Sorry to hear so much sad news, guys...
Baldur's Gate 2 No-Reload Challenge
Débuté par
corey_russell
, juil. 14 2010 01:45
#4551
Posté 06 juin 2012 - 01:05
#4552
Posté 06 juin 2012 - 01:15
Hard luck Corey, but an impressive first attempt at multi-player anyway!
#4553
Posté 06 juin 2012 - 04:57
Yep, condolences. Will watch it through on the minimal thread.
#4554
Posté 07 juin 2012 - 01:47
Douthan the level 9 Kensai/level 11 druid continues his adventure...
Traveling with Minsc, Mazzy, Anomen, Jan
Areas adventured: Trademeet, Druid Grove, Moored Slaver Ship in the Slums
Well, Douthan regained his Kensai abilities, but his measly weapons (a single +1 scimitar) hardly does his Kensai abilities justice. The two major Trademeet quests can fix this.
First, we deal with the genies (by attacking them). Before doing anything, Jan cast protection from petrification on all party members, as their flesh to stone is the most dangerous spell they cast. Next, Jan tried to pick-pocket the genie lamp using his 80% pick-pocket skill..and failed. The party finished that genie, went into the tent and finished the other two. This nets a +2 scimitar for Douthan, which he duly equips, putting his APR at 2.5. After reporting to the guildmistress, that also nets Minsc the Shield of Harmony, which will allow Minsc to keep wearing the Helm of Balduran rather than a charm helmet, which is what I normally do if he doesn't have charm protection.
We worked on the issues in the druid grove next. The party is still pretty under-powered, so we didn't fight everything here. We battled to the Troll Mound first, using call lightnings on the groups of trolls we encountered on the way. With all the trouble Badgirl had in the mound, despite her -8 AC (not to mentoin the trouble that Grond0 and Gate70 had with their multi-player run), not likIng Minsc's and Douthans chances who have even less AC. So instead, Anomen does sanctuary and loots the items in the mound for us, and leaves, leaving the trolls there none the wiser.
For perhaps the first time ever (for me), the spear of the unicorn is a very relevant item. Douthan as Kensai can't use armor, so he can't use SoH or charm helmets, as druid he can't use Lilacor or the drinker, so this spear is his only charm protection - this will be quite useful when he has to face vampires or mages. Therefore, will spend a point on spears next level. There are a lot of good spears in the game, so this proficiency is not wasted, even a +4 version, which means it can be useful in ToB as well.
As I said, the party is under-powered still, but Douthan still wants his Belm - fortunately, Jan can help with this. First, Jan put invisibility 10' on the party. The party then walked past a troll, 2 groups of shadow druids, and stopped at Cernd. Then Jan found the Belm in the haystack. Jan then cast invisibility on himself, and came back to the party. We did talk to Cernd, but Cernd insisted that Douthan challenge Faldorn (hmm, no fire elementals yet, OK this will be a real fight). The party just walked past the last group of shadow druids while invisible.
Douthan then battles Faldorn. He tried plague of insects, but she saved. He then summoned two bears right next to her, and that helped some. He tried to get a nymph too, but Faldorn interrupted his spell. So Douthan switched to black bear form, activated KAI, and gave Faldorn a beat down - this was too much for Faldorn, and the quest was completed. Douthan was rewarded with the staff of fire and lightning. This will primarily be an anti-clay golem weapon, but could be a good weapon if I want him in the 2nd row instead of the front. Belm and Rashad's Talon gives Douthan 3.5 attacks. Once Minsc gets the Frostweaver, Minsc will have 2.5 attacks too, the front-liners will be pretty dangerous then.
The party gets their reward in Trademeet, takes out some skeletal warriors in a tomb and gives the circlet to the mayor. Mazzy's sister Pala gets poisioned and we help Mazzy with that. Barl and his vampiric wraiths (at least I think that's what they are) died very fast, in part to Douthan's much higher DPS (though, with the Tuigan's short bow, Mazzy is getting 4 attacks per round, am sure that plays a part as well).
