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Since the Echoes are Undead, [[Cleric|Clerics]] like Shadowheart can shut them down with ease. Simply move into range and cast [[Turn Undead]], effectively removing them from the battle for a few turns. | Since the Echoes are Undead, [[Cleric|Clerics]] like Shadowheart can shut them down with ease. Simply move into range and cast [[Turn Undead]], effectively removing them from the battle for a few turns. | ||
This fight can also be "cheesed". Once the party has either presented the hand of a victim they killed or passed the {{Ability Check|Deception|20}} to convince Sarevok that they are worthy of becoming an ''Unholy Assassin'', he will stand up to walk into the sacrificial chamber next door while the Echoes teleport to the room ahead of him. Attacking him at this moment leaves him extremely vulnerable because the Echoes will be too far to come to his aid. | This fight can also be "cheesed". Once the party has either presented the hand of a victim they killed or passed the {{Ability Check|Deception|20}} to convince Sarevok that they are worthy of becoming an ''Unholy Assassin'', he will stand up to walk into the sacrificial chamber next door while the Echoes teleport to the room ahead of him. Attacking him at this moment leaves him extremely vulnerable because the Echoes will be too far to come to his aid. If the Echoes do enter initiative, it is possible to hold them in the sacrificial chamber with the above mentioned Turn Undead trick by standing in the doorway with Turn Undead enabled. [[Echo of Sendai]] will cast [[Command: Grovel]] on the cleric, but the aura will remain active for its entire duration. It's important that the cleric stays a couple of meters behind the doorway, as otherwise the Echoes will use [[Fly]] and bypass your cleric. | ||
By luring Sarevok up onto the platform nearest the crack in the wall, and then creating any form of lingering obscurement or blockage on the pillars climbing up, he can be separated from the echoes in a way that prevents them from from casting many of their spells on him. This can give you a few extra turns of time before they can path around, or cause them to waste turns moving. | By luring Sarevok up onto the platform nearest the crack in the wall, and then creating any form of lingering obscurement or blockage on the pillars climbing up, he can be separated from the echoes in a way that prevents them from from casting many of their spells on him. This can give you a few extra turns of time before they can path around, or cause them to waste turns moving. |