so what is this about? just do the 5 flagging quests and craft the signet stone? no, its not so simple. this is about how to get one ready so that he/she can contribute an active role in keeping the party going so that completion may be achieved. why am i writing this? in part, i'm fustrated about some players that are always riding on the coattails of others. its not about me being uber or elite. its about being a party and how one can contribute, how one can listen to the advice of the more experienced to bring about success.
melees
by melee, i mean any toon using a melee weapon for fights. there are 2 basic types: squishy and tank. typically, the requirements are the same. a vorpal for the orthons, devils and cats. wounding and/or puncturing weapons are also very useful but it means a coordinated effort is required, this means as far as possible, as many in the party are using these weapons to take the con of the mob out more quickly. a dps type for healing gnolls, trogs. a DR type for fiend. the early fights are quite routine. it gets difficult for the fiend.
squishy melee types (esp if you are below 250, ok for 250-300 if you have evasion) should not even attempt to melee the fiend. a failed save on his delayed blast fireball hits for 200+ fire damage. each melee hit (he misses only on a roll of 1 and he cleaves) deals about 50 damage and he attacks real fast. tanks going toe to toe with the fiend should have at least 350 hp. have fire prot potions so that you can reduce the impact of the fireballs
what about the weapons used on the fiend. on normal, some weapons are better than a DR type (able to bypass DR) weapon but on hard and elite, DR is more important. the DR on normal is calculated to be 15/good+silver. in order to bypass the damage you need both good/holy and silver on your weapon. else, a transmuter works. most of my fail runs are due to headstrong stubbon melees who think that their "uber" weapon is better than a transmuter. i'll use a shroud ++ greatsword in comparison with a +5 transmuting greatsword of pure good.
++ greatsword: base damage 3d6+5, holy 2d6, goodburst 1d6, 4d6 if crit. average damage = 26 per hit, 52 on crit
in 20 attacks, assuming hit on a roll of 2, crits confirmed, imp crit slash, total average damage = 598. however, the fiend has a DR which ++ is unable to overcome meaning 15 is deducted from each hit, results in 285 being deducted, so the new damage = 313
+5 transmuter of pg: base damage 2d6+5, pure good 1d6. average damage = 15.5, 27.5 on crit
if the same comparison was used, total average damage = 342.5. since a transmuter is used, no damage is lost due to DR. simple mathematical comparison 342.5 > 313. +5 transmuter of pure good is better!
unless you can prove otherwise, quit arguing that your ++ is better. in hard or elite runs, the disparity increases as the DR increases.
what about the squishy types that are not able to withstand the damage dealt by the fiend? simple, dun even try to melee! just stay back, pull out a transmuting bow or returner or any ranged weapon that can bypass DR and fire at him. keeping a squishy is extremely hard to do and also extremely resource wasting. that said, i've seen some fantastic squishy types that can melee the fiend without getting to much damage. if you belong to this category, feel free, but most are not. however, you can practice to become as good as these players. the fiend has 2 attacks, frontal (normal) and area (cleave). generally, the better "light" players would approach the fiend from the rear so as to reduce the number of attacks. positioning is also important. standing a little further away using your reach will allow you not to get hit much by being out of the fiend's range
last but not least, if you are meleeing the fiend, do have disease immunity items on. poison while important can be easily avoided by use of the cleric/range spell. unless you are a pally, there is no way to avoid the str damage disease the fiend deals cept by using a DI item. 0 str = useless tank.