Now that the front-liners have hold protection, time to root out the slavers in the moored ship for Hendak. The party mowed down the enemies very fast, Jan didn't exactly help them with his chaos spell either. The only notable thing that happened is that Mazzy and Anomen mowed down a troll before it could get into melee range with their ranged fire...considering how briefly we saw the troll, that was surprising, large trolls have a lot of HP...
After reporting their success to Hendak, the party has 30,000 gold, and is pondering their next move...
Traveling with Minsc, Mazzy, Anomen, Jan
Areas adventured: Trademeet, Druid Grove, Moored Slaver Ship in the Slums
Well, Douthan regained his Kensai abilities, but his measly weapons (a single +1 scimitar) hardly does his Kensai abilities justice. The two major Trademeet quests can fix this.
First, we deal with the genies (by attacking them). Before doing anything, Jan cast protection from petrification on all party members, as their flesh to stone is the most dangerous spell they cast. Next, Jan tried to pick-pocket the genie lamp using his 80% pick-pocket skill..and failed. The party finished that genie, went into the tent and finished the other two. This nets a +2 scimitar for Douthan, which he duly equips, putting his APR at 2.5. After reporting to the guildmistress, that also nets Minsc the Shield of Harmony, which will allow Minsc to keep wearing the Helm of Balduran rather than a charm helmet, which is what I normally do if he doesn't have charm protection.
We worked on the issues in the druid grove next. The party is still pretty under-powered, so we didn't fight everything here. We battled to the Troll Mound first, using call lightnings on the groups of trolls we encountered on the way. With all the trouble Badgirl had in the mound, despite her -8 AC (not to mentoin the trouble that Grond0 and Gate70 had with their multi-player run), not likIng Minsc's and Douthans chances who have even less AC. So instead, Anomen does sanctuary and loots the items in the mound for us, and leaves, leaving the trolls there none the wiser.
For perhaps the first time ever (for me), the spear of the unicorn is a very relevant item. Douthan as Kensai can't use armor, so he can't use SoH or charm helmets, as druid he can't use Lilacor or the drinker, so this spear is his only charm protection - this will be quite useful when he has to face vampires or mages. Therefore, will spend a point on spears next level. There are a lot of good spears in the game, so this proficiency is not wasted, even a +4 version, which means it can be useful in ToB as well.
As I said, the party is under-powered still, but Douthan still wants his Belm - fortunately, Jan can help with this. First, Jan put invisibility 10' on the party. The party then walked past a troll, 2 groups of shadow druids, and stopped at Cernd. Then Jan found the Belm in the haystack. Jan then cast invisibility on himself, and came back to the party. We did talk to Cernd, but Cernd insisted that Douthan challenge Faldorn (hmm, no fire elementals yet, OK this will be a real fight). The party just walked past the last group of shadow druids while invisible.
Douthan then battles Faldorn. He tried plague of insects, but she saved. He then summoned two bears right next to her, and that helped some. He tried to get a nymph too, but Faldorn interrupted his spell. So Douthan switched to black bear form, activated KAI, and gave Faldorn a beat down - this was too much for Faldorn, and the quest was completed. Douthan was rewarded with the staff of fire and lightning. This will primarily be an anti-clay golem weapon, but could be a good weapon if I want him in the 2nd row instead of the front. Belm and Rashad's Talon gives Douthan 3.5 attacks. Once Minsc gets the Frostweaver, Minsc will have 2.5 attacks too, the front-liners will be pretty dangerous then.
The party gets their reward in Trademeet, takes out some skeletal warriors in a tomb and gives the circlet to the mayor. Mazzy's sister Pala gets poisioned and we help Mazzy with that. Barl and his vampiric wraiths (at least I think that's what they are) died very fast, in part to Douthan's much higher DPS (though, with the Tuigan's short bow, Mazzy is getting 4 attacks per round, am sure that plays a part as well).
Now that the front-liners have hold protection, time to root out the slavers in the moored ship for Hendak. The party mowed down the enemies very fast, Jan didn't exactly help them with his chaos spell either. The only notable thing that happened is that Mazzy and Anomen mowed down a troll before it could get into melee range with their ranged fire...considering how briefly we saw the troll, that was surprising, large trolls have a lot of HP...
