I did this with my 600 Rit and a monk hero for most of the dungeon. However, you need a full party to beat the Flame Djinn so I brought a full party of hero's and flagged them away except for the siege wurm and the flame djinn. Flag your party at your location (just at edge of where he casts the siege) and just pain inverter the wurm. Bring 3 healers (2 hench and 1 hero to withstand the siege). Same strategy for the Flame Djinn boss. The healin rit is a pain and I think there was a disenchantment spirit as well. I just aggrod the group, targeted the spirit spammer and when he cast disenchantment, pulled the group back to finish them off. Worst case, unflag your heros and they can finish him off. The run there is the biggest downside to this dungeon imo.
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