Herborist wrote:Wargizmo wrote:The trick to beating this dungeon (and most dungeons) is to leave as many of the low levels alone as you can and only go after high level monsters to level up. The boss spawns after a certain number of kills, so if you can kill the minimal amount of stuff you'll be much higher level when by the time he goes after you. You'll also want to use the Magnet: Defend preparation, which automatically gives you a wall breaking or knockback glyph at the start, this means you'll never get stuck (unless you run out of mana and have no pots) and won't have to fight the boss until the very end and you'll also be able to avoid killing low levels if you don't want to.
I'd also recommend reading most of the threads in this forum because there's loads of good tips for just general gameplay and strategy, which will help you out a lot.
Your entire post is basically suggestions other people have given already or telling me to go find info elsewhere.
Why exactly did you bother to post?
Yeah I probably left too much stuff out. I forgot to mention mine is a more melee based strategy, different from the caster based strategies others have posted, if you choose a class like paladin or monk that has some tanking ability it will be easier to kill some of the higher level monsters at the start, and you'll be able to absorb more hits from the boss. Basically you want to take the melee approach and focus on damage, hitpoints and physical resist so you can tank the boss at the end rather than trying to take out his massive amounts of hitpoints with spells.
I hope that helps a bit more. Good luck with it.