Tom wrote:Nemesis1 wrote: I almost managed to beat the ambush, but not quite.
Im about to be there soon with my archer.
Pls enlight us your strategy and tactics.
Tom
I used Aim (in b23 Aim actually makes you shoot faster and not slower, it's a bit broken but then again there are other things that aren't broken to your favour, like the alchemy ingrendients not appearing) and a speed rune/Eden's Guile. Unfortunatly, I my speed rune deactivated and replaced the speed bonus (with a lesser speed bonus) from the boots instead of adding up. That wasn't fun. Either way, I could shoot many arrows for each move the orcs got.
Then I used a teleport wand and phase runes a bit, and I started out by using Flare to blind as many archers as possible. I killed most archers rather quickly, actually. When I died, I there were only one or two archers left and the boss was down to 50% hp or so. As this is my first character (except for a Dwarf Fighter who died at lvl 2 or 3), I wasn't very experienced when I did the ambush. If I would have known the things I know now (that I can't use a speed rune and Eden's Guile at the same time and more effective use of my talents), I think I could have defeated the ambush.
But next time I'll play the ambush, I won't have the fast-shooting-Aim advantage. But I'll probably play something other than Archer anyway. My hints to you are these:
-Have Scatter Shot maxed! That will allow you to stun and damage almost the whole bunch of them in one shot!
-I think you get the max area effect of Flare's blinding bonus at lvl 4, use it against the archers!
-Prepere with inscriptions that have low cooldowns, it'll take time to win this battle so you'll be using your inscriptions more than once
-Don't forget Nature's Pride! Putting more points than one in it might not be neccesarry as it only affects the cooldown and it'll be rather long anyway - instead, use the talent wisely. Use them both as living sheilds against the archers and to stun them.
-As you probably won't be using Aim, phase/teleport runes aren't the best way of moving around. Instead, use movement infusions to take cover. Sure, a teleport rune will help you get to the other side of the battlefield, but a teleport wand is better as it doesn't use an inscription slot and has no cooldown.
-At least when I did the Ambush, I wasn't attacked by any elemental attacks or so. That means that you can focus on armour/defence/physical res/damage/speed when chosing equpiment. But I've only done the Ambush once and in a much older version, so I might be wrong. Ask someone else so that you won't get a cold, freezing suprise or something.
Speaking of the Aim trick, how common is that monster spell/attack/talent that puts your sustains on cooldown? Even though it's a bit cheesy, I wouldn't mind using Aim at high peak if I was to fear for my life. Why? Well, first of all there are other bugs that work against me (like the alchemists), and if I'm going to suffer from them I think it's fair enough to exploit a bug that I can gain from. Also, not using Aim at all because of the bug would result in an unfair disadvantage (and I can't use Fast Shot either, as that sustain makes you fire slower in my version!). Finally, it was an exploit that I discovered myself when playing, I would feel much less worthy of using it if somebody else taught me to.
Anyway, how likely am I to be attacked by the sustain-deactivating monster talent at high peak? It would be rather nice to know, as it seems to remove the speed bonus from Eden's Guile too, as well as Tracking, Shield, Wild Infusions, everything! I've only encountered one monster who had the skill this far, and that was Vor. But the Vor fight was really, really evil. He had a couple of dragons, including at least one GMHW, with him too, and aside from forcing me to fight without neither timed nor sustained buffs, he and his dragons did crazy damage to me as soon as I entered the level. The only was I could beat him was to escape upstairs, heal/rest, make just one or two attacks before I was close to death and repeat! It would be really great to know which monsters in the game that can remove buffs, because it is so dangerous that it's not even funny!
A couple of more related questions: If I do run into another buff-deactivating monster, can I just use some useless buff to get him or her to use up his buff remover (or at least put it on cooldown)? Or are they smart enough to only use it to remove many/important buffs?
And one final question about cooldowns: I remember someone telling me that dragons have cooldowns on their breath attacks, but when I've been fighting dragons, they've been breathing every turn! Is this some kind of bug in b23, or is it that they have many different breath attacks and each of them have their own cooldown? So that a GMHW have to breath both sand, fire, cold and whatnot before they're out of attacks (unless their first breath is ready again by that time)?
Sorry for not proof reading my post for bad English, I'm in a bit of a hurry.