Erudite
22nd June 2006, 09:41 AM
Well, that kinda sucked.
Xellany and Destrid attempted to help Knemo through the Aurora Glade mission last night, with no luck in two attempts. We probably could have done the mission proper, but we were trying for the bonus as well.
The first failure was my fault. I swapped Destrid's skillset out for a hydromancer build, wanting to bring snares along to help handle the White Mantle's crystal runners. Effective in that regard, in that the runners were reduced to a slow crawl, but water magic has a severe damage output defecit, little in the way of AE damage, and no spike damage potential at all. So we got overwhelmed and lost.
Switched back to a fire build for the second go, and we did much better. We took out the first runner, and some White Mantle casters obligingly held up the rest of the Mantle's first group at the corner, letting me sink Incendiary Bonds on them, followed up with Meteor. That spiked the whoe group for ~230 damage and knocked them all down, giving me time to lay a fireball on top of that for another ~100ish points. The second Mantle group came in, though, and we started to have some problems when Knemo went down.
We got into the last group before Xellany finally bought it (she was the last one left alive, and had swapped rez for a speed skill as our designated runner). I think there's room to play with things - I had one skill slot (Heal Other) I barely used and another (Rebirth) I didn't use at all because of it's cast time and minimal recovery value in a fast-paced fight like last night. I could have/should have just put the rez signet in, which would have brough Knemo back into the fight at full strength almost immediately. His minions would have helped A LOT. Maybe a standard rez or defensive skill in the other slot. Dunno. Doable, though - just take some tuning is all.
Xellany and Destrid attempted to help Knemo through the Aurora Glade mission last night, with no luck in two attempts. We probably could have done the mission proper, but we were trying for the bonus as well.
The first failure was my fault. I swapped Destrid's skillset out for a hydromancer build, wanting to bring snares along to help handle the White Mantle's crystal runners. Effective in that regard, in that the runners were reduced to a slow crawl, but water magic has a severe damage output defecit, little in the way of AE damage, and no spike damage potential at all. So we got overwhelmed and lost.
Switched back to a fire build for the second go, and we did much better. We took out the first runner, and some White Mantle casters obligingly held up the rest of the Mantle's first group at the corner, letting me sink Incendiary Bonds on them, followed up with Meteor. That spiked the whoe group for ~230 damage and knocked them all down, giving me time to lay a fireball on top of that for another ~100ish points. The second Mantle group came in, though, and we started to have some problems when Knemo went down.
We got into the last group before Xellany finally bought it (she was the last one left alive, and had swapped rez for a speed skill as our designated runner). I think there's room to play with things - I had one skill slot (Heal Other) I barely used and another (Rebirth) I didn't use at all because of it's cast time and minimal recovery value in a fast-paced fight like last night. I could have/should have just put the rez signet in, which would have brough Knemo back into the fight at full strength almost immediately. His minions would have helped A LOT. Maybe a standard rez or defensive skill in the other slot. Dunno. Doable, though - just take some tuning is all.