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Baldur's Gate 2 No-Reload Challenge


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#301
Alesia_BH

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corey_russell wrote...

 I can test it, if it wouldn't then that's a bug, but if the game would have continued fine if I had waited then would be a legimate way for a no-reload to end.

Will report back after my test. I'm sure I can manage to fail my saves vs. confusion again. :lol:


That makes sense Corey Russell. And in my opinion, it's in keeping with the spirit of the challenge. If a bug put you in a position where an insta-death was unavoidable, then you should continue. If you had another option -but didn't choose it- then it's minimal reload time. If anyone objects, they should feel free to comment, but this makes sense to me.


I just fired up an elven Mage-Thief multi named Amara. Somehow I just hate leaving traps and chests behind.


Good luck with Amara Angiras. I've never tried a M/T but they always seemed fun to me. I hope she's the one who gets you through SoA+ToB.

Best,

A.

Modifié par Alesia_BH, 21 septembre 2010 - 09:00 .


#302
amanasleep

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Alesia_BH wrote...

Btw. I'm starting to see a huge problem with Alastria's build that may make her unworkable in the midgame. To function effectively at that stage, she'd need Tenser's. Improved Haste, ProMW, Contingency, and Spell Deflection at level 6. She'd also need Phantom Blade and Spell Shield at level 5. That isn't possible of course. Not sure what I'm going to do about this...


Do you think you could go without Spell Deflection?  The Book of Inifinite Spells has Spell Turning in it and you get that from Perth which isn't too far away.  And can you suffice with Bracers of Blinding Strike until you're ready for Kangaxx (by which point you may already have your 4th L6 pick anyway)?  I assume L5 also has Sunfire (or Breach?) and SI.  Is Spell Shield essential?  How does it figure into your overall strategy?

Modifié par amanasleep, 21 septembre 2010 - 09:38 .


#303
Alesia_BH

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amanasleep wrote...

Do you think you could go without Spell Deflection?

Is Spell Shield essential?  How does it figure into your overall strategy?


Both good questions.

Spell Deflection and Spell Shield are interrelated. Whether she'll need them or not really depends on how aggressive SCS mages are when it comes to debuffing.

Unlike most mages, Alastria isn't built for quick knockouts. She thins enemy groups with AoE spells and then starts Shapeshifting as soon as it's feasible. Her comparative advantage is staying power.

That being the case, she needs to keep her buffs running through extended fights. Further, if she losses a key spell, it will take her an extra round to get it back up again since her aura will cloud when she shifts back to human form.

Now, I haven't faced SCS high level mages, but I'm assuming they'll check SI:A and SI:D and then -if detected- try to take them down by targetting spell removers through II. If that's the case, then she'll need to have protections between single target Abjuration attacks and her Spell Immunities. That's where Spell Shield and Spell Deflection come in: they'd give her two layers of protection between incoming attacks and her Spell Immunities. And since they both fit into Spell Trigger and Contingency, she can counter quickly if she losses one or both.

Naturally, she'll want to use the BoIS and SotM item based options as well. But since they can only be cast once per battle, they're of limited use against aggressive debuffers. I'm considering putting Spell Turning in her book as well- possibly Spell Trap too.

I may be being overly paranoid. In the alternative, I may be being overly optimistic about her likelihood of intercepting incoming attacks on her Spell Immunities. I'm not really sure. Trying both Spell Shield and 6+ is my best first guess though.


Best,

A.

Modifié par Alesia_BH, 21 septembre 2010 - 10:24 .


#304
Incantatar

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I don't know how big the chance is to get Spell Turning in the Book of Infinite Spells, but the last two playthroughs i didn't get it. (Meaning don't count on it in a no-reload).



"I'm considering putting Spell Turning in her book as well- possibly Spell Trap too."



Only do that if your 6th lvl spells really don't allow for SD. In SCS2 mages don't care which one of the 3 you cast, they won't target you. There is no point in STurning and STrap.



