Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Its much easier to kit it with horse, animal. Huge water element is a gentleman. He is kinda behave himself and don't walk on table.
That elemental has high damage reduction and most of your ranged attacks are going to do 0 damage. If you're going to kite, might as well spam Divine Zap.
ps: the elemental is encountered during the prologue with level 2 characters.
Kiting is god though
Also if your fun is being adversely affected, turn the difficulty down for that fight - or if you're on Custom, just lower enemy damage down to whatever makes the fight feel more reasonable for you, return to your level of choice after
You don't get punished for swapping, so
I thought that meant the guy and his assistant in the room before that when I read it! I was quite happy with myself for dealing with him the first time I tried. Then I found the water elemental....
P.S. I have a similar problem in Kenabres (to a lesser extend) where most of the comanions get about 2 negative levels each as a result of resurrection and general lack of restoration scrolls, which forces me to dash for the Grey Garrison at some point.
P.S.2 I've never thought a water elemental would be slow... I might have won with kiting. :P
Maybe there's a reason why you get an achievement for defeating it on higher difficulties?
trick is to learn when to use turn based and when not to in fights.... turn based may give you more control.... but it also gives enemy more control as well.... turning off turn base and you can abuse the environment and do things you cant do in turn based.... like denying it a chance to even touch you by kiting.... seems to me they put that table in that room for that reason....
-putting the game on turn-based.
-buffing the tank (either Seelah or my MC depending of builds) with various potions, especially barkskin.
-making the tank fight defensively.
-last but not least, taking Protective luck with Camellia on lvl 2 and having her casting it repeatedly on the tank.
Once it's done, I simply attack the elemental from afar with Lann and either Seelah with a glaive + enlarge spell buff if my MC is tanking, or with my MC one way or another. The idea is to have only one character in close range of the elemtal, otherwise he uses cleave and hits everyone close to it.
Protective luck is, in my humble opinion, one of the best defensive abilities in the whole game, period. Besides the sheer AC buff (I don't have the numbers on hand but it's definitely good), it circumvents a lot of natural 20 that you will suffer repeatedly simply because of the sheer amount of attack rolls made against your party through the game.