After reporting their success to Hendak, the party has 30,000 gold, and is pondering their next move...
Modifié par corey_russell, 07 juin 2012 - 01:49 .
#4555
Posté 07 juin 2012 - 11:43
I'm currently deciding on what to attempt next. Usually I would just pick something and roll with it, but i've attempted many toons now I think it time i cater to my strengths rather than my weakness.
Currently deciding between a Stalker, Shapeshifter, or Sorcerer. I was thinking stalker since I enjoyed the brief moment i had valygar, but I also love the shapeshifter class even though I play unmodded vanilla. I'm quite aware of the issues with the kit, but like it none the less. Sorcerer is big iffy as I'm still not certain what higher lvl spells I would concider necessary or optional, but as far as lvl 1 - 5 i've got a good idea what I want.
Ultimately I'll be attempting one of the three later in the week most likely if not this evening.
Currently deciding between a Stalker, Shapeshifter, or Sorcerer. I was thinking stalker since I enjoyed the brief moment i had valygar, but I also love the shapeshifter class even though I play unmodded vanilla. I'm quite aware of the issues with the kit, but like it none the less. Sorcerer is big iffy as I'm still not certain what higher lvl spells I would concider necessary or optional, but as far as lvl 1 - 5 i've got a good idea what I want.
Ultimately I'll be attempting one of the three later in the week most likely if not this evening.
#4556
Posté 08 juin 2012 - 04:16
@Krazy Solo: You could even go crazy and do all three! E.g., make a multi-player and make all 3 classes, then choose Bioware NPCs to fill out your group's weaknesses...
#4557
Posté 08 juin 2012 - 04:51
I could just do it the single player way as well...
Valygar and Cernd are available all I would have to do is make a Sorcerer. This means I would need a thief. This pretty much forces me to use Cernd as the tank and Valygar the dps melee with Yoshimo as my thief or i could actually just play through without a thief, although I'm not comfortable leaving behind experience
.
Valygar and Cernd are available all I would have to do is make a Sorcerer. This means I would need a thief. This pretty much forces me to use Cernd as the tank and Valygar the dps melee with Yoshimo as my thief or i could actually just play through without a thief, although I'm not comfortable leaving behind experience
#4558
Posté 08 juin 2012 - 01:53
The sorcerer would tank much better than Cernd.
#4559
Posté 08 juin 2012 - 05:07
There really aren't that many situations in the standard game where Cernd can't tank, and in a no-reload it makes sense for charname not to tank.
#4560
Posté 08 juin 2012 - 09:08
Gate70 wrote...
There really aren't that many situations in the standard game where Cernd can't tank, and in a no-reload it makes sense for charname not to tank.
I agree with this. My Kensai/Druid for example, who can't wear armor, uses Barkskin/armor of faith/iron skins for the harder fights and tanks just fine - no reason Cernd couldn't do the exact same thing.
#4561
Posté 08 juin 2012 - 09:44
I'm very aware of how good Shapeshifters are at tanking. I played one all the way up to underdark got bored of it since they can't die to physical or magical attacks with thier absurd AC and Hp when they get greater Werewolf form. My SS had -10 ac at that point 8 better than jaheira and Minsc both was using full platemail at the time.
I think I'll go with the sorcerer as charname pick up both cernd and valygar. I'm just uncertain if I should forego a thief in favor of a Cleric. I'm not certain a cleric is needed outside the free ressurrections. Yes I'm only concidering a 4 member party. I didn't enjoy the larger group size previously do to the massive need to micro everyone to make sure they are doing their jobs. I enjoyed the smaller party size in games such as Kotor and DA.
So my ultimate question is what is more important a Cleric or Thief? I'm gonna be running a party with Charname as Sorcerer, Valygar Stalker, Cernd Shapeshifter. I was thinking a thief be more important, although a cleric could be benifitial for my tank and dps melee'r.