And regarding the balance issue in IA soloing. It isn't balanced around a solo it's true. Vanilla isn't either, SCS2 etc don't change that.



[sry btw for the OT posts, i'll update my run this afternoon]

#305
corey_russell

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As discussed in my earlier posts I said I would do some tests to see if I died to a bug or by design of the developers. I reloaded 3 times and here are the results:

Test #1) Battled Umber Hulks two party members got confused. BUT they were teleported to the cell with the rest of the party this time. So this seems to indicate my party getting seperated was a bug. But opening the door is not, so still a bit unclear.
Test #2) Battled Hulks again. Everyone saved vs. confusion (which defeated purpose of the test) and with haste active killed the Hulks quickly. Everyone teleported back to cell.
Test #3) Didn't try quite so hard to kill the Hulks. Imoen died, Jaheira got confused BUT despite being confused she still got teleported back to the cell.

So the party being separated definitely seems like a bug after these tests, but opening the door is not. Anyone have any opinions on this? 

#306
Incantatar

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@corey_russel



It's a grey zone. I personally had to reload now 2 times and use the console another time due to bugs.

My personal opinion is that while the immediate action (opening the door) was not bugged, there's no denying that you just wanted to achieve the "unbugged" state, meaning to put all your guys together in the cell and being able to heal yourself. You shouldn't have been in the situation which brought you to insta-death. I'd say doesn't count as reload. We have to be flexible here, it's just stupid if the no-reload chances correlate with the "unbuggyness" of the individual setup.

#307
Reticent

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Alesia_BH wrote...

Naturally, she'll want to use the BoIS and SotM item based options as well. But since they can only be cast once per battle, they're of limited use against aggressive debuffers. I'm considering putting Spell Turning in her book as well- possibly Spell Trap too.


There's also the Rod of Absorption in the Underdark if you're looking to further extend your item based spell defense options.

#308
amanasleep

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Alesia_BH wrote...

Now, I haven't faced SCS high level mages, but I'm assuming they'll check SI:A and SI:D and then -if detected- try to take them down by targetting spell removers through II. If that's the case, then she'll need to have protections between single target Abjuration attacks and her Spell Immunities. That's where Spell Shield and Spell Deflection come in: they'd give her two layers of protection between incoming attacks and her Spell Immunities. And since they both fit into Spell Trigger and Contingency, she can counter quickly if she losses one or both.


High level mages in SCS debuff primarily with Remove Magic, which as a solo single class (and running SI:A) you don't really need to worry about.  In addition, you should not worry about spell protection removers if you run II, SI:A, SI:D, because it will take at least two rounds to break that protection scheme.  It's much better to put the SI's or II in the Contingency or Trigger and simply refresh them.  There is one major issue: Spell Thrust.  Leaves you possibly vulnerable to an already running True Sight in the same round, followed by targeting.  Spell Shield stops it, but GoI is the real answer--that's what the SCS mages use.  Keep in mind that Spell Deflection/Turning do not stop Spell Thrust.

BTW, are you planning to use Sphere of Chaos?  That's my favorite Alteration Spell.

#309
corey_russell

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Incantatar wrote...

@corey_russel

It's a grey zone. I personally had to reload now 2 times and use the console another time due to bugs.
My personal opinion is that while the immediate action (opening the door) was not bugged, there's no denying that you just wanted to achieve the "unbugged" state, meaning to put all your guys together in the cell and being able to heal yourself. You shouldn't have been in the situation which brought you to insta-death. I'd say doesn't count as reload. We have to be flexible here, it's just stupid if the no-reload chances correlate with the "unbuggyness" of the individual setup.


Sounds good to me. Will proceed from my save before this nonsense. Thanks for everyone's input.

