I know this have been up before, but still I belive the flesh golem in the start of the second gnoll quest is to hard. Our group did take on the whole first one without no problem, but when we got to that place we had to turn back at the first monster. The two hits that our paladin took was on 24 and 25 damage, and no crit or something. I belive that is to much, with it's +10 ab it hits quite often too. Turn it down a little, or have some spooky trigger in the room that makes it die, if you can reach it?
Flesh golem mr kickasso
I'm in complete agreement. Out of curiosity have you ever made it past that flesh golem?
It is a bit tough to beat, but if your full group goes in you should figure a way around it. If I remember correctly, it is not that fast and there are a number of items that you can obtain ig to make it a much easier fight.
The flesh golems are really easy, you just have to know how to beat them. 2 people can kill it with ease.
They are tough, but monsters are meant to be tough sometimes! I don't think it's broken or anything.
Agreed with metro, some quests shouldn't just be plowed through without any more thought than "Quest Name?" "Ya!"
[Spoilers deleted by Caddies]
But as Metro said, some monsters aren't supposed to be easy. Look at the Hoar side quest....everyone's attempted it and every one turns back.
I honestly think that the side quests are designed to be EXTRA challenging. Especially for groups that are powerful.
Besides, all those side quests are usually (or can only be) investigated after the main purpose of the quest has been accomplished...the brewery side quest/area is an exception.
Don't complain.
Don't metagame either. I know there will be some folks who'll see this post and decide to save buffs or use extra buff's to complete the side quest. This would remove the fun from the challenge.
Besides, facing a creature with +10 ab isn't all that different from facing another player in PvP. A level 7 fighter would have that same AB with weapon focus. So I don't see how facing this monster is a radical departure from the rest of the server.
But as Metro said, some monsters aren't supposed to be easy. Look at the Hoar side quest....everyone's attempted it and every one turns back.
I see PCs thrash that side quest regularly, by the way.
True, but it wasn't that way when the quest was first created.
+10? It used to be higher, like +21. It's a good compromise. It's not like you have to fight three at once, right? :wink:
I think the flesh golems are fine. Like was said before, if you know how to beat them, they are quite simple.
flesh golems are ugly
My problem with it is that if you don't metagame it's presence and go tough-buff before you head in, you're toast unless you got a real hp-buff who can take those two 50-damage hits while the wizard gives you a magic weapon, and then another 50 hp while you clobber it. Seriously. In 4 rounds, that thing *will* (unless you have an AC of 30+) give you at *least* 100 damage on average.
That is a wee bit harsh for a party with mostly lvl 4s.
I don't know what quest you did, but I've finished that second part with only two warriors and a medium supply of consumables, it's tough, but it's not exactly metagaming when you see a slowly lumbering golem moving torwards you, to decide you better prepare.
I agree with Vlaid. I quickly discovered (Frank was the only battle-build in a 3-person group) what was needed to beat it. I retreated, prepared, and went back and wooped ass. I love the variety of the quest, as you progress, and realize that if you're not prepared consumable/spell-wise, it could get nasty. But that's how it should be. Sometimes if you're not prepared, you gotta turn back. Sometimes you use all your shit. I love it!
The problem is you don't even have time to realize you aren't prepared. Perhaps that also is "as it should be", but it does feel quite lame that if you're out of luck/supplies, you are in for a potential TPK if you don't back off immediately. Our party had no mages with Magic Weapon prepared. Guess how much chance we stood.
Sometimes if you're not prepared, you gotta turn back
The best part of it all is that the AI is programmed to pursue. We had 2 deaths after we left the quest area - one at the very gates of Sanctuary. All fine and dandy if it had actually been possible to turn away - this time we spent two full hours running from that damned thing pursuing us all over the place and across quite a few area transitions without giving up.
I think it's fine as it is, to be honest. It's an exciting and challenging quest. :P
-.- Traitor.
It’s hard, yea. But it’s not impossible. I'm all for making scripted quests (or side-quests in this case) a healthy challenge. The metagaming part is unfortunate, but almost impossible to avoid on most any quest- what group doesn’t full buff when they are "just investigating" something?
