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Old 03-27-2006, 11:59 AM   #1 (permalink)
 
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Gladewatch Outpost

WOW.

Gladewatch Outpost was a real disaster last night. That persistant stomp-down that the hobgoblins gave us only two minutes into the adventure was quite decisive.

Do you think we needed a few Rangers? Maybe more casters? Lets get some ideas up here that we can try tonight maybe and see if we can find the combo that works.

One thing I believe is certain is that the rogue is not used in this one - unlike every-other zone in the game so far.. agree?
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Old 03-27-2006, 12:20 PM   #2 (permalink)
 
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Re: Gladewatch Outpost

at least as far as we got, yes id agree the rogues sneaking isnt needed (sneak attack does an awful lot of damage though if they can use it)

i think the real problem was just that we werent high enough level.... i was only lvl 3.1 at the time and i could barely hit the fools that kept pouring in. id say make shure everyone is lvl 4 at least with at least 3 lvl 5s and a caster would help tremendously

a couple other ideas
-maybe handing out a couple wands of web to those who can use them?

-make shure the caster has hold person/creature

-any kind of AOE damage would help right at the berginning when they mob through the gate

-at lvl 4 i can cast entangle.... that would help a lot

-maybe disguising ourselves as a giant robot Bear (with shark teeth) would scare them away?

.........obviously im out of ideas........

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Old 03-27-2006, 04:02 PM   #3 (permalink)
 
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Re: Gladewatch Outpost

Quote:
Originally Posted by freekyE
-maybe disguising ourselves as a giant robot Bear (with shark teeth) would scare them away?
Hey! When did you see me do that trick???!

Ironically - I picked up a Wand of Web today. Can't use it though.
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Old 03-27-2006, 06:42 PM   #4 (permalink)
 
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Re: Gladewatch Outpost

*post removed for incompleteness. see below*
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Old 03-27-2006, 06:49 PM   #5 (permalink)
 
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Re: Gladewatch Outpost

Sounds like you need the sweet, melodic strumming of a 5th level Bard to soothe the savage temper of the hobgoblin mobs. Not sure what level adventure you guys are talking about, but if I get the chance I'll try using soundburst on em. It's pretty good for stunning crowds.
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Old 03-27-2006, 06:56 PM   #6 (permalink)
 
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Re: Gladewatch Outpost

I must say that last night was the worst repeated stomping I received in this game so far. We were clearly outmatched and were quickly and efficiently dispatched by the hobgoblins. The second time in we faired slightly better, having two clerics, but not much.

As far as ideas? I think a caster would help dramatically, some AOE spells would help greatly. Either by slowing down the rush so the fighters can concentrate on one or two at a time, or massive concentrated damage. I agree with freeky in that we just weren't tough enough (high enough level) to put up much of a fight.

As a fourth level cleric, my party buffs aren't all that spectacular and bane is about the best I can conjure up to debuff a large group of enemy. Though Loris and I were managing to keep everyone in the fight at first, we were chewing through spell points very quickly and I didn't have any back up wands for that adventure. I don't know what spells I get at fifth level, but a mass fear or something seems in order.

If we were mostly all fifth level, we'd stand a much better chance, since the outpost isn't set up to defend easily. Having one fighter by the side entrance really dimishes our main offensive combat ability. It would work better I think if we had a caster that could run out and web that area and keep any enemies from breaking through the barricade. That could free up the other fighter to open up his six pack of hack'n'slash on the main front. Of course, I don't know how high of a level our casters are, so that plan may or may not work out.

Now that I think about it, Philip is just about to hit 3rd level, and has a wand of web he should be able to utilize at that point. If Loris is willing to play the healer, I can bring him into the fray. He has Repair spells, too, so he'll be able to heal Gauge more effectively than the clerics can.

Though it may seem that there isn't much of a need for a rogue, we only lasted a couple of minutes and don't know what we'll need to do or where we may have to go, so I wouldn't count that class out just yet. Plus, the sneak attack damage rocks.

If I think of any original suggestions, I'll post them, but with us being the levels we are, I'm not sure it's a matter or tactics as it is pure numbers. Of course, I'd try it again if everyone is game for it, but I fear the results may be the same as last night. I apoligize for the long post.

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Old 03-27-2006, 09:24 PM   #7 (permalink)
 
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Re: Gladewatch Outpost

you guys suck....it's obvious i need to leave CS:S for a bit and come straighten you out....bunch o' wankers i call friends.

P.S. P8triot is a Tyrannt (inside j/k)
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Old 03-28-2006, 01:04 AM   #8 (permalink)
 
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Re: Gladewatch Outpost

Most of the out door quests (Triangles) have a lesser need for rogues. It's nice for those times you dont have one. I may be able to get on next game night to help, my 5th level paladin goodness is almost Quasi-Demi-God like now (hey, i can stand there, doing nothing, and i STILL help with my +3 AC)

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Old 03-28-2006, 03:49 AM   #9 (permalink)
 
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Re: Gladewatch Outpost

Quote:
Originally Posted by Dirt013
you guys suck....it's obvious i need to leave CS:S for a..
Well... YEAH!

Quote:
Originally Posted by Dirt013
P.S. P8triot is a Tyrannt (inside j/k)
Why I oughtta!!!! Wait a sec! That is now construed as a compliment I believe!

- - But you were j/k. Oh Well....
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Old 03-31-2006, 12:19 AM   #10 (permalink)
 
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Re: Gladewatch Outpost

I've been thinking a bit about this. Was there any way to get up on the battlement and fire down from above? I don't remember seeing any ladders, but I could easily have missed it. Or somewhere that the archers could get a clear view? There might not be, but thought I'd ask just to satisfy my own curiousity.

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