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Dungeon Siege II: Broken World
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Dungeon Siege Heaven » Forums » Dungeon Siege II: Broken World » Levelling up a henchman
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Topic Subject:Levelling up a henchman
Karmic
Dungeoneerer
posted 01-14-07 03:55 PM EDT (US)         
Hi

I'm having a bit of a problem here. I just finished putting together Arinth's Legendary Staff, and figured that if Eolanda made such a big deal about me not finding Arinth, I should do the exact opposite. The thing is, though, that I need to equip the staff to break Arinth out of his prison, but it's combat mage-only. Since I don't have one in my regular party, my only option is Finala, who is in the Aman'lu Inn and level 24 (which is four levels below the staff's requirement).

So, any suggestions for good respawn areas where she could train a bit and gain those levels in a reasonable time?
Thanks in advance.


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QuickDraw
Dungeoneerer
posted 01-15-07 04:44 PM EDT (US)     1 / 5       
Characters get most experience when they're fighting against monsters that are close to their own level. So taking Finala around and killing some level 23-25 monsters should get her levelling up pretty fast.

Also, if you level more than 20 times over the level of any henchman, then the next time you take them out of the inn their level will jump. So you could leave Finala in the inn and come back to her when you hit level 44-45, in which case she would jump to level 42-43 the second she rejoins your party.


From cradle to coffin... Shall my wickedness... Be your passion
Karmic
Dungeoneerer
posted 01-15-07 06:49 PM EDT (US)     2 / 5       
I thought about the 20-level-gap option, but decided I didn't want to wait that long

Anywho, I took her through the Vai'lutra and Vai'kesh forests, using the Chant of Scholars wherever possible. Took me about two hours, but she made those levels and completed the quest.

On a somewhat related note, I think there should be a special aggro message - "Monster so-and-so is angry at Finala for being a Combat Mage!" or something along those lines. Seriously, it's insane how much aggro she draws. It's like monsters see a Combat Mage and think "sweet, breakfast" or something.


[This message has been edited by karmic (edited 01-17-2007 @ 06:23 PM).]

Heavypunk
Dungeoneerer
posted 01-16-07 11:35 AM EDT (US)     3 / 5       
There was a post about who monsters hit first, (it may not be on this forum so apologies ---though I think QD did it...) and i think it was they go for AoE attackers first then if none they go for most damage and or the Chosen char. Could be wrong....will keep an eye out for the post...sorry
QuickDraw
Dungeoneerer
posted 01-16-07 04:11 PM EDT (US)     4 / 5       
Monsters have hatretds, just like we do. When we play, we identify which monsters are cursing us and doing the most damage to us, and then we kill them first before targeting the next closest monsters. The monsters do exactly the same thing, which is why they'll usually try to kill combat mages first. Combat mages attract an extreme amount of aggro, and with very squishy armor they do need to be protected vigilantly to keep them conscious (once the combat mage goes down you lose a huge amount of potential damage output). After the combat mage, they usually go for the fighters next, followed by the rangers. For some reason, they seem to leave the nature mages for last most of the time.

Thankfully, there are ways to make sure the monsters leave the combat mage alone. A shield specialist with Provoke, a summoning specialist with Summon Provoke or a Mythrilhorn with Enrage (at least I think it's called Enrage... Been a while since I last used a Mythrilhorn) will do the job nicely. As will doing the actions that cause an auto-aggro (like grabbing treasure during a fight against Taclaks or using a power when fighting against Quatalls).


From cradle to coffin... Shall my wickedness... Be your passion
Sharkull
Dungeoneerer
posted 01-17-07 07:33 PM EDT (US)     5 / 5       
I thought aggro was based on number of attacks, and not damage dealt. Damaging Curses are continually "hitting" multiple targets and are therefore very aggro intensive. Area of Effect attacks also aggrivating, but less so because of casting delay. Add the two together and you get a monster magnet.

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