On topic, I've beaten this quest a few times. It can be rather difficult without the right preparations, but flesh golems are beatable.
Off topic, I think that most quests, particularly the later ones, are combat assured. The side quest with these creatures basically entails that the party has already seen a good deal of combat. It would be stupid to walk into the side quest after that without preparing buffs.
I can think of exceptions to this rule. The Hurst Pig Farm, while ominious, doesn't entail that combat will be necessary through conversation, nor does the Boggs Plant quest. I think that in most quests it makes perfect in character sense to prepare and cast buffs before combat begins, though.
The best part of it all is that the AI is programmed to pursue. We had 2 deaths after we left the quest area - one at the very gates of Sanctuary. All fine and dandy if it had actually been possible to turn away - this time we spent two full hours running from that damned thing pursuing us all over the place and across quite a few area transitions without giving up.
Apparently flesh golems never give up... I once had an animatron chase me from the ruins to Upper. Here is what I learned from that experience. Alaways, always, always keep an invisibilty potion handy...and DRINK IT.
-Kalos
EFU 101: Invisibility and YOU
I thought everyone took that course.
Yeah if you go to the bookstore even the guides in game give you that advice.. Carry an invisability potion and use it when your in trouble.
You aren't going to get past level 7 or so if you don't keep around 20 potions of invisibility, and two wands too. It's amazing how a single DM spice can make you use up a ton of invisibility when it's on a real quest, like, say, good old Seer.
So don't carry a potion of invisibility. Carry ten. Or twenty. They're common enough to find.
Focus: the harder an optional quest is, the better. I vote to double the golem's HP.
When I first did the side quest, I went with two others who thought it worth pursuing after 8 of us completed the revamped gnoll quest.
It blew me away how powerful that first golem was when we entered the place. Yeah I used most of my supplies, barely keeping myself and the other two alive - and that's what I love about EfU. Walk through a door in a casual way, thinking how uneventful things have been lately, and BAM! Monster jumps down your throat and makes you sweat!
Keep it as it is. The quest is varied and a real challenge. Kudos to whoever put it together! Dont forget, if things get out of hand - turn back. Monsters are supposed to be intimidating.
Jasede You aren't going to get past level 7 or so if you don't keep around 20 potions of invisibility, and two wands too. It's amazing how a single DM spice can make you use up a ton of invisibility when it's on a real quest, like, say, good old Seer.So don't carry a potion of invisibility. Carry ten. Or twenty. They're common enough to find.
Worst advice ever. Infact please dm's add more See invis pot carrying monsters to eliminate this mentality. Its other potions that help you survive not being a chicken and running with invis.
Sure invis is great but your combat orientated classess should be equiped with at LEAST five of the following most of the time 5 speed 5 blur 5 barkskin 5 pfe. Speed are'nt a big issue those are emergency pots, sometimes you can do without, shields are nice too.
If you don't have these you'll just invis and whimp out like above and miss out on not only replacement blur speeds healings barks etc but on other rewards (such as the fabled XP) and bad ass points for dealing with some really nasty mobs.
Naga has a graph of level/class/stat/feat combinations and what consumables they should carry for every quest.
Vlaid Naga has a graph of level/class/stat/feat combinations and what consumables they should carry for every quest.
Lies, its a flow chart.
NagaSure invis is great but your combat orientated classess should be equiped with at LEAST five of the following most of the time 5 speed 5 blur 5 barkskin 5 pfe. Speed are'nt a big issue those are emergency pots, sometimes you can do without, shields are nice too.
Potions for sale! Wands to order! Brest brews, finest wands, fairest prices!
I have to agree with Naga, somewhat. I've gone up against quite a few creatures with See Invis lately. I know one instance was on a DM quest, but the other was on a static quest and I'm not entirely sure if a DM was involved or not.
So, yeah, while invisibility is a great way out of a lot of bad situations, sometimes buffing up and beating down the monster(s) is a better solution for survival's sake. It might also be worthwhile mixing a few expeditious retreat potions in as well, despite their short duration.
I've been on that quest once and had no problem with the golem.
Haha I think the flesh golem is easy peasy compared to the rest of the quest...but I am a half orc smashbot so I've got that advantage =P