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Baldur's Gate 2 No-Reload Challenge


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#4926
corey_russell

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Gate70 wrote...

corey_russell wrote...
@Gate70: You ARE Using the Shield amulet, aren't you? Reklan used that item extensively to boost his AC it's Kensai usable. You get it from a trapped chest bottom level of D'Arnise Keep, just before fighting the Spirit troll and his two friends, who in turn are just before the umberhulks. For Reklan, it boosted his AC from 2 to -4, which was a big help.

Of course.....not. That's why everything is hitting me!

I'm tending not to bother with containers that could be trapped for the moment (a legacy of the first NR multiplayer run where I died opening a wardrobe in a Brynnlaw house - I just don't know or remember what BG2 traps are where) & I haven't visited the basement yet either. Was about to get the cloak of the sewers when I posted above to see if the rat form gives me some options, and also look at other possible options. The game crashed at the sea troll/otyugh - I seem to be getting a lot of crashes in this install that I don't get in my other installs.

Do you sell & buy-back the amulet or has it got a suitable number of charges to see you through a fair whack of the game (I suppose I ought to find out for myself but that could be days away).


Mine came with 50 charges. I did buy it back at least once, but it wasn't too expensive to buy back, less than 3000. The trap is just a damage trap by the way, not a save or die one. Of course, if you talked to Nalia after killing Torgal, that amulet won't be there anymore...

#4927
corey_russell

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Yakman the level 8 gnomish berserker continues his adventure...
Traveling with Minsc, Jaheira, Yoshimo.

Yakman successfully made it out of Irenicus dungeon, without any difficulty. So far, so good! Yakman wanted to solve the circus problem, but he's the only party member without a magical weapon. He has ***** in axes, so he wanted to pick one up in the graveyard. There's no guardians around that axe either.

So the party heads to the graveyard. Corey_Russell knew it had to be in one of two crypts....well he guessed wrong -- and worse, it had a mummy and two shadow fiends! Minsc attacked one shadow with his sword of chaos, Jaheira cast a nymph (as a distraction), Yakman activated berserk and kept the other shadow busy, though Yakman can't hurt it, and Yoshimo starting pumping Minsc's shadows with +1 arrows.

Some problems happened quickly. Jaheira's nymph got held almost immediately, so wasn't much use. Minsc didn't get any good hits in and was held! Yoshimo wasn't getting any criticals...

So Jaheira moved up with her +1 staff and alternated between healing Minsc and attacking. She didn't get any good hits in though either. Minsc is falling too quickly and dies. She is probably going to get held soon, so Yakman pulled back and picked up Minsc Sword of Chaos, though he isn't proficient with