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I was always level 8 for the fight though. It was the last thing I did before ending the act.
Not to be condescending or anything, but I never felt it was all that hard a fight. Maybe a bit above average, but the same concept of big damage, CC and mitigation all play the same. Dodge and invisibility to evade hits, big damage to CC stuff fast and armor "piercing" CC to get control early.
Other than that, its just a standard fight. Hitting level 8 might help with some of the scaling issues though.
I don't mind condescension if you don't mind skepticism. So how did you bunch them up, and entangle them all before they stripped your defenses and CCed you(which includes Charm, Sleep and Madness)? Two of his mates are on high ground on either side. It would take 3 teleports to bunch them up. They actively use fortify to prevent teleportation if you don't get it all don't in your first round. So 6 AP for teleports and 3 for worm tremor. 9 ap to obtain entangle, 50% earth damage and no poison damage and Sech has 20% earth resistance.
With Lonewolf it plays with Sech always first. He Backlashes you with heavy Damage. Then your two Lonewolfs are played back to back. That is 12+Maybe Adrenaline so maybe 14 AP to spend before they unleash a barrage from all 4 on you. If you smoke them all in one group them you can't target them either unless you engage in Melee.
Entangle does not prevent spell casting, and all 4 of your opponents are undead which means the poison from worm tremor would actually heal them. Using worm tremor does not seem very powerful against Sech and his crew. I'd be less skeptical if I saw a video of this master play.
BTW - You would have to wait till level 8 for both characters to have torturer and lonewolf.
Second, you're adding up AP without considering Elemental Affinity. You get talent points at level 1, 3 and 8. As long as you recruit your ally before hitting 3, you can select Lone Wolf at level 3 and Elemental Affinity at 8, and again, I always did this fight at 8.
You can most definitely hit enemies in smoke, just AoE the edges of the smoke with spells. Even small AoE can work if you get them in the edges of the smoke.
It'd be Teleport, Teleport (using a scroll) Worm Tremor (with preset EA). This gets three of them bunched up. Second character then goes full damage AoE on them using similar spells. Typically I gravitated towards Geo and always preferred mages, magic is just so much more powerful. Shouldn't be too hard to break armor with a full round of spells, ending with Throw Dust to blind them. A rooted, blinded enemy isn't much of a threat. With their armor gone, a flash grenade is all you need to lock them down each round while you focus their ally or hit them with stronger CC.
When enemy spellcasters are present, keep in mind that you can counter them hard with a large resistance potion of their main element. Just 1AP to reduce their damage by 75% plus any resistance you have from gear lingering about... that's a huge hit to their damage.
When you do get your turns, you can also just end the turn using invisibility to avoid taking damage. You should be able to use high ground to line of sight as well. My third talent here would likely be The Pawn for this exact situation. You step forward to get line of sight from the cliff, place them at the base of it, then back up. All free movement. Of course, it might require a little pre-positioning or using jump spells, but its not that hard to get positioned.
Its been quite awhile, so I don't remember too many details of how the fight plays out. I just remember that it felt like a mildly more difficult fight and didn't really think much of it beyond that.
I don't believe it. Sorry. I would need to see a video. It sounds good on paper but I don't think it adds up in act 1. That early in the game how did you get 75% resistance potions? When did you take torturer and elemental affinity and pawn by level 8?. How many AP did you spend on obtaining your surface for your elemental affinity and keeping them smoked and taking your potions and doing damage? What did you do when you ran out of spells due to cooldown Two mages, one all in on Geomancy (all poison related spells useless), second mage all in on what had to be water or air for CC? Grenades are two AP and are hard to come by at that point in the game. Just as scrolls are. Just as are the best potions(except the healing elixir, lots of that around)
You don't worry about Physical damage in your Lonewolf play though? Some of the best CC is obtained after destruction of physical armor.
You also seem to underestimate their damage dealing and overestimate your damage dealing.
yet he is right but otherwise give me your build and I'll make a video to show you. I kill them solo no lone wolf (physical or magical) so a lone wolf duo is easy even with an imposed build
It depends on whether you have magical or physical characters, your talents, etc.
the goal of the video is that I give you a technique without having to modify your build (or slightly).
for example it's good to tell you to use tremor worms: very effective in this fight but if you don't have torturer and two points in geo it's useless.
but i can do with Lone Wolf Shadowblade and Lone Wolf Enchantress
to show you I do the fight without pre buff, potions and scrolls.
I will use the Lohse capaity if I can
Lvl 7 lonewolves only have 1 additional choice for talents. The second character has no additional choices. So what would you choose for that one talent between the two?
-2-6 copies of every skillbook available at this level. Crafted ones included.
-250k gold
-80-120 res scrolls
-all the consumables you could want and the materials to craft them.
-the best gear money could buy.
Bear in mind, the only thing stopping you from having things like huge healing potions or large resistance potions is your effort in crafting them. You can easily acquire a stash of the small potions. Just craft them together for the mediums and two mediums for a large. Same for healing potions. You can be sitting on potions that overheal you so much that the Living Armor talent would fully restore your magic armor in the first act. Its a bit of a waste, but it’s doable.
How do I get all of that? A bit of thievery abuse. Even if I’m going lone wolf, I’d still acquire a glove and belt with +1 thievery on them and temporarily recruit all the origin characters as shadowblades, pump thievery and go on repeat stealing sprees from every vendor I can. I typically avoid solving quests that kill NPCs worth stealing from, so Griff doesn’t die, nor Stingtail.
I do such a spree so I don’t have to worry about inventory management for most of the following act. If you do it again near the end of act two, you’ll have multiple million gold.
You should of made videos. Think of all the Youtube money you would have had.