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
Level 13 party is fine for the area, you should be able to do it. A couple of tips may be of help...most warriors of the device regenerate life, it should be suppressed by lighting attack (even low damage ones), or spells that drain statics.
Spells like slow and haste should help you a lot, for the damage resistance, you should be able to hava a spell called align weapon...i do not remeber what alignament do they have, but if they are lawful use chaotic, good you use evil, and so on...that should let you overcome the DR.
Usually the ones with tower shield are part of the front line...you may try to avoid them and head your damage delaers to the mages and assasains. I do not know if you use them, but blur, mirror image, and barkskin could be usefull to hold the line. Check on those characters with high dexterity values and the armor they have...heavy armor tend to reduce the potential AC (Armor class).
Summons are not to be able to vanquish most encounters on their own (at least from my experience), but if you summon before the engagment, you may use them as a wall while you charge on the damage dealers, mages, and archers.
Crowd control spells are important, spells like grease, entaglement and spike growth will hinder the enemy progress as you attack them from affar, or spread them enough to take them out by small groups. Delay poison communal, and cloudkill are excelent spells to work with.
If you provide with more information, like characters and classes, we may be able to help you further.
Hope this help
Have fun
If you have archer types make sure to disable Deadly Aim and Rapid shot as these will eat into your to hit chance. If you are using melee builds relying on strength likewise disable power attack. And melee dex builds disable Piranha strike. Yes you will lose out on number of attacks and damage, but if you cant hit the enemy your damage is zero.
Also if someone has access to evil eye this helps greatly to both hit and blinding the enemies. That mug that summons desnans is great for the central chamber fight. You can also pick up some gear that gives your spontaneous casters access to electricity spells in this dungeon somewhere. Anyone that cause the status effect shaken will be useful ie from feats such as dazzling display. And if all fails touch attacks.
Yes. Though, a bunch of things (the minotaurs and maybe demons) still have resistance to lightning IIRC.
That place was rough for me as well. I got through it via Protective Luck tanking, using Hexes to reduce their to-hit and Cackle/Chanting to keep it all running. I had less issues with the humanoids than I did with the Minotaurs and Demons. That became a slog. I basically spent the first three rounds or so getting the tanks protected and giving the most dangerous things -8 to-hit while my DPS maybe got through a third of something's health. Maybe... Some summons to fill the gaps and absorb a couple hits while this is setting up.
Once everything is mostly stabilized, then I start with the -8 to their AC and start going through them one by one. Slowly. It was such a SLOOOOOOOOOG. >.>
The humanoids weren't half so bad. Same general tactic but i din't have to do the -8 to their to-hits and can move on to debuffing their AC and killing. And the DPS doesn't NEED that until the Tower Shield guys and by that point the fight is over.
It was the only place so far that I've been forced to break my self-imposed rule of no resting in dungeons. I'm rationalizing it because I left and rested outside ONCE. :P
Yes, they charge the back line initially. However, you can five foot step away the true squishies and as long as your tank/offtank is in their face, they shouldn't follow. And if they do, that's the new target to focus fire.
You just need to stack several effects at once to get decent chances to hit the demons through their AC. Flanking with the Outflank feat, bardic music for Inspire Courage, the cleric Community domain for Guarded Hearth, tripping gives +4 to your melee hit chance, inspire rage if you have a skald along with Lethal Accuracy gives a lot of hit to melee, general spell buffs like Good Hope. There are tons of things you can do to up your chance to hit which means that sometimes on harder difficulties you need to employ several of them at once.
For the boss You can use Dimension Door to teleport through the barrier and just kill him immediately.
I spent about 15 minutes just looking around for the freaking circlet you need to deal with the purple barriers because I happened to miss the little box in a corner it was stuffed into. That's Ok for some random loot but you shouldn't do that with an item needed to progress.
And OMG the Blindness from Sunburst kicked my arse! Even affects Undead. SLOOOOOOOOOOOOOG. >.>
I am a lich and IDK how to do this. Is this an ability that comes after level 13?
pft...my party is lv 10....no wonder i got kicked in the nuts ..