I think I'll go with the sorcerer as charname pick up both cernd and valygar. I'm just uncertain if I should forego a thief in favor of a Cleric. I'm not certain a cleric is needed outside the free ressurrections. Yes I'm only concidering a 4 member party. I didn't enjoy the larger group size previously do to the massive need to micro everyone to make sure they are doing their jobs. I enjoyed the smaller party size in games such as Kotor and DA.
So my ultimate question is what is more important a Cleric or Thief? I'm gonna be running a party with Charname as Sorcerer, Valygar Stalker, Cernd Shapeshifter. I was thinking a thief be more important, although a cleric could be benifitial for my tank and dps melee'r.
#4562
Posté 09 juin 2012 - 12:45
I guess I just can't feel good about health-based tanks after skills like Stoneskin and Mirror Image (and to a much lesser extent Iron Skins).
Modifié par PPewt, 09 juin 2012 - 12:46 .
#4563
Posté 09 juin 2012 - 02:38
@Krazy Solo: What about a multi-player cleric/thief? Both bases covered that way, and you get your 4 man party. No cleric/thiefs in the game, so none to recommend there....
#4564
Posté 09 juin 2012 - 12:12
Douthan the Human level 9 kensai/level 12 druid continues his adventure...
Adventuring with Minsc/Mazzy/Anomen/Jan
The party continues to make good progress. They solved the troll problem at the D'Arnise Keep. The party's damage dealing is excellent, and so had little trouble there. Anomen now uses the FoA, not that he's in melee much though.
We also got around to looking for Montaron -- we had thought we found him in a bird, but turned out it was an assassin for Xzar.
We also did some tasks for Maevar, also of little difficulty for the party. We had Minsc battle Rayic Gethras alone - Minsc did great, but FINALLY Rayic did a great play - a remove magic! All of Minsc's buff's disappeared! However, Rayic did not START with that, as that might have been real effective. Instead he did it when Rayic was almost out of good offensive spells. Minsc's Stonefire elemental damage interrupted a huge number of Rayic's spells, which ultimately spelled his doom...
While we are at Maevar's, Jan decided to lay about 5 traps throughout the place...turned out handy later. Also, Douthan practiced his summoning fire elementals skill and put two fire elementals right by Maevar and his goons...they didn't seem to mind. When we finally found the evidence Renal Bloodscalp wanted, we battled Maevar's guild. The party did very well.
Our cash was so good, we got the Robe of Vecna for Jan, as well as mercykiller ring for him. We reported our success to Renal, and Jan got an upgraded short sword.
The party is now considering our next move...
Adventuring with Minsc/Mazzy/Anomen/Jan
The party continues to make good progress. They solved the troll problem at the D'Arnise Keep. The party's damage dealing is excellent, and so had little trouble there. Anomen now uses the FoA, not that he's in melee much though.
We also got around to looking for Montaron -- we had thought we found him in a bird, but turned out it was an assassin for Xzar.
We also did some tasks for Maevar, also of little difficulty for the party. We had Minsc battle Rayic Gethras alone - Minsc did great, but FINALLY Rayic did a great play - a remove magic! All of Minsc's buff's disappeared! However, Rayic did not START with that, as that might have been real effective. Instead he did it when Rayic was almost out of good offensive spells. Minsc's Stonefire elemental damage interrupted a huge number of Rayic's spells, which ultimately spelled his doom...
While we are at Maevar's, Jan decided to lay about 5 traps throughout the place...turned out handy later. Also, Douthan practiced his summoning fire elementals skill and put two fire elementals right by Maevar and his goons...they didn't seem to mind. When we finally found the evidence Renal Bloodscalp wanted, we battled Maevar's guild. The party did very well.
Our cash was so good, we got the Robe of Vecna for Jan, as well as mercykiller ring for him. We reported our success to Renal, and Jan got an upgraded short sword.
The party is now considering our next move...
#4565
Posté 09 juin 2012 - 04:56
Douthan the level 9 Kensai > Level 12 druid -- FINAL Update
Douthan's party had VERY little looting room, because they are carrying so much ammo for Mazzy and Jan. So we paid a stop by Watcher's Keep. As it turned out, it was Douthan's last stop - ever. For some reason, all the vampiric mists concentrated on Douthan and killed him.

