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<blockquote data-quote="Troll Wizard" data-source="post: 3449009" data-attributes="member: 17513"><p>The fights were the best part. You could actually form shields with the fighter, paladin, and cleric, go full defense, raise your to block mode and hold a corridor, then have the other three party members rain downs arrows or spells on your enemies.</p><p></p><p>There was a couple of cave-volcano adventures where you could find a passage to a ledge above your enemies to rain down arrows on them or find yourself under them taking a rain of arrows.</p><p></p><p>There was a pirate infested island, where you had to wipe all their encampment and blow up their ship. Taking out the encampment was tough for a level 2-3 party, but easy for a level 4-5 party. Obviously the level 2-3 party got the most xp and was the right level for it, but man was it tough. There were roving patrols and if you run away for some reason, it was easy to get spotted by another camp and soon another band of pirates would be chasing and it was all down hill from there. To bring down a campsite, most often we used archery to pull one or two, but often we ended up getting most of them charging at us. The priority then became to find the cleric and nail him quickly, else he would hold person or daze our tanks, which were trying to hold back the charging hobgoblin warriors or ogre. Grease was a good spell to throw in the middle of encampment and would keep a few occupied for a bit, but it worked on our toons as well and some people did not like being able to charge right in. I preferred to stand and rain down arrows and then go sword and shield we they charged us.</p><p>My favorite part which did come out to final release was the ogre archer on the hill top, who rained arrows as we moved around. Most times you could avoid him, but sometimes somebody in the party moved too close to the center of the island and agro'd him, thereafter we were rained down upon if we moved anythere that hill. Which was camp we saved until near last.</p><p></p><p>There are other features like, you could flank an enemy for the +2 to hit, shield block or shield bash, trip and they trip you, it was funny seeing dwarven barbarians tripping giants.</p><p></p><p>I would have kept playing, but did not care for Turbine's design and future direction of the game.</p></blockquote><p></p>
[QUOTE="Troll Wizard, post: 3449009, member: 17513"] The fights were the best part. You could actually form shields with the fighter, paladin, and cleric, go full defense, raise your to block mode and hold a corridor, then have the other three party members rain downs arrows or spells on your enemies. There was a couple of cave-volcano adventures where you could find a passage to a ledge above your enemies to rain down arrows on them or find yourself under them taking a rain of arrows. There was a pirate infested island, where you had to wipe all their encampment and blow up their ship. Taking out the encampment was tough for a level 2-3 party, but easy for a level 4-5 party. Obviously the level 2-3 party got the most xp and was the right level for it, but man was it tough. There were roving patrols and if you run away for some reason, it was easy to get spotted by another camp and soon another band of pirates would be chasing and it was all down hill from there. To bring down a campsite, most often we used archery to pull one or two, but often we ended up getting most of them charging at us. The priority then became to find the cleric and nail him quickly, else he would hold person or daze our tanks, which were trying to hold back the charging hobgoblin warriors or ogre. Grease was a good spell to throw in the middle of encampment and would keep a few occupied for a bit, but it worked on our toons as well and some people did not like being able to charge right in. I preferred to stand and rain down arrows and then go sword and shield we they charged us. My favorite part which did come out to final release was the ogre archer on the hill top, who rained arrows as we moved around. Most times you could avoid him, but sometimes somebody in the party moved too close to the center of the island and agro'd him, thereafter we were rained down upon if we moved anythere that hill. Which was camp we saved until near last. There are other features like, you could flank an enemy for the +2 to hit, shield block or shield bash, trip and they trip you, it was funny seeing dwarven barbarians tripping giants. I would have kept playing, but did not care for Turbine's design and future direction of the game. [/QUOTE]
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