Corey

#310
Shadow_Leech07

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I wish to notify that I will be putting aside my random generated party and putting in a cleric/thief instead. I had gotten bored with the party game, for whatever reasons. Tried going back to my kensai game, but got bored with that as well. So cleric/thief it is.
Here are his stats...
Clover Jackal neutral good half-orc male
cleric level 6/thief level 7
str 19 dex 12 con 19 int 10 wis 18 char 7

I don't really know if I correctly distributed his statistics, and frankly I don't really mind at all if I wronged him in any fashion. Well be playing insane and hoping I don't die to a stray lightning bolt. Same mods...etc everything. I'm a bandwagon person so I'll solo too.

Modifié par Shadow_Leech07, 22 septembre 2010 - 12:18 .


#311
Alesia_BH

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Incantatar wrote...

I don't know how big the chance is to get Spell Turning in the Book of Infinite Spells, but the last two playthroughs i didn't get it. (Meaning don't count on it in a no-reload).


Agreed. That's another reason why I'm inclined to put protections in her book.

"I'm considering putting Spell Turning in her book as well- possibly Spell Trap too."

Only do that if your 6th lvl spells really don't allow for SD. In SCS2 mages don't care which one of the 3 you cast, they won't target you. There is no point in STurning and STrap.


Thanks.

So apparently they aren't aggressive debuffers- or at least they don't use high level spell protection removers liberally? The advantage of running Spell Trap+Spell Turning+Spell Deflection along with Spell Shield would be that she could catch, for example, a 3 Ruby Ray Chain Contingency and still have Spell Immunities up along with a Breach stopper.

If they don't use Ruby Ray Chains and such, that would be overkill.

Btw. The Spell Shield/6+ scheme I'm describing was the one my F/M/C, Alana, used when soloing IA. It may not be relevant in SCS. If so, then thanks for cluing me in.

amanasleep wrote...

There is one major issue: Spell Thrust.


You're right! I just looked at the modified description of Spell Thrust and it is a game changer since you can't just protect Spell Immunity by layering on higher level protection.

She'd need to lock down her Spell Thrust defenses before worrying about catching Ruby Rays and such.

If GoI stops it (without being dispelled?), then that would seem to be a clear choice. Of course, she's still stuck with a logjam at level 6...

The bottleneck at 5 seems unresolved as well. Spell Shield still seems relevant to me since presumably someone will try to Spell Strike her at some point. Although Spell Strike doesn't target through Improved Invisibility in the default options. And she does have Jelly+Wands for Beholders...

It's much better to put the SI's or II in the Contingency or Trigger and simply refresh them.


Makes sense. But as a Sorceress will she be able to put SI into Triggers?

BTW, are you planning to use Sphere of Chaos?  That's my favorite Alteration Spell.

I'd like to- I'd really like to. I'd love to have her run Sphere of Chaos while she's in casting mode before Shapeshifting. I'd even consider using a 3 Sphere of Chaos Chain (mostly for style points).


Best,

A.


And regarding the balance issue in IA soloing. It isn't balanced around a solo it's true. Vanilla isn't either, SCS2 etc don't change that.

Agreed. The only real solution that I'm aware of is exp progression nerfs,

And to be clear, I completely respect whay Saros has done in IA. Even more so, I respect the game knowledge and atention to detail reflected in his post. Selfishly, I'd like to see a party of 6 because I intend to run one the next time I play IA and I'm sure I'd benefit from watching a run. 

sry btw for the OT posts, i'll update my run this afternoon

Looking forward to your update. And I agree: we should probably keep the side chatter down.


Well be playing insane and hoping I don't die to a stray lightning bolt. Same mods...etc everything. I'm a bandwagon person so I'll solo too.


Good luck!

Modifié par Alesia_BH, 23 septembre 2010 - 07:19 .


#312
angiras108

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Amara, mage-thief, has sucessfully made it to mage 12 thief 13 by completing most of the quests in the promenade, slums, and docks. Order of quest completion has been Circus, Slavers, CC Sewers, and Maevar. At this point she had enough gold to pay off the Shadow Thieves, at which point she completed the first two of Aran Linvale's quests.

