Shining winged disir: Difference between revisions
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MOD-GSMOTTE (talk | contribs) (Created creature page with templates.) |
TURKEYBONE (talk | contribs) (Undo revision 222422 by TURKEYBONE (talk)) Tag: Undo |
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{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --> |
{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --> |
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| picture = |
| picture = |
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| level = <!-- This will also be used at the end of the page in the Near level creature template --> |
| level = 114<!-- This will also be used at the end of the page in the Near level creature template --> |
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| family = <!-- Add creature to family page subcategory/list, which will be linked on preview/save --> |
| family = <!-- Add creature to family page subcategory/list, which will be linked on preview/save --> |
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| type = <!-- Creature body type --> |
| type = <!-- Creature body type --> |
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{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
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| PA1 = Lance |
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| PA1 = <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| PAA = |
| PAA = |
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| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| BTA = |
| BTA = |
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| WD1 = Censure |
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| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| WDA = |
| WDA = |
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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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{{Creature end}}<pre{{log2|margin-right=26em}}>{{addmetext}}<!-- Add creature description--> </pre> |
{{Creature end}}<pre{{log2|margin-right=26em}}>{{addmetext}}<!-- Add creature description--> </pre> |
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==Hunting Strategies== |
==Hunting Strategies== |
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;Bards |
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{{addmetext}} <!-- Remove when adding to section --> |
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* [[Vibration Chant (1002)]] can eliminate their "[[spear]]s" (which hit like [[lance]]s). Disirs then switch to a magical, non-physical shield which can't be blown up, but many will find that preferable to letting them swing lances with 650 AS. |
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;Clerics |
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* Disirs behave somewhat unpredictably under the effects of [[Prayer of Holding (301)]], as sometimes it'll keep them bound while other times they'll shake it off immediately and counterattack in a single combat round. The fact that it even sometimes holds them makes it viable as a setup leading into [[Condemn (309)]], though, as it just means binding them repeatedly until it sticks. |
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;Paladins |
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* Disirs move fairly quickly in combat, so, in this case, casting [[Aura of the Arkati (1614)]] the hard way and then attacking with a beseeched [[Repentance (1615)]] is far more reliable than the other way around. Opening with Repentance might allow the disir to get up by the time the paladin's out of cast RT and on to her physical attack, but opening with the Aura of the Arkati debuff will leave that lasting long enough to carry through to the followup. |
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;Rangers |
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* [[Moonbeam (611)]] is a near universal solution in the [[Hinterwilds]] and disirs are no exception. However, they can occasionally get out of even that, so tread carefully. A followup [[Spike Thorn (616)]] against a bound disir will often miss the kill even with heavy training in [[Ranger Base]] and [[Spiritual Lore, Summoning|Summoning lore]], which is more than most Hinterwilds creatures can say, but repeated casts will still win the day. |
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==Other Information== |
==Other Information== |
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{{addmetext}} <!-- Remove when adding to section --> |
{{addmetext}} <!-- Remove when adding to section --> |
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==See Also== |
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* [[/saved posts|Saved posts]] |
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{{Nearlevel |
{{Nearlevel |
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|levelm2 = |
|levelm2 = 112 |
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|levelm1 = |
|levelm1 = 113 |
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|level = |
|level = 114 |
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|levelp1 = |
|levelp1 = 115 |
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|levelp2 = |
|levelp2 = 116 |
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}} |
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Latest revision as of 10:13, 12 July 2024
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This section has not been added yet; please add to it now!
Hunting Strategies
- Bards
- Vibration Chant (1002) can eliminate their "spears" (which hit like lances). Disirs then switch to a magical, non-physical shield which can't be blown up, but many will find that preferable to letting them swing lances with 650 AS.
- Clerics
- Disirs behave somewhat unpredictably under the effects of Prayer of Holding (301), as sometimes it'll keep them bound while other times they'll shake it off immediately and counterattack in a single combat round. The fact that it even sometimes holds them makes it viable as a setup leading into Condemn (309), though, as it just means binding them repeatedly until it sticks.
- Paladins
- Disirs move fairly quickly in combat, so, in this case, casting Aura of the Arkati (1614) the hard way and then attacking with a beseeched Repentance (1615) is far more reliable than the other way around. Opening with Repentance might allow the disir to get up by the time the paladin's out of cast RT and on to her physical attack, but opening with the Aura of the Arkati debuff will leave that lasting long enough to carry through to the followup.
- Rangers
- Moonbeam (611) is a near universal solution in the Hinterwilds and disirs are no exception. However, they can occasionally get out of even that, so tread carefully. A followup Spike Thorn (616) against a bound disir will often miss the kill even with heavy training in Ranger Base and Summoning lore, which is more than most Hinterwilds creatures can say, but repeated casts will still win the day.
Other Information
This section has not been added yet; please add to it now!
See Also
Near-level creatures - edit | ||||||||||
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