tactics advice

harpoeth

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Jul 12, 2005
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tactics advice

How to deal with a pack of fanatism aura, physical immune frenzytaurs ?
I play a summon-mancer and the skellies cant really hurt them, and dies.
Skellies/magi/mastery is at level 34/32/34

decrepify: did not break immunity
amplify damage: They still kill my skellies to fast
terror on minions: Did not work, i dont know why. I have that problem sometimes ?
Iron maiden: did not seem to work, I would guess because they were phys immune


Any suggestions for tactics ?
 
Whats your gear and merc? With magi they should be able to help out?

For me, I amp, let merc take one out, CE, repeat. My merc uses eth infinity great poleaxe, so that really helps out the magi damage and CE damage.
 
i second franklin.

let your merc take one down while your skeletons tank to protect the merc, then corpse explode.

most if not all of the rest will die. if theres any left, rinse and repeat.
 
My merc might be too weak, but they were phys immune....

I stood there untill one skeleton remained, out of 13 skellies and 12 magi, and then went to town. And none of them was killed...


I guess i need to try again. Its the third time i had to give up on a bunch like that so they annoy me...


Well, thanks for replies :smiley:
 
My merc might be too weak, but they were phys immune....

I stood there untill one skeleton remained, out of 13 skellies and 12 magi, and then went to town. And none of them was killed...


I guess i need to try again. Its the third time i had to give up on a bunch like that so they annoy me...


Well, thanks for replies :smiley:

Have you tried to break up the pack by moving back and letting the terrain break the pack up? By divide and conquer, your minions will be able to focus on making that first kill. Another trick is to lead them to a prepared area with lots of dead monsters for that wonderful CE spaming tactic. Still another is to go get a bunch of revives and for the most part revives are pretty invulnerable (well at least for 3 minutes or so). Break the PI with Amp damage and let the revives take the brunt of the assault.

Good luck and Good hunting!
Kirah



 
If you have a source of teleport, you can focus all the attacks on one minion. That should help.
 
I see your points. I will try those ideas next time.
I guess i should also practice thinking, because it seems so obvious now that you mention it :rolleyes:

@kirah I have only met them right next to a wp or just after you enter a new level. So i couldn't even run around much...
 
Amp + attack. Or in the worst cast, terror all of them (except the unique, which can't be terrored).
 
could you try bonewalling them all in then casting lower resist so that your mages can take one or two of them out setting you up for a nice ce?
 
With the skill levels he mentioned I'm sure that, assuming he even learned bone wall/cage, they'd crush it long before his mages had time to do any real damage, and then pour over into his place again, and again, and again until the same end was met.

Revives is a good idea. Go get some Heirophants and the Council and their zealots and go enjoy the demise of the Lords. All that magic with damage them and the zealots will take the damage they dish out while your army helps. Also, Gumby would be good here since he'll attract them naturally, and slow them down when they hit him. This'll seriously hinder them. Amp damage and enjoy.

Corpse Explosion is pretty much a solve-all to everything. Besides, what's more wickedly enjoyable than detonating a corpse?
 
This is exactly what the curse attract is for. Cast attract on 1 Moon Lord then cast an amplify damage on the rest. You will own them!

Attract is pretty much considered a useless curse but it is really great when you feel your army just cant stand up long enough to give you a first body. I use it myself in cow runs and let the cows create the first body. Fun as hell to see 30 cows ganging up on one of their own lol.
 
As Termapain stated, Attract can buy you a lot of time and take a lot of heat off both you and your minions. Terror is another option, just use Terror and completely avoid a problematic area or group of enemies. Confuse is yet another option to keep them busy while you either avoid them, or find a way to kill them, although I definitely prefer Attract.

I know that I've stated this before in a previous post (so forgive me), but Using Decrepify, Attract, and a Clay Golem (or if you must a FireGolem can work too) can seriously stall/delay large groups of enemies. Simply cast Attract on one monster, then Decrepify the monsters around it when they start to move in to attack the Attracted one. Or, since Attract will override Decrepify, but Decrepify will not override Attract, you can cast Decrepify first and slow down their advance and then pick and choose the best enemies to curse with Attract. Preferably the front line of attacking monsters, as all of the other ones behind them will have to run past the Attacted monster(s) to get to you, hence being lured into the trap.

This will A) cause monsters to be affected by Lured to one location by Attract, and B) Since they are then Decrepified, they will take much longer to kill the Attracted monster. Add in Clay Golem's slow affect, and you will soon have a clustered blob of slow, weakened monsters who have lost all intersest in attacking you, so CE, BSpear, PE, PN, Bspirit, away keeping mind to re-Attract, and re-Decripify every few moments. Remember, you can also Attract as many monsters as you want, and freely cast Decrepify on top of any Attracted ones (without overriding Attract), so adjust your strategy accordingly.

This tactic works on almost every single group of enemies that you will encounter throughout the entire game. Also, afaik the minions of Hell are not smart enough to avoid attacking a physical immune monster (as evidenced by them on multiple occasions attacking a physically immune Heart of the Wolverine like idiots), so they should just sit there pounding away to no avail.
 
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