Shining winged disir: Difference between revisions

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(→‎Hunting Strategies: Added bard-specific, cleric-specific, paladin-specific, and ranger-specific advice.)
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==Hunting Strategies==
==Hunting Strategies==
;Bards
{{addmetext}} <!-- Remove when adding to section -->
* [[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.
;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 to set up [[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 [[Spiritual Lore, Summoning|Summoning lore]], which is more than most Hinterwilds enemies can say, but repeated ones will still win the day.


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

Revision as of 16:32, 21 May 2022

Shining winged disir
Level 114
Family family creatures
Body Type [[]]
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 ?
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 to set up 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 enemies can say, but repeated ones 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
Level 112


Level 113


Level 114


Level 115

none

Level 116

none

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