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Re: So is 'two bosses' code for...

PostPosted: Tue Nov 08, 2011 10:02 am
by Egglet
If you notice, I didn't say DoubleDoom. I have also beaten doubledoom with a slew of characters. That map is designed to be a babystep into the world of doublebosses. I'm talking about the Magma Mines and the Rock Garden, where exploration is limited, resource are limited, and where I personally don't have access to the glories of the Dragon Shiled, Patches, or a Whuzap potion.

Re: So is 'two bosses' code for...

PostPosted: Tue Nov 08, 2011 10:07 am
by TigerKnee
Magma Mines has a trick that has already been explained. Both of the "lesser" bosses are hp-linked, so even if you are a physical fighter all you need to do is not convert that Fireball glyph so you can take off that 1 hp of damage, which even a Berserker can do.

As for Stone Garden, it's harder but I've done it with extremely lopsided classes anyway. Note that there's nothing stopping a player from doing something like last minute ditches to Mystera Annur just to get as many Magic bonuses as they can after killing one bosses and before taking the other down.

Re: So is 'two bosses' code for...

PostPosted: Wed Nov 09, 2011 2:46 am
by Darvin
I disagree that Rock Garden is harder than Magma Mines. You certainly need to do some planning to ensure you can take down both bosses, and occasionally the claustrophobic map layout will gimp you, but the two bosses are individually unimpressive so if you pick your preps well it's not a tough scenario. With the nerf in the last patch, Rock Garden barely qualifies as "hard", in my opinion.

Also, doesn't Patches only require fully upgraded thief den? How do you not have him yet?