Going to try a solo character next.
Douthan's party had VERY little looting room, because they are carrying so much ammo for Mazzy and Jan. So we paid a stop by Watcher's Keep. As it turned out, it was Douthan's last stop - ever. For some reason, all the vampiric mists concentrated on Douthan and killed him.

Going to try a solo character next.
#4566
Posté 09 juin 2012 - 05:04
Tough break Corey, I've had a few mist frights there (usually when trying to rest which I now do outside instead).
#4567
Posté 09 juin 2012 - 10:28
Hard luck Corey - hope the solo goes well for you.
#4568
Posté 09 juin 2012 - 10:36
Scion (human berserker, Grond0) and Cyill (half-elf cleric/ranger, Gate70) Session 1 0h 50m
After accounting for Sarevok in BG1 the duo quickly found themselves in a tricky situation in Irenicus' dungeon. Cyill was soft-hearted enough to open the cages for Jaheira and Minsc, but not enough to offer them an escort out of the dungeon.
Proceeding by themselves they faced few problems. Ilyich and his duergar did a lot of damage, forcing Scion to take several healing potions, without ever really threatening disaster. Otherwise everything was completed fairly easily, including bagging the vampire - Cyill's holy smite softening her up for Scion to finish her off with the sword of Chaos before she could run away.
Screenshots of the character records on dungeon exit are on the BG1 no-reload thread.
After accounting for Sarevok in BG1 the duo quickly found themselves in a tricky situation in Irenicus' dungeon. Cyill was soft-hearted enough to open the cages for Jaheira and Minsc, but not enough to offer them an escort out of the dungeon.
Proceeding by themselves they faced few problems. Ilyich and his duergar did a lot of damage, forcing Scion to take several healing potions, without ever really threatening disaster. Otherwise everything was completed fairly easily, including bagging the vampire - Cyill's holy smite softening her up for Scion to finish her off with the sword of Chaos before she could run away.
Screenshots of the character records on dungeon exit are on the BG1 no-reload thread.
Modifié par Grond0, 09 juin 2012 - 10:37 .
#4569
Posté 10 juin 2012 - 05:07
I've decided to try a Multiclass only playthrough. Jaheira, Jan, and Aerie will be the party option, with the Charname being a Fighter/Thief. The party will essentiall have 2 mages, 2 priests, 2 thieves, and 2 fighters. The group would be very flexible on who does what. Based on what I can tell I have have Aerie focus on the primary Clerical duties, Jan as the primary Mage, Jaheira as the primary Tank, and charname as the primary dps. Although Aerie could easily be the primary Mage, Jan the primary thief, and Jaheira the primary Priest, with Charname as the tank. So only thing left to do is figure out the race. I'm leaning mostly toward Halfling, although dwarf and half-orc are equally appealing, Half-Orc being a monster offensively, but Halfling has it appeal be the first time I played a Halfling in BG.
#4570
Posté 10 juin 2012 - 08:00
IMO multi-class casters make sad main casters but the party should do well against melee types... Good luck Krazy Solo!
#4571
Posté 10 juin 2012 - 01:38
I assume that you are deliberately handicapping your party. How many XPs will Aerie and Jan have to have before either one can cast their first level 6 spell? While a halfling has excellent "little people" saves, he will hardly be a front line fighter against Bosses until he gets his first strength belt and then later Crom Fayr. Won't your real front line fighters be Summons for most of SoA? While you will rapidly get a 100 in all 7 thief skills between Jan and "Half", does this compensate for not having Edwin or Imoen or Nalia casting higher level Arcane?
This will be a fun party to play in a normal run, but pretty tough in no reload.
This will be a fun party to play in a normal run, but pretty tough in no reload.
