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Old 11-01-2019, 05:22 PM
Ennewi Ennewi is offline
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Join Date: Feb 2013
Posts: 2,216
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Give the wiki a search for purecasters of the appropriate level. Separately, your spells shut them down; combined, their magic should be a nonissue, what with your abilities to dispel, stun lock, root around corner, etc. Casters really won't be able to utilize their spells, gimping them hard with their lower than average HP, which should counterbalance the low damage output on your end.

Also, stuns don't have to be spammed ad nauseam obviously. Pick and choose which detrimental spells to let through and which to stun/bash interrupt. Generally letting the DoTs and Debuffs land on Paladin is no problem, the Cleric can just cure ASAP and that mana trade between NPC/PC in those cases is significantly disproportionate in your favor.

Casters at the undead tower in the Hole are pretty tough/resistant as I recall. The line of sight is pretty forgiving in West Graveyard though, with the tombs blocking LoS, so even with a critical resist on lull, all of the ghosts shouldn't social. Bring a Midnight Mallet or two and a Journeyman's Walking Stick to give yourselves the edge. A third player would definitely help, but duo might be possible as you get closer to 60 with your particular classes. Drops are decent and the Paladin might even luck out with Keeper of the Tombs.

If you were both a few levels lower, drachnids in DL would've been an interesting plan B option to the usual spots--worth attempting at least, given that no one ever really messes with them. But with a large chunk of the population on green currently, there should be plenty of spawns elsewhere to claim. Odd duos and trios are always rewarding even when things go south, if for no other reason than the challenge of finding areas where they can hold their own. Good luck; have fun.
Last edited by Ennewi; 11-01-2019 at 05:41 PM..