Highlights:
After stealing from the spell stores in the Promenade for some early gold and to fill out her spell book, Amara sought out Jayes at night, but was acosted by five bandits on the way.After using up all her offensive spells, and getting warned by the Coweled Wizards, she tried to melee with a normal short sword and fight from range with a normal shortbow. But when the fighter landed a single blow on her, which took away 2/3s of her life, and the mage was winding up some debilitating spells, she fled to the Adventurer's Mart, and quaffed a potion of invisibility, which she had the foresight to purchase previously. All five of the bandits entered the Adventurer's Mart, and were slain one by one by the guard near the door inside. He is quite formidable, and hit them everytime for 13 hps or so---I was surprised. Anyway, he did Amara's dirty work for her, at which point she sold all her goodies for a sum of over 28k, at which point she bought the robe of Vecna.

Shortly thereafter in the slums, equipped with an ordinary shortbow, she took out the two thugs outside the Copper, without using spells (angry Coweled Wizards would spawn), by slipping in and out the two doors of the Copper Coronet. This gave her some distance on the thugs each time for a bow shot or two. Unlike most of SCS mobs, the two thugs did not follow her inside.

Most of the other fights were fairly easy with the use of skull traps (while protected by MGoI) and sunfire. This included the mages in the Slaver's quarters, the two golems on the second floor of Rayic Gerthas' home, and Rayic himself. Silly me, in all my previous games I have tried to melee or sling down golems. It is only now that I realized that sunfires are wonderful against most golems because it bypassses magic resistance.

Maevar and his crew died easily. Amara just walzed in buffed up, and slaughtered them with skull traps and sunfires. After solving the skinner murders in the Bridge District, Haesherian the vampire spawned at night, and Amara made the mistake of using a spell against her, at which point four angry Coweled Wizards Spawned by her side. Fortunately, Amara was already buffed and had obtained a potion of clarity from the Maevar or Suna Seni fight (not sure) which protected her from disabling spells. She cleared the wizards through the use of skull traps and sunfires, but took some damage from the Wiltings that they cast, and had to run up to the second floor of the Flagon to heal more than once. The Wizards dropped a contingency spell.

Next up: Merkath.
.

Modifié par angiras108, 22 septembre 2010 - 01:59 .


#313
angiras108

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Alesia, I dont know if you have the random city encounter component of SCS installed, but if you do, you need to be extra careful of the Wizard Slayers that spawn in those groups in mid-level game. They carry 15=20 arrows of dispelling, and Im not sure that anything can protect against them, except perhaps, protection from missles. I believe they are considered unenchanted arrows. Reflection shield would work also, but dont think you can use that. I love this component, because it can be seriously challenging, especially if the Coweled Wizards spawn at the same time--but often you end up with a lot of collateral damage (dead peasants), and run the danger of the improved City Guard popping on the scene as well---then its just flat out crazy--run for the hills.

#314
Alesia_BH

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Alastria’ Journal: Entry 6

Wow! It seems like a really long time since I last wrote. So much has happened, I don’t even know where to start... My boots! Yeah, my boots. That’s a good place to start.

I have these really great boot now. I got ‘em in the Bridge District. I didn’t buy them at a shop or anything though. I looted them off this kidnapper guy. Here’s what happened.

A couple days ago, this women named Valen flagged me down. She asked me to meet her mistress. Now, I had no idea what she was talking about, but I kind of liked her. She had this sexy vixen thief look. I really liked her style. And since I’m trying to make friends here, I figured I’d meet this “mistress” of hers. You know, maybe find some pals.

Well, we met. We got together in the Graveyard District late at night. It was a little spooky, but the whole meeting had this skifty costume party vibe to it. I was sort of impressed with Valen’s mistress too. See seems pretty linked in. Her name is Bodhi. She’s a gother- really into it. She seemed a little overboard by my standards, but she’s deep in you know. And this is Athkatla! City of Coin! They just kick it up a bit here. That’s what I’m guessing anyways.

So yeah. Bodhi is pretty cool- different, but really comfortable with herself. And guess what! She told me she could help me find Imoen. Skiddly-Diddly!