#4572
Posté 10 juin 2012 - 05:52
Scion (human berserker, Grond0) and Cyill (half-elf cleric/ranger, Gate70) Session 2 3h 40m (total 4h 30m)
First stop after emerging from the dungeon was the circus. This was nice and easy and provided Scion with level 9. After due consideration I decided to let him continue as berserker to level 13 rather than dualling to mage straight away - as that fits better with my conception of the character as a fighter with buffs rather than a caster with weapons.
In the slums the duo easily liberated the Copper Coronet and then headed into the sewers to deal with the slavers. The initial conflict with Captain Haegan was straightforward, but Scion was a bit rash rushing off to attack the mages on his own - not a great problem, but he did have to take several healing potions while beating down the mirror images and stoneskins.
With inventory management already an issue the next stop was Watchers Keep (for a potion bag, ammo container and quiver of arrows). Getting them was a problem as a couple of vampiric wraiths were waiting inside (and recent rumour had it that these could be deadly to adventurers). They did indeed prove to be a handful and there were at least three strategic retreats before they were eventually dealt with. Cyill then volunteered to brave a deadly trap on a chest to get the potion bag and appeared to be saved from death by a timely use of death ward.
Then it was off to De'Arnise Hold. Even with the new containers inventory filled up before completing that resulting in a return to the city to sell stuff, but not before forging the flail provided Cyill with a level and 3 more HPs.
While in the city the money from sold equipment was invested with Gaelan Bayle to secure the Amulet of Power and a +2 ring (Scion L10). Then, on the way back to De'Arnise, they picked up Renfeld and detoured again to do Xzar's quest and watch Mook get struck down by a vampire.
Eventually back at the Hold the golems were rapidly struck down - Cyill making an appropriate first use of ironskins to make the iron golem easy. Sanctuary was the safer alternative to berserk rage to place some food for the umber hulks, while Cyill showed his versatility by using chaotic commands to pull umber hulks away to their doom. Torgal was also pulled alone into a room crammed with skeletons and nymphs and didn't last long. Nalia, however, has been left in suspense worrying about the fate of her father - talking to her after dualling will provide a nice starting boost to mage levels.
Travelling back to the city again the duo ran into an orog ambush. A couple of holy smites made a right mess of those, leaving Scion to chase only the last two wounded stragglers.
The final main action of the session was to take on Mencar's party in the Promenade. This nearly proved disastrous when a lack of communication over potion supplies saw Scion fiddling in his inventory to pass Cyill an extra-healing potion, while Cyill was trying to run to the exit. Fortunately Scion noted the rapidly mounting damage to his icon while in inventory and came out just in time to prevent the damage being terminal.
Scion berserker 10, 110 HPs (including 5 from helm), 5* axe, 2* dual wielding, 430 kills (95 in session).
Cyill cleric 9 / ranger 9, 77 HPs, 2* hammer, 2* flail, 2* sling, 3* dual wielding, 241 kills (64 in session).
Still no deaths in this run so far (including BG1). The closest Cyill came this session was probably against Prebek, when he was held. In this screenshot Scion's rage has just run out, but so have the mages' offensive spells, so he was in no danger. Cyill, however, was held and being gnawed down by Prebek's dagger while Scion tried to batter his way through 2 sets of Prebek stoneskins. Fortunately the dagger damage was minimal and Cyill still had about 15 HPs when he came to his senses (and quickly took revenge on Prebek).
First stop after emerging from the dungeon was the circus. This was nice and easy and provided Scion with level 9. After due consideration I decided to let him continue as berserker to level 13 rather than dualling to mage straight away - as that fits better with my conception of the character as a fighter with buffs rather than a caster with weapons.
In the slums the duo easily liberated the Copper Coronet and then headed into the sewers to deal with the slavers. The initial conflict with Captain Haegan was straightforward, but Scion was a bit rash rushing off to attack the mages on his own - not a great problem, but he did have to take several healing potions while beating down the mirror images and stoneskins.
With inventory management already an issue the next stop was Watchers Keep (for a potion bag, ammo container and quiver of arrows). Getting them was a problem as a couple of vampiric wraiths were waiting inside (and recent rumour had it that these could be deadly to adventurers). They did indeed prove to be a handful and there were at least three strategic retreats before they were eventually dealt with. Cyill then volunteered to brave a deadly trap on a chest to get the potion bag and appeared to be saved from death by a timely use of death ward.
