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Graveyard Tactics and Equipment
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===Group Tactics=== ;Mage + Missile *Day: All. *Night: All Eerily efficient in the Graveyard, the mage and missile character will follow either the first or second ideas simultaneously. The difference being that the mage imperils/vulns everything and heals the archer as they go to loot. The archer will use CS/AR/Slaying weapons. This set up is perfect for using the terrain and the only huge weakness is when it comes time for the mage to loot unless the missile character can heal. ;Mage + Melee *Day: All. *Night: All but the Wisps. This grouping is centered around the mage luring into the boundary-trap or into a choke point in the door way of a crypt. The mage will imperil/vuln everything and the melee takes them out. You could also have the mage sit high up on a crypt or tower and keep the spawn bust while the melee swings away with a CS/AR/Slaying weapon in relative safety. Though the melee and mage will be more vulnerable to damage, it makes looting easier without a total breakdown of tempo. Stick to the door way choke points or boundary-traps and youβll be fine. ;Missile + Melee *Day: Grave Rats and Pyre Minions/Skeletons. *Night: Pyre creatures and Wights (sans the Blade Sorcerer) In this set up, the archer will lure with the royal runed weapon to lay the imps as well as set up a choke point or boundary trap. The melee will swing away with the rend/slaying weapon appropriate. Makes looting easier at the cost of more exposure to damage. If one of the players uses the Alchemy Grenades then they will perform the role of imp/vulning to set up the strategies. The lurer could also be high up to distract the spawns keeping the melee safe. If the melee has the grenades, then both members can perch above in safety using the strategy a Mage + Missile team would. ;Mage + Mage Same as Mage for all points except one mage can take the role of support while the other mage uses CS/Slaying weapons. ;Missile + Missile Same as Mage + Missile with one archer using the royal runed weapon to lure and imperil or use the Alchemy Grenades. ;Melee + Melee *Day: All *Night: All but Wight Blade Sorcerer and Wisps. This plays vastly different due to the melees being able to turn shielded opponents one way so the partner can attack from behind. One melee will use royal runed weapons to lay down the imperils while the others swings away with a rend/slaying weapon. If a melee uses the Alchemy Grenades then assume the Mage + Melee scenario.
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