Flayed gigas disciple: Difference between revisions

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| picture =
| picture =
| level = 113<!-- This will also be used at the end of the page in the Near level creature template -->
| level = 113<!-- This will also be used at the end of the page in the Near level creature template -->
| family = <!-- Add creature to family page subcategory/list, which will be linked on preview/save -->
| family = Gigas <!-- Add creature to family page subcategory/list, which will be linked on preview/save -->
| type = <!-- Creature body type -->
| type = Biped <!-- Creature body type -->
| otherclass = <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| otherclass = <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| area = Hinterwilds <!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area = Hinterwilds <!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
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{{Creature end}}<pre{{log2|margin-right=26em}}>A flayed gigas disciple is a hugely imposing figure. His monumental physique is all the more evident because his skin has been torn away, revealing wet and weeping tendons and raw muscle beneath. With no lips to conceal his teeth, the disciple appears to be ever grinning, but above his ruined nose are scarlet eyes ablaze with hateful zeal. A flayed gigas disciple wears a hooded shroud, ragged and threadbare, that is stained through with his own blood.</pre>
{{Creature end}}<pre{{log2|margin-right=26em}}>{{addmetext}}<!-- Add creature description--> </pre>
==Hunting Strategies==
==Hunting Strategies==
;General Advice
;General Advice
* 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.
* 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.
* 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.
* 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.
* [[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]].
* [[Immobilized (status)|Immobilizing]] stops disciples outright, but putting that into practice isn't necessarily easy. [[Subdue]] will require further setup since they're too tall while standing. Spells like [[Censure (316)]] or [[Bind (214)]] almost definitely won't have the [[CS]] to hit, barring exceptional gear or enhancives. However, [[Moonbeam (611)]] is a reliable option for immobilizing given enough training in [[Ranger Base]].
* [[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.
* [[Silenced|Silencing]] also stops disciples' most dangerous attacks. However, [[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
;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.
* [[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.
* Be ready to shout [[Troubadour's Rally (1040)]] at a moment's notice in case you come out of a Mana Burst only ''nearly'' dead.
;Clerics
;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 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.
* Disciples are one of the [[Hinterwilds]]' best candidates to burn through empowered charges of [[Condemn (309)]] against (and, conversely, to save empowered charges for). It's more than possible for them to survive two empowered casts back-to-back since the spell only has a single roll to determine its power, 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.
;Monks
;Monks
* 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.
* Twin Hammerfists into a focused [[mstrike]] can be enough for a swift victory and is more reliable for monks than other brawling professions due to their [[Martial Arts Mastery]], though still not guaranteed. [[Dragonclaw (1209)]] 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 reaches a hit that could have been fatal, inflicted RT, or inflicted Silenced.
;Paladins
;Paladins
* [[Divine Incarnation (1650)]] Smite backed by high enough [[Spiritual Lore, Religion|Religion]] lore to reliably hit twice frequently takes out disciples.
* [[Divine Incarnation (1650)]] Smite backed by high enough [[Spiritual Lore, Religion|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.
* Be ready to beseech [[Divine Intervention (1635)]] at a moment's notice in case you come out of a Mana Burst only ''nearly'' dead.
;Rangers
;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.
* 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
;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 [[Elemental Lore, Air|Air]] lore.
* Given sufficient ranks of [[Wizard Base]], [[Earthen Fury (917)]] is reasonably reliable at taking out disciples in one or two casts. (This is accounting for all rounds of damage and factoring in that subsequent rounds while the disciple is stunned will have a huge bonus.) Backing Earthen Fury 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.


==Other Information==
==Other Information==

Latest revision as of 08:22, 11 July 2022

Flayed gigas disciple
Level 113
Family Gigas family creatures
Body Type Biped
Area(s) Found Hinterwilds
BCS Yes
HP
Speed
Attack Attributes
Defense Attributes
Armor
? ASG ?
Defensive Strength (DS)
Melee ?
Ranged ?
Bolt ?
Unarmed Defense Factor
UDF ?
Target Defense (TD)
Bard Base ?
Cleric Base ?
Empath Base ?
Paladin Base ?
Ranger Base ?
Sorcerer Base ?
Wizard Base ?
Minor Elemental ?
Major Elemental ?
Minor Spiritual ?
Major Spiritual ?
Minor Mental ?
Other Unique Abilities
?
Treasure Attributes
Coins ?
Gems ?
Magic Items ?
Boxes ?
Skin ?
Other ?
A flayed gigas disciple is a hugely imposing figure.  His monumental physique is all the more evident because his skin has been torn away, revealing wet and weeping tendons and raw muscle beneath.  With no lips to conceal his teeth, the disciple appears to be ever grinning, but above his ruined nose are scarlet eyes ablaze with hateful zeal.  A flayed gigas disciple wears a hooded shroud, ragged and threadbare, that is stained through with his own blood.

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 putting that into practice isn't necessarily easy. Subdue will require further setup since they're too tall while standing. Spells like Censure (316) or Bind (214) almost definitely won't have the CS to hit, barring exceptional gear or enhancives. However, Moonbeam (611) is a reliable option for immobilizing given enough training in Ranger Base.
  • Silencing also stops disciples' most dangerous attacks. However, 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
Clerics
  • Disciples are one of the Hinterwilds' best candidates to burn through empowered charges of Condemn (309) against (and, conversely, to save empowered charges for). It's more than possible for them to survive two empowered casts back-to-back since the spell only has a single roll to determine its power, 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 and is more reliable for monks than other brawling professions due to their Martial Arts Mastery, though still not guaranteed. Dragonclaw (1209) 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 reaches a hit that could have been fatal, inflicted RT, or inflicted Silenced.
Paladins
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. (This is accounting for all rounds of damage and factoring in that subsequent rounds while the disciple is stunned will have a huge bonus.) Backing Earthen Fury 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

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Near-level creatures - edit
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Level 112


Level 113


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Level 115

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