Then it was off to De'Arnise Hold. Even with the new containers inventory filled up before completing that resulting in a return to the city to sell stuff, but not before forging the flail provided Cyill with a level and 3 more HPs.
While in the city the money from sold equipment was invested with Gaelan Bayle to secure the Amulet of Power and a +2 ring (Scion L10). Then, on the way back to De'Arnise, they picked up Renfeld and detoured again to do Xzar's quest and watch Mook get struck down by a vampire.
Eventually back at the Hold the golems were rapidly struck down - Cyill making an appropriate first use of ironskins to make the iron golem easy. Sanctuary was the safer alternative to berserk rage to place some food for the umber hulks, while Cyill showed his versatility by using chaotic commands to pull umber hulks away to their doom. Torgal was also pulled alone into a room crammed with skeletons and nymphs and didn't last long. Nalia, however, has been left in suspense worrying about the fate of her father - talking to her after dualling will provide a nice starting boost to mage levels.
Travelling back to the city again the duo ran into an orog ambush. A couple of holy smites made a right mess of those, leaving Scion to chase only the last two wounded stragglers.
The final main action of the session was to take on Mencar's party in the Promenade. This nearly proved disastrous when a lack of communication over potion supplies saw Scion fiddling in his inventory to pass Cyill an extra-healing potion, while Cyill was trying to run to the exit. Fortunately Scion noted the rapidly mounting damage to his icon while in inventory and came out just in time to prevent the damage being terminal.
Scion berserker 10, 110 HPs (including 5 from helm), 5* axe, 2* dual wielding, 430 kills (95 in session).
Cyill cleric 9 / ranger 9, 77 HPs, 2* hammer, 2* flail, 2* sling, 3* dual wielding, 241 kills (64 in session).
Still no deaths in this run so far (including BG1). The closest Cyill came this session was probably against Prebek, when he was held. In this screenshot Scion's rage has just run out, but so have the mages' offensive spells, so he was in no danger. Cyill, however, was held and being gnawed down by Prebek's dagger while Scion tried to batter his way through 2 sets of Prebek stoneskins. Fortunately the dagger damage was minimal and Cyill still had about 15 HPs when he came to his senses (and quickly took revenge on Prebek).
#4573
Posté 10 juin 2012 - 10:13
Scion (human berserker, Grond0) and Cyill (half-elf cleric/ranger, Gate70) Session 2 2h 15m (total 6h 45m)
The action started at Trademeet. Recent runs have run into hard hitting giant trolls at the Mound, but there was no problem this time or from various druids and rakshasa on the way to the Grove. Cernd was recruited for the purpose of challenging Faldorn - on his first attempt he was doing well until Faldorn changed into panther shape and quickly tore him up. After Cyill raised him he tried again - this time summoning some animal allies before Faldorn could shape change and polishing her off with their help (Scion level 11).
The genie with the djinn bottle was surrounded by skeletons and lasted only a round or so with missile fire coming in at him as well. Some skeletons had already been placed inside the tent as well and they were just sufficient to deal with the Khan - this time only Cyill providing ranged support.
The tomb was also cleared, but didn't report back (keeping reward for after Scion duals). With the merchants now open for business the cloak of displacement, girdle of inertial barrier and Ras were all acquired.
Back in the city the Bridge District was cleared - Sansuki rescued, horn acquired, kidnappers punished, skinner murders solved and fallen paladins dealt with (the final rewards for the last 2 not yet taken).
On to the graveyard to clear the tombs and deal with Pai'Na - Scion advised Cyill to use holy smite on them, but to no effect (it appears giant spiders are evil, but not the smaller versions). Rewards for returning a teddy bear and getting a child adopted are outstanding.
At the government district Sir Sarles has been spoken to. Jan was consigned to prison (but then bought out again), while Viconia was saved from the stake. The main purpose of going there was to open up the Umar Hills quest and the session ended there - beljuril obtained, stone golem animated (briefly) and clues to the missing ranger found. Next step will be to move on to the temple area.