This Gaelic guy had offered to help me find Imoen. But he was a little shady. Plus, he had this dirty kid running around doing errands for him. Wash the kid and send him to school you foofer! Sufficed to say, I wasn’t impressed. So, I’m going with Bodhi. And yeah: she's the new friend I mentioned last time.

I’m pretty certain it’s the right move. I mean, the Flagons is fine and all, but I need some nightlife, and I bet Bodhi and Valen know here it’s at. And once this is all over, the four of us -Imoen, Bodhi, Valen and I- we can all go out clubbing! It’ll be great. We’ll be the boom in the room. So that’s the master plan. I’ve got it all worked out.

Anyhoo, back to my boots. After I talked to Bodhi, I started checking out the graves. Pretty amazing. They were old. Some of them were elaborate to. I decided to take some grave rubbings as souvenirs, seemed like a neat thing to show off. But I didn’t have any crayons or paper.

Well, Bodhi said she had some “supplies,” so I thought maybe she’d have some crayons and paper for grave rubbings. So I asked. She was a little standoff-ish about the whole thing, but she pointed me in the right direction. No crayons or paper though. All I found were wooden stakes, charcoal, and wrapping cloth. I figured I’d give that a try.

It didn’t really work, not well enough to save anyways. But here’s whathappened. When I was trying to get my rubbings, I heard this guy moaning. He was in a grave! Someone buried him alive! Wrong! Time for some fixin’.

I talked to the Gravekeeper He was pretty sly, but it didn’t take me long to figure out he was in on it. I got his contact’s location soon after. My stomping grounds: the Bridge District.

I found him. Kind of hard to miss really. Before long, I was deep into the heart of Althkatla super-seedy underbelly kidnapping scene. The Tweedles and I struck a blow. And that’s how I got my boots!

They’re kind of retro. They look a lot like the ones I used to wear back in Baldur’s Gate. The best thing about them is that they protect me from missile weapons. And I hate missile weapons. Hate ‘em!

So yeah, I love my boots. That’s just the start of the new news though. The Tweeds and I are in desperate need of scratch, so we've taken a job. Some guy named Flydian hired us to check out some animal attacks in Trademeet. I'm a city girl, but I like seeing wildlife too. More importantly, LP says Trademeet has "jaw dropping shops that wll satisfy even the most compulsive shopper." Sounds like the Tweeds and I will love it!

Anyhoo. We're leaving tomorrow. And I'm kind of looking forward to it. I usually like to explore the city and get the feel for it before doing my day trips, but I’m flexible. And I can't wait to hit those markets.

There’s some big picture stuff going down as well. Bodhi tried to explain, but her voice is kind of slithery so I didn’t entirely understand. Here’s what I’ve pieced together. Apparently the cities’ Gaelic population is mad at me because I snubbed the guy who offered to help find Imoen. Talk about overreacting! Well, Bodhi is trying to protect me, but she can’t do it all alone. I have to pitch in. I can handle it. I’m not afraid of Gaelic people. Blood pudding IS gross though.

Modifié par Alesia_BH, 25 septembre 2010 - 09:18 .


#315
Alesia_BH

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angiras108 wrote...

They carry 15=20 arrows of dispelling, and Im not sure that anything can protect against them, except perhaps, protection from missles. I believe they are considered unenchanted arrows.


Thanks for the tip.

I haven't seem any dispelling arrows yet but the thought did occur to me. That's one of the reasons why Alastria picked Protection from Normal Missiles.


Best,

A.

#316
angiras108

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Amara takes on Merkath



SCS Merkath and company are formidable foes for a low level character.

Three yuanti mages and a mage who likes to cast SI:D and SI:A, before summoning demons who have scripted see invisible and stealth and teleport to your position. So Merkath has to die fast.



First Amara cleared the area of all mephits, in both rooms.

Then she laid seven traps: 4 in between the library shelves and 3 in front of the door that leads toward the bedroom, where the yuanti mages and gang hang out.



