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Friggin' will o'wisps in fell woods....

Discussion in 'Icewind Dale 2' started by Largon Thunderhorn, May 4, 2004.

  1. Largon Thunderhorn Gems: 1/31
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    OK, I discovered that I can't just waltz in there. Often I'll handle a tough battle by hanging in just long enough to kill one guy, withdraw, heal, and go back. This time I couldn't do it; the electrical damage piles up too fast. I also didn't have anyone at the moment with an electrical protection spell (well, I did, but I forgot about the druid). Well, in the biggest luckiest break of all time, I noticed that my sorcerer gained a level as soon as I walked into the clearing. He gets one level five spell, so I'm forced to level up and use it for electricity pro. Now the battle is easy (altho LONG. If I didn't get that level, I think I would have had to restart the game, because with all my buffs I couldn't put a quick hurtin' on those guys.

    Altho, at one point, I got a lucky critical on the Death Candle, and he was blinded for awhile.
    Death Candle: Ahhhhhh!!!! My EYES!!! Where are those dirty humans, I'll light a fire under them if I can ever see them again. AAAAAAAAAARRRGHH!!!!
     
  2. Takara

    Takara My goodness! I see turnips everywhere

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    I've often been puzzled by this fight. So many people have said it's hard, but on normal and on HOF I've never found it a challenge. I have a couple of archers firing at them all the time and my tanks on haste running around bashing them. They die so easily. Puzzling. :confused:
     
  3. Goon66 Gems: 6/31
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    In my go on insane i didnt find it that hard annoying yes but not really hard. The only hard thing is there teleport and high magic resistance(never can get a spell to work on them). However i have 2 clerics both with tons of heal(instant full hp) spells memorised(though i only needed one) and i was a higher level than most people at that stage i guess.

    Still i dont see it as being that hard have no idea about HoF though.
     
  4. Largon Thunderhorn Gems: 1/31
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    Well, someone said elsewhere that if you have trouble with the WOWs, you will have a lot more trouble with the treants. I walked all over the treants like I was their momma. The WOW battle was tough if you don't have electrical pro.
     
  5. david w Gems: 19/31
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    I think it probably depends what kind of party you have. A party heavy on spell-casters will have trouble because the will o' wisps are highly resistant to magic and spell-casters just won't have the necessary fighting abilities to inflict much damage on them.

    But my party of three fighters, one rogue, one cleric and one mage didn't have too much trouble with them.
     
  6. Goon66 Gems: 6/31
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    The treants were easy a few fireball's and a firestorm and they were dead.
     
  7. Shrikant

    Shrikant Swords! Not words! Veteran

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    Aasimars have a natural resistance of 5 points of electricity.
    Boots of Grounding which you get at Level 3 of Battle Squares gives 6 points of resistance.
    Drow have spell resistance but I dont think that translates into electrical resistance.

    Keep your weaker members specially spellcasters invisible and your melee units with extra strength (Bull or DUHM) hasted and it should be a cake walk.
    Just be sure that you target the same creature all the time else I think they manage to heal themselves.
     
  8. Goon66 Gems: 6/31
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    Maybe thats why i didnt find it hard 3 of my characters are aasimar and the others have scion of storms(feat for 5 electric resistance aswell as the 20% damage increase). Not to mention my main tank has boots of grounding which added to him being aasimar is alot of resistance i guess.
     
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