Scion berserker 11, 113 HPs (including 5 from helm), 5* axe, 2* dual wielding, 535 kills (105 in session).
Cyill cleric 10 / ranger 9, 78 HPs, 2* hammer, 2* flail, 2* sling, 3* dual wielding, 285 kills (44 in session).
The action started at Trademeet. Recent runs have run into hard hitting giant trolls at the Mound, but there was no problem this time or from various druids and rakshasa on the way to the Grove. Cernd was recruited for the purpose of challenging Faldorn - on his first attempt he was doing well until Faldorn changed into panther shape and quickly tore him up. After Cyill raised him he tried again - this time summoning some animal allies before Faldorn could shape change and polishing her off with their help (Scion level 11).
The genie with the djinn bottle was surrounded by skeletons and lasted only a round or so with missile fire coming in at him as well. Some skeletons had already been placed inside the tent as well and they were just sufficient to deal with the Khan - this time only Cyill providing ranged support.
The tomb was also cleared, but didn't report back (keeping reward for after Scion duals). With the merchants now open for business the cloak of displacement, girdle of inertial barrier and Ras were all acquired.
Back in the city the Bridge District was cleared - Sansuki rescued, horn acquired, kidnappers punished, skinner murders solved and fallen paladins dealt with (the final rewards for the last 2 not yet taken).
On to the graveyard to clear the tombs and deal with Pai'Na - Scion advised Cyill to use holy smite on them, but to no effect (it appears giant spiders are evil, but not the smaller versions). Rewards for returning a teddy bear and getting a child adopted are outstanding.
At the government district Sir Sarles has been spoken to. Jan was consigned to prison (but then bought out again), while Viconia was saved from the stake. The main purpose of going there was to open up the Umar Hills quest and the session ended there - beljuril obtained, stone golem animated (briefly) and clues to the missing ranger found. Next step will be to move on to the temple area.
Scion berserker 11, 113 HPs (including 5 from helm), 5* axe, 2* dual wielding, 535 kills (105 in session).
Cyill cleric 10 / ranger 9, 78 HPs, 2* hammer, 2* flail, 2* sling, 3* dual wielding, 285 kills (44 in session).
#4574
Posté 10 juin 2012 - 11:30
I honestly believe everyone worries about spells because they play a modded game. I play vanilla with only official patches no third party mods. I've no intention of using mods either. My preference. In my game spellcasting is only really needed vs bosses. Beyond that simple stealth barrage will take care of most enemies.
Sure the level progression will be slow for the first 100k experience but once aerie and jan hits lvl 5 spell bracket with their mage progression things will get extremely easy.
After all the whole point in having a challenge is to push your skill level to the maximum. I'm more interested in doing things the hard way. If I should succeed my achievements aren't tainted by making things easier. If I fail it wasn't ment to be. We all have our playstyle, mine revovles around creative motivation not power plays.
Sure the level progression will be slow for the first 100k experience but once aerie and jan hits lvl 5 spell bracket with their mage progression things will get extremely easy.
After all the whole point in having a challenge is to push your skill level to the maximum. I'm more interested in doing things the hard way. If I should succeed my achievements aren't tainted by making things easier. If I fail it wasn't ment to be. We all have our playstyle, mine revovles around creative motivation not power plays.
#4575
Posté 11 juin 2012 - 03:37
@Grond0, To the Umar Hills/ Shadow Temple? Again at around the same level as last time? IIRC you were around level 10-12 last time, so if you do go there, it's either fight the Shadow Dragon carefully, or not at all. Your choice, but from what I've seen a few pages ago, you are better off not fighting it. But it's you guys, so my opinion has no meaning to you, and it shouldn't affect your choice anyways. I'm just letting you know how I would go about it, I guess. IF you are going to fight the Shadow Dragon, good luck!
Wonder what's considered a safe dragon fighting level. Would it be 12/13 or 15/16?
Wonder what's considered a safe dragon fighting level. Would it be 12/13 or 15/16?





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