Flayed gigas disciple: Difference between revisions
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(→Hunting Strategies: Added general, bard-specific, cleric-specific, monk-specific, paladin-specific, ranger-specific, and wizard-specific advice.) |
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==Hunting Strategies== |
==Hunting Strategies== |
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;General Advice |
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* Disciples have high [[DS]] and [[TD]], but, as primarily magical enemies, they have relatively low [[Standard_maneuver_roll|SMR]] defense for their (high) level. [[Hamstring]], especially with [[Two Weapon Combat]], can open them up. [[Brawling|Unarmed combat]] can (literally) punch through their defenses as well, but might require setup. |
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* Disciples are fast and are capable of using a single combat round to shake off stun and cast the exceptionally deadly [[Mana Burst (1414)]]. Inflicting [[Staggered]] via options like [[Feint]], [[Sweep]], or [[Twin Hammerfists]] can slow them down. |
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* [[Immobilized (status)|Immobilizing]] stops disciples outright, but [[Subdue]] will require further setup since they're too tall while standing and spells like [[Censure (316)]] or [[Bind (214)]] almost definitely won't have the [[CS]] to hit, barring exceptional gear or enhancives. [[Moonbeam (611)]] is a reliable option for immobilizing, though, given enough training in [[Ranger Base]]. |
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* [[Silenced|Silencing]] also stops disciples' most dangerous attacks, but [[Cutthroat]] and [[Sucker Punch]] need additional setup due to height and [[Silence (210)]] almost definitely won't have the CS to hit. [[Corrupt Essence (703)]], although not using the Silenced mechanic strictly speaking, basically accomplishes the same thing and does work with sufficient CS. |
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;Bards |
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* [[Song of Tonis (1035)]] to speed up [[combat maneuvers]] like Feint, Sweep, or Hamstring is a viable option to keep up with and even outpace disciples' speed. |
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* Be ready to shout [[Troubadour's Rally (1040)]] at a moment's notice in case you come out of a Mana Burst only close to dead. |
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;Clerics |
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* Disciples are one of the [[Hinterwilds]]' best candidates to burn through empowered charges of [[Condemn (309)]] against (and to save empowered charges for). It's more than possible for them to survive two empowered casts back-to-back, so be ready to keep going with a third Condemn or [[Ethereal Censer (320)]] in the mix. [[Quivering sanguine ooze]]s roam the same areas as disciples and can be used to recharge Condemn by starting [[Divine Wrath (335)]], which is likely to make the oozes split several times, then casting Condemn on each oozeling. |
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;Monks |
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* Twin Hammerfists into a focused [[mstrike]] can be enough for a swift victory, though that's not guaranteed. [[Dragonclaw (1209)|Dragonclaw]] triggering at any point in the mstrike will help. [[Fury]] is an option instead of mstrike, but dividing attacks up over several rounds leaves it more open that a disciple will shake off stun and interrupt the assault in any number of ways before it's finished. |
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;Paladins |
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* [[Divine Incarnation (1650)]] Smite backed by high enough [[Spiritual Lore, Religion|Religion]] lore to reliably hit twice frequently takes out disciples. |
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* Be ready to beseech [[Divine Intervention (1635)]] at a moment's notice in case you come out of a Mana Burst only close to dead. |
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;Rangers |
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* Given sufficient ranks of Ranger Base, Moonbeam followed by [[Spike Thorn (616)]] usually takes out disciples in one or two casts. Moonbeam is the opener partially because of the sheer power of immobilization as mentioned above, but also because Spike Thorn needs a high endroll to accomplish its objective of killing while Moonbeam only needs a moderate endroll to accomplish its objective of keeping the disciple unable to attack. |
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;Wizards |
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* Given sufficient ranks of [[Wizard Base]], [[Earthen Fury (917)]] is reasonably reliable at taking out disciples in one or two casts (accounting for all rounds of damage). Backing it up with a fully trained Feint (meaning all five ranks and 101 [[Combat Maneuvers]] ranks) can keep them locked down as the damage rounds go off, and that's only more true if Feint is used at 1 second of RT by having [[Celerity (506)]] active with enough [[Elemental Lore, Air|Air]] lore. |
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==Other Information== |
==Other Information== |
Revision as of 13:17, 21 May 2022
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This section has not been added yet; please add to it now!
Hunting Strategies
- General Advice
- Disciples have high DS and TD, but, as primarily magical enemies, they have relatively low SMR defense for their (high) level. Hamstring, especially with Two Weapon Combat, can open them up. Unarmed combat can (literally) punch through their defenses as well, but might require setup.
- Disciples are fast and are capable of using a single combat round to shake off stun and cast the exceptionally deadly Mana Burst (1414). Inflicting Staggered via options like Feint, Sweep, or Twin Hammerfists can slow them down.
- Immobilizing stops disciples outright, but Subdue will require further setup since they're too tall while standing and spells like Censure (316) or Bind (214) almost definitely won't have the CS to hit, barring exceptional gear or enhancives. Moonbeam (611) is a reliable option for immobilizing, though, given enough training in Ranger Base.
- Silencing also stops disciples' most dangerous attacks, but Cutthroat and Sucker Punch need additional setup due to height and Silence (210) almost definitely won't have the CS to hit. Corrupt Essence (703), although not using the Silenced mechanic strictly speaking, basically accomplishes the same thing and does work with sufficient CS.
- Bards
- Song of Tonis (1035) to speed up combat maneuvers like Feint, Sweep, or Hamstring is a viable option to keep up with and even outpace disciples' speed.
- Be ready to shout Troubadour's Rally (1040) at a moment's notice in case you come out of a Mana Burst only close to dead.
- Clerics
- Disciples are one of the Hinterwilds' best candidates to burn through empowered charges of Condemn (309) against (and to save empowered charges for). It's more than possible for them to survive two empowered casts back-to-back, so be ready to keep going with a third Condemn or Ethereal Censer (320) in the mix. Quivering sanguine oozes roam the same areas as disciples and can be used to recharge Condemn by starting Divine Wrath (335), which is likely to make the oozes split several times, then casting Condemn on each oozeling.
- Monks
- Twin Hammerfists into a focused mstrike can be enough for a swift victory, though that's not guaranteed. Dragonclaw triggering at any point in the mstrike will help. Fury is an option instead of mstrike, but dividing attacks up over several rounds leaves it more open that a disciple will shake off stun and interrupt the assault in any number of ways before it's finished.
- Paladins
- Divine Incarnation (1650) Smite backed by high enough Religion lore to reliably hit twice frequently takes out disciples.
- Be ready to beseech Divine Intervention (1635) at a moment's notice in case you come out of a Mana Burst only close to dead.
- Rangers
- Given sufficient ranks of Ranger Base, Moonbeam followed by Spike Thorn (616) usually takes out disciples in one or two casts. Moonbeam is the opener partially because of the sheer power of immobilization as mentioned above, but also because Spike Thorn needs a high endroll to accomplish its objective of killing while Moonbeam only needs a moderate endroll to accomplish its objective of keeping the disciple unable to attack.
- Wizards
- Given sufficient ranks of Wizard Base, Earthen Fury (917) is reasonably reliable at taking out disciples in one or two casts (accounting for all rounds of damage). Backing it up with a fully trained Feint (meaning all five ranks and 101 Combat Maneuvers ranks) can keep them locked down as the damage rounds go off, and that's only more true if Feint is used at 1 second of RT by having Celerity (506) active with enough Air lore.
Other Information
This section has not been added yet; please add to it now!
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