison on him!
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Barmaley: I am going to try something different; Warriors are fun and all, but I am going to go Warrior-less and instead stick a Mage (yes, a Mage) on the front row and see what happens... As for the spear, I have come to the conclusion that it is a specialty weapon that, used properly, is very effective (and perhaps might even be necessary to beat hard bosses), is only useful is a few specific situations though, such as for Rangers against a group of two monsters, or a boss that is immune to stun---somewhere you can't shoot multiple people at once -or- stun them. In this case it will do more damage than a bow or a crossbow. Keep one on hand in case...Not good for everyday use, though.
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Hey Daave, I've tried with tanking cleric a lot, and found that warrior is better. He has Defiance and Armor Proficiency. My warrior does no damage in battle, but getting one. Cleric holy lights and heals and 2 rangers does damage. It seems best to me at this moment.
Funny thing: in hardest mode I don't even bother to get revive spell. waste of mana.
As for spear, I think it's quite useless, like Clerics pendants