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There are several types of hunters you will encounter as an archon. Some will be easier than others depending on your race and class path. For example, minotaurs have a harder time fighting alchemist-type hunters because they breathe fire and cast high explosives. Here are all the possible types of hunters. Alchemist - These run a level 241 alchemy script which enables the hunter to throw all sorts of high level bombs. These hunters are the only ones that are uneffected by counterspell. They have permanent sneak/hide. They also breathe fire and generally do a lot more damage since they like dispelling you and casting high explosive. On the plus side, they usually have less health. Druid - As the name implies, these hunters cast druid type spells (invocations and evocations). Energy-Immune - They are immune to energy type weapons and most elemental based spells. These can be annoying to many archons, since the staple weapon of many players at the archon level is the quest wand from Lord Vendredi (which does energy type damage). These hunters are also immune to the dispel magic spell. Ethereal - Very annoying unless you have a weapon with the special attribute, "dispelling". These weapons unfortunately, are very rare. Players generally will equip one of these weapons and engage the hunter until the weapon dispells the ethereal form. Besides being permanently ethereal (unless dispelled through a weapon), they also breathe lightning. Every now and then, they will attempt to disarm you. Generic (Cause-critical) - Your generic archon hunter who casts a wide variety of spells, but prefers cause-critical. They also have permanent sneak/hide. They have low spellpoints, but can cast extinction when silenced. Master - Stay far away from this one unless you are in a sizable form of archons. This is the hardest type of hunter. They will specifically target your weakness (if you are a minotaur, they will use fire attacks; if you are a dwarf, they will use lightning attacks), and have insane amounts of hitpoints. They also take hefty chunks out of your life each round. It is not uncommon for them to do 1.5k damage per round... But the rewards are well worth it if you can defeat one - 200 archon points, a hexagonal silver token, and semi-useful equipment. Summoner - These hunters cast the spell 'summon elemental' in combat. It takes them 2 rounds to cast the spell, which gives you plenty of time to cast counterspell, or to get your blind/spook spell ready to target the soon-to-be-born elemental. They are immune to disease (even a psionic's irritation), but can be poisoned. They generally have less health than the other hunter types. Witch - Hunters of this type are either easy as pie or your worst nightmare, depending on the roll of the die. They will cast all sorts of nasty witch spells, the notable ones being extinction and energy orb. If either one of these spells land on you, it will completely debilitate you unless you are in a form which can outheal the attrition damage caused by these two spells. However, if you are lucky enough to counter such a witch spell, the fight will practically be yours. Witch type hunters also breathe poison, which may or may not be something to keep in mind depending on your race. They also cast firebolt and icebolt, which are capable of doing over 1k damage, so watch out.
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