She then buffed with MIirror Image, Stoneskin, and MGoI. She snuck into the little room with the two chests, fired a Cloudkill into the bedroom, and quickly retreated to her position between the bookshelves, to hide in shadows. The Cloudkill merely aggravated the mages and drew them out, under the cloak of shadow door. One was hurt by the traps in front of the door way, and then killed by the traps between the shelves.



Amara summoned an invisible stalker and a fire elemental, and sent them after one of the other mages, but they were quickly dispatched by a Death Spell....should have known. But at least the other mage revealed his position. So Amara snuck up close and fired a sunfire next to him, then ran into the other room (on the way to Merkath) and hid in shadows. When the mage drank a health potion and revealed its position again, she hit him with another sunfire, and ran away to hide in shadows. Amara didnt have much protection against disabling spells and didnt want to risk a full on confrontation. A little later she finished the mage off with magic missles.



The other mage was in the hallway leading to Raelis's summoning stone along with two other fighter yuanti types. A quick sunfire was dispatched for them, and again Amara ran to hide in shadows. This was repeated to kill off the fighter types, and the mage was finally dispatched with a backstab. Now for Merkath.



Amara rested in the sewers, and set four traps in Merkath's hallway, and placed two skull traps just outside Merkath's door. She then cast a Cloudkill into his room. His contingency fired, but he died seconds later to all the traps. Rod of Resurrection! yay!



She returned the summoning stone to Raelis and helped them fend off the portal mobs, while Haer Dalis tried to melee Amara, In all my SCS installs Haer Dalis agros on my party during the summoning event--dont know why.



I really want the boots of speed, but my strategy for the Planar Prison requires the Cloak of Non-Detection. So next up: Mencar Pebblecrusher and gang. This will be dicey.












#317
angiras108

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Amara and Pebblecrusher gang



The Cloak of Non-Detection is a key item for any self-respecting thief. Against SCS mages it is invaluable, because it allows a good thief to outlast their protections under their noses. But it is guarded by a tough little group upstais in the Den of Seven Vales, with two casters, an assassin type, and a couple of burly fighters. A straight up fight would be disasterous for a relatively low level character.



So after scoping the group out, Amara set seven traps downstairs: 4 at the base of the stairs and 3 in the far right corner. She then went upstairs, hid in a corner and set seven more traps. Buffed with Mirror Image, Stoneskin, and MGoI, she then stealthed to a point where she could cast Cloudkill into the gang's room--and instantly hid in shadows to take up a position at the head of the stairs (otherwise they can block you from going down.)



As expected, the Cloudkill drove the gang out of their room, and one of the fighter types died to the traps. When they were all in range, Amara cast a sunfire, and slipped down the stairs. Pooky and the mage followed, and fell to the traps downstairs, with the help of some magic missles.



Brennan Reisling, injured by the cloudkill and traps upstairs, ran away. That left Mencar who was uninjured after drinking some health potions. He was standing near the head of the stairs, so Amara took him out with repeated backstabs, descending and ascending the stairs as necessary to hide in shadows. Voila! Now she has the Cloak of Non-Detection, and is ready for the Planar Prison, and the boots of speed--if all goes well.












#318
saros_shadow_follower

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Alesia_BH wrote...

angiras108 wrote...

They carry 15=20 arrows of dispelling, and Im not sure that anything can protect against them, except perhaps, protection from missles. I believe they are considered unenchanted arrows.


Thanks for the tip.

I haven't seem any dispelling arrows yet but the thought did occur to me. That's one of the reasons why Alastria picked Protection from Normal Missiles.


Best,

A.


Arrows of Dispelling are considered to be enchanted missiles, with level of enchantment 0. So protection from normal weapons doesn't work, protection from normal missiles doesn't either, but protection from magical weapons, mantle and improved mantle work. As I recall from SCS, there is a tweak which allows for Protection from Normal Missiles to stop all missiles (enchanted and unenchanted).

