Current thread: Mythic forums > General > Guhhh spooks
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Author | Message |
4/26/2011 7:48:34 PM | Is there a counter for spooks? Making my dudes run away kinda messes up the whole fight thing. |
Dark Realm 4/26/2011 10:37:36 PM | Low Wilpower is usually what causes characters to run. Some items help increase wilpower. One way to take out spooks, though can be danagerous now that monsters can move, is to seperate a strong fighter or 2 with high wilpower to battle the spooks or seperate the low wilpower guys and let rest of party take care of them. Just watch seperated groups if they get under attack and reform as soon as spooks dead. |
4/27/2011 5:44:05 PM | hmm good idea. thanks. |
4/28/2011 3:12:02 PM | |
4/28/2011 3:17:33 PM | Woops....have to love "fat fingers" 8-|
With spooks "scaring" from range, I make sure to have at least one wizard in the party. Since a character getting "scared" has a chance (dont know percentage, but on encounters for me is around 30% of time, roughly, I spot a spook in the distance) once "spotted", I like to get some shots in when closing. I dont know of any specific "counter" for them, but including a ranged unit for me has worked well. |
4/28/2011 3:32:26 PM | Argh...maybe an "edit post" option when you get time also Legion, save me from embarassing myself further....
I should have mentioned with wizards (unsure of other range units, havent had the chance to test it out) if you set the action to, for example, "cast spell: lightning" prior to moving, once you spot an enemy and its in range (havent run into a maximum yet...) they let loose. My prefered party of 5 includes 2 wizzies, with one ALWAYS set to blast away. This is what has (thankfully) worked out for me, we shall see how well it works as the dungeons get tougher.... |
4/28/2011 5:32:37 PM | Cool, yea I have 2 wizards in my party currently. I'll have to try out the blast away function.
(html test) |
4/28/2011 10:05:07 PM | So far (for me) the furthest away from my group a spook has scared one of my guys and I have been able to zap them was 10 spaces, including the one my party was in and the one the spook was in. Am looking at adding a bow/sling/other weapon for fun to see what happens. |
4/29/2011 6:19:00 AM | And of course, you can always go for Remove Fear on your spell line with the wizard too.
Seems handy, that one.... |
Legion 4/29/2011 7:29:42 AM | Remove fear will always remove fear (100% chance), but if the guy has already fled, he is still gone. Its not always easy, but if you can manage to get usable mind magic on your fastest characters such as ninjas and monks its a big help. Since the fast character will usually go first, he can dispel the fear before the afflicted guy tries to run.
Of course, if he fled the same turn he was initially spooked, theres no helping him. But then, no solution should ever truly be 100% effective, should it? |
4/29/2011 4:09:14 PM | Makes perfect sense to me, just wish I had paid a bit more attention to the spell lines when my second wizard was still breathing.
Beware, and Be Aware, should you choose the Random Adventure button on the main clan page. A Hard Level 7 dungeon is not something a group of 8 level 2 characters should undertake ;-p
I realy should have fled sooner..... |
Dark Realm 4/29/2011 9:36:56 PM | *Curses his wizard with remove fear...that has wilpower of 6... |