Talk:The Wyrmking's Ring/@comment-95.148.237.48-20160129102149/@comment-27688194-20160129165906

The great cannon works well, specially if the weapons are loaded with lightning (thunder affinity or thunder trance). The bad guy teleports too quickly to be handled with a melee attack, but the cannon stays locked on the target. To have extra help, lay down the ruinous sigils here and there to counteract the skeletons and other minions that interrupt/attack the party, giving more chances to your pawns to cast their spells ( high silentium is a bless, don't forget holy affinity and/or holy trance for the mystic knight). The hard part of this quest, if faced at level 46 or a bit above, is to get rid of the bandits and their silly amount of lethal archers.