View Full Version : Bandit Bounties Sorcerer Tactics
zhelas
07-28-2009, 01:04 AM
My tactic for this one:
Turn the F'ing task back in, wait 15 min and get another.
Serious note: I like the concept of the new bounty. The game doesn't need to be any more Disneyfide. I am sure it will be tweaked, but as it stands. Falling into a trap, getting locked into stackable RT while one tosses a dispell crystal at you, isn't fun.
In the meantime while death approaches, you start to think who the hell left these bandits out here. I was going hunting elsewhere. This wasn't even my bounty.
Desorceri asked me about them and I told him they were a bitch. Not sure how many times I saw him die. I know he was group hunting.
Peace
DarkShade9
07-28-2009, 02:01 AM
get shieldbashed in the head
die
tell dayle about removal
My redux'd rogue was having fun till he ran into another group's bandit. That ended my night.
Proxy
07-28-2009, 03:20 AM
OH! I KNOW!!! Use Animate Dead or Major Demons!!!! oh...wait...
Abyran'sa
07-28-2009, 11:31 PM
I think an abyran'ra would be awesome against bandits.
Morphias and I had lots of success the other night bandit hunting with a warrior meatshield to hide (err, tactically deploy) behind. WOF + Ewave + someone who won't die immediately from roundtimes via CMANs = dead bandits!
Sereg's puppeteer.
Fallen
07-29-2009, 12:17 AM
Perhaps grab a casting animate. I am thinking an Adept would have a good chance to set off an AoE that would keep the bandits in check long enough to get off a shot of your own. A War Griffin might manage the same feat.
Proxy
07-29-2009, 02:06 AM
granted I don't play, but from what I've read about the timing the bandits have most animates will be too slow to save their sorcerer. yes/no?
Though that does lead me to an idea for AD in Defense mode. %chance of them jumping between the sorc and the swinger or caster once told to defend. Thus absorbing the impact, or like with traps, pushing the sorc out of the way and triggering the trap the sorc would other wise have. Maybe kinda sorcerer take on the wizard time spell?
Swami71
07-29-2009, 02:20 AM
I think they were meant to be hunted more in groups. I don't see how a rogue or warrior is faring that much better (cman, perception, redux, and armor?). If you get hit by a trap and are prone/dispelled your screwed solo. I'm no square expert though.
Proxy
07-29-2009, 02:23 AM
aside empaths, pures take a bit of punishment and can't cast spells any more. Squares on the other hand can take a hell of a lot of punishment in comparison.
Fallen
07-29-2009, 08:20 AM
granted I don't play, but from what I've read about the timing the bandits have most animates will be too slow to save their sorcerer. yes/no?
Though that does lead me to an idea for AD in Defense mode. %chance of them jumping between the sorc and the swinger or caster once told to defend. Thus absorbing the impact, or like with traps, pushing the sorc out of the way and triggering the trap the sorc would other wise have. Maybe kinda sorcerer take on the wizard time spell?
Animates are supposed to have the GUARD command, which would have the animate attack the last thing that engages the sorcerer before its RT is up. It was broken since its release. That would be a big help in a situation like this, as well as normal hunting.
As for being fast or slow in general, the creature will be as fast or as slow as it was when it was alive. The smart sorcerer will animate something at the top of its BCS range, so that the creature will have a reduced RT. It is true that casting creatures will be slower than swingers, but 2 swings isn't worth nearly as much as 1 e-wave, or 1 cone. It would definitely boil down to the luck of the draw.
zhelas
07-29-2009, 08:23 AM
I think they were meant to be hunted more in groups. I don't see how a rogue or warrior is faring that much better (cman, perception, redux, and armor?). If you get hit by a trap and are prone/dispelled your screwed solo. I'm no square expert though.
I was in a group with a warrior and rogue. Pretty much everytime the warrior got zinged by a trap or so he would berserk. The rogue was stalking and ambushed. Me? Shoot I was the weakest link, even in a group I would step on traps and be on my arse waiting for round time to end.
However...
That was before the new updates that Coase released... Haven't tried the bounty since then. Has anyone noticed a difference?
Further Updates/Fixes:
-Reduced the rate at which bandits will choose to use a dispel shard when they do not detect excessively high DS values.
-Reduced the maximum and minimum number of spells that single dispel shard can remove.
-Reduced the rate at which bandits use twohanded weapons, particularly claidhmores.
-Increased the number of areas available for bandit patrols on Teras.
-Reduced the maximum number of bandits that spawn in an ambush that includes a trap.
-Added some safeguards to help prevent bandits from despawning with player gear.
-Increased despawn rate for bandits whose players have dropped or finished their task.
-Stopped animated bandits from continuing to chase after their original target and/or despawning.
-Increased the chance that bandit nouns will be a little more spread out.
Continuing feedback is appreciated.
Coase
zhelas
07-29-2009, 08:27 AM
Animates are supposed to have the GUARD command, which would have the animate attack the last thing that engages the sorcerer before its RT is up. It was broken since its release. That would be a big help in a situation like this, as well as normal hunting.
As for being fast or slow in general, the creature will be as fast or as slow as it was when it was alive. The smart sorcerer will animate something at the top of its BCS range, so that the creature will have a reduced RT. It is true that casting creatures will be slower than swingers, but 2 swings isn't worth nearly as much as 1 e-wave, or 1 cone. It would definitely boil down to the luck of the draw.
I animate Radicals pretty much on a regular basis. I have thought about bringing one of those along.
If the GUARD command worked then maybe it would be effective like you mentioned.
There also seems to be another bug with Animates. I was working with Sereg when the lesser necromancy potion was released. I took my Radical hunting with me so it would get injured. NOT one creature ever attacked it. Still to this day I notice that my animated Radical never gets attacked. So much for a meat shield.
Peace
Fallen
07-29-2009, 08:41 AM
Some creature types will not attack other creature types. Some will. For instance, Ithzir will not normally attack an animated Ithzir, but a War Griffin will. Feature, not a bug.
Rathain
07-29-2009, 01:27 PM
I was in a group with a warrior and rogue. Pretty much everytime the warrior got zinged by a trap or so he would berserk. The rogue was stalking and ambushed. Me? Shoot I was the weakest link, even in a group I would step on traps and be on my arse waiting for round time to end.
However...
That was before the new updates that Coase released... Haven't tried the bounty since then. Has anyone noticed a difference?
I've only ever done these tasks solo, but here's what I saw.
My cleric has evaded a few more traps (100 ranks perception, 10 ranks survival), but the frequency of those dispel shards haven't diminished at all. I purposefully left out key defensive spells so his DS wouldn't get too high (~510), and it's still a major pain in the ass. Overall, I'm quickly learning to turn these tasks in unless I can find an empath and square to help out. Even then, it can still an exercise in frustration.
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