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Some of their attacks do up to 60-70 damage. So after two or three blows, I'm gone..
My strategy: I open up combat by shielding my tank with my priest. I take agro with the tank but the shield is gone in no time. During this time I apply condition affects (with the warlock and tank) and use my DPS warrior to do as much damage as possible. Still, no matter what I do, my tank pretty much always is knocked unconscious. After this, if I have done enough damage, the rest of my party kills the enemy just in time, but most of the time, when my tank dies, the rest of the party follows shortly thereafter..
Enemy damage is just pretty high! I'm playing on one level above standard difficulty.
Edit: I just found out you can just simply side-step if you time it correctly just as they are casting. You can't go too far though or else the monster regenerates/resets.
For the big general guys I think they usually have one attack that does significantly more damage than the rest - an attack that has more cast time than the rest - that I save interrupts for. If interrupt is on CD, then I try to dodge it like above, though it's harder for melee which stick on you.
I'm wishing I had a 2nd interrupt ability.
Yes, the game IS very difficult at times. In some fights, you really need to pause a lot, have some luck with crit hits/dodge/parry, and not waste a second being inactive. If you feel you're fighting "perfect" and still die way too easy, lower the difficulty settings. And yes, you can do that without any shame, because the game IS very hard.
Big eyes monsters: I tend to avoid fighting these in narrow corridors. Instead, I like to be able to do some sidestepping, avoiding its fireballs. Perfect would be if I'm in a 2x2 grid room. Some good ol' Dungeon Master combat tactics, you know :)
Combat in general: How to use the Kick interupt ability - don't interupt the enemy in the beginning of his casting. Use it when the enemy is in the very end of casting its spell. The enemy doesn't do any harm WHILE casting, so you'd want to wait until his cast bar is about to end. Doing this will give you a few seconds of "rest", and mathematically will lower the enemy's dps.
You should write a review in the store page of the game and include these hints in it.
I like to change key binds A and D to turning and Q and E to sidestepping. This just feels more natural to me.
Your character portraits will turn orange if they're about to draw aggro. The character portrait will be red if he/she has aggro from something.
You can dodge projectiles. You can also sometimes dodge melee abilities, but it's much harder because melee mobs stick on you like white on rice.
Right-clicking on an enemy will do the same thing as pressing the swords icon.
I'm still having a bit of trouble with this targeting. I just had a fight were I couldn't get my right row to attack, they just stood there like dummies, even with the eye icon showing :)
- Make sure you don't miss any drops from killed enemies. It can be easy to miss a ring or key and you don't want to end up not being able to progress because you left a key on the ground somewhere without realizing it.
- You actually have to right click an ability to unqueue it. Game menu says backspace, but that doesn't work... for me at least.
- To rearrange your skill bar, you have to have the talent tree window open.
- Maybe this is just me, but I find switching the default bindings of A&D with Q&E so that A&D turn while Q&E sidestep. Just feels way more natural to me.
- Make sure you pay attention to the beginning dialogue that explains what orange/pink/red outlines mean both on the character portraits and on enemies when you hover over a character.
- Hovering over enemies and enemy attacks will give you more information.
- Hidden buttons in walls tend to be at places that seem like dead ends
- Unconscious party members will still get XP. XP is intentionally separated at the start so that characters level up 1 at a time instead of all together at once.
I don't let my mage open with nukes either, auto attack until the target is at 60% or so, then I pop the cooldowns and burn it down. If there are archers staying behind two melee mobs, focus one of the melee so that as soon as it goes down, the archers will come within melee range to fill up the spot. They are much easier to kill than something holding a sword and shield.
Haven't gotten too far yet, the talent trees really remind me of WoW, which is amusing since I haven't touched that game in years.