#319
angiras108

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Amara and Planar Prison



She completed it sucessfully, but it was very messy and took about 40 game days, 15 health pots, 10 invisibility pots, and dipping in and out of the fleshy traps. Once all the bounty hunters and yuanti mages were taken care of, the Warden of Thralls fell easily to a fire elemental, and the Warden and gang fell to a cloudkill and a few well placed traps. The SCS version is definitely more challenging than the vanilla version. Boots of speed are now obtained. yay!










#320
Alesia_BH

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saros_shadow_follower wrote...

Arrows of Dispelling are considered to be enchanted missiles, with level of enchantment 0. So protection from normal weapons doesn't work, protection from normal missiles doesn't either, but protection from magical weapons, mantle and improved mantle work. As I recall from SCS, there is a tweak which allows for Protection from Normal Missiles to stop all missiles (enchanted and unenchanted).



Ack! I was operating under the assumptions that: A) I had the Tweak installed, B) the modified version would offer protection. Now it appears neither assumption is true. I do not see the Tweak in the SCS-II readme file- only the SCS one. And the SCS read me file indicates that Dispelling Arrows are an exception to the enchanted missile immunity.

Bummer.

#321
angiras108

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Alesia_BH wrote...

 the SCS read me file indicates that Dispelling Arrows are an exception to the enchanted missile immunity.

Bummer.


Solution: Do like me. Dont travel at night till you get improved alacrity. Then five sunfires will roast em. Of course, there will be more dispelling arrows to avoid later, depending upon the difficulty setting.

#322
Alesia_BH

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angiras108 wrote...

Solution: Do like me. Dont travel at night till you get improved alacrity. Then five sunfires will roast em. Of course, there will be more dispelling arrows to avoid later, depending upon the difficulty setting.


Makes sense. I have the full Pre-Buff component installed and Mirror Image does still protect against AoE spells so -if there are mages around- quick Sunfires alone won't handle it. Travelling during the day is a good call though. Thanks.

Best,

A.


Btw. Congrats on Amara's progress Angiras! Maybe she'll be the one!

Modifié par Alesia_BH, 23 septembre 2010 - 02:30 .


#323
corey_russell

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Hunter the fighter dualed to mage FINAL no-reload update:

Well I managed to clear the Illithid city without any reloads. Skeletal warriors led the way with CLOSE support by the party (e.g., didn't try to have the summons do all the work). This seemed to work much better. Only one death but were able to raise Anomen again.

Everything in Underdark is done, except Ust Natha itself. Rescuing Phaere is child's play if the person who can cast death spell is protected by free action and chaotic commands.

We went back to the city then the tavern. Anomen trashed the melee opponents easily. The mages were a bit more difficult. Veldrin (Hunter) won the first battle against the female mage who wanted revenge for dishonor of her man, BUT a skeletal warrior (hostile) was still hanging around. In the next mage battle the warrior went after Hunter (of course) and a moment before Hunter's death spell was going to generate he got held. Was hoping he could break it in time, but you can guess the result:

Posted Image

So his run ends. Will post his results in the minimal reload thread.

Modifié par corey_russell, 23 septembre 2010 - 06:49 .


#324
Alesia_BH

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corey_russell wrote...

Hunter the fighter dualed to mage FINAL no-reload update


I'm sorry to see Hunter go Corey. I'm glad you solved the Illithid City though- perhaps that bodes well for next time.


Best,

A.

#325
Alesia_BH

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A quick note on Alastria's game...

I'm re-rolling her. There are a number of reason but the biggest one is that I want to take out her ranged damage spells to force her to rely on physical attacks more and free up slots to help her shift more efficiently. This will probably end up assuring that this will be a suicidal run but that's ok: her build will be closer to what I envisioned and that's what matters to me.

I won't re-post the early segments. Instead, I'll run her through the beginning (hopefuly...) and let her journals continue from the point where they left off.

Best,

A.

Modifié par Alesia_BH, 23 septembre 2010 - 08:48 .