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Forums: Tips and Strategies

posted on Dec 04, 2008 by Tremir
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Inspired by a few conversations I’ve had in the chat, I’ve decided to start this thread.
Basically, I want this to be a thread where experienced players reveal their combat tactics, and where other players can learn from them and offer suggestions on how to improve them.

I’ll start with my favorite tactic:

Lockdown/Mobility

This tactic is aimed at reducing the enemie’s opportunities to attack.

You’ll need MP-denial (hereafter refered to as lockdown) actions. My prefered is Heavy Boots, but any other lockdown action will work. Speed is more important on the weapon providing this action then damage, in my opinion, because Lockdown actions tend to give high results even with less powerful weapons, and the lower AP cost means you can lockdown more enemies.
In addition, you’ll need to use relatively light armor. I’m using 10MP/square as the upper limit, with most of my characters at 9MP/Square, and some at 8.
You’ll be sacrificing protection for this, but the reduced attacks compensate for it.

How it works:

have your characters pass on their first turns, except for the lockdown character.
That character should use his lockdown action on enemy melee characters.
Using Heavy Boots I can get off 2 lockdowns each turn, and with a 3 turn duration that’s up to 6 immobilized enemies.
When you run out of melee characters, you can either lockdown other enemies or join use damaging actions.
The rest of your characters should concentrate their attacks on enemies with ranged actions.
I tend to run a heavily melee oriented group, which should be more efficient on metatherics-oriented enemies.
Once all ranged enemies are down, we move to the Mobility part of this tactic, and the reason I prefer light armor.
The enemy melee characters will be unable to move, but they still have their AP.
they’ll probably be using it on defensive actions, but most such actions reduce defense only.
The way to take them out is to snipe at them with ranged actions, and use hit and run tactics with melee actions.
Simply move to the enemy, attack, and move away.
You’ll want to keep your characters at least 2 sqaures away from the enemy, because Lockdown isn’t perfect and some enemies will be able to move a couple of squares each turn or 2, and to avoid low range attacks melee/meta actions.
You’ll take Defense damage from the enemies’ defensive attacks, but they won’t be able to follow it up with actual damage.

Last Edit: on Dec 14, 2008
posted on Dec 14, 2008 by AryzTheFenix
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Well I just got whooped (my first entire party defeat) by Rangers in Volum with that “smell the pretty flowers” spell or whatever it is that reduces my AP.

What is the defense against this if any?

I went to do the mission as soon as I qualified – do I just need to wait until I’m a little stronger?

Thanks in advance!

posted on Dec 14, 2008 by Tremir
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There are several ways to defend from the Pretty Flowers action.
One is to raise your passive Mindwind and Plant skills, (and forces, physical and metatherics).
another is to keep your people from bunching up.
If they aren’t touching each other, the action can only affect one of them each time it’s used.

One more option is to identify the enemy with the plant/mindwind weapons, and use AP denial skills on him to prevent him from attacking or MP denial skills to keep him from entering his range.

If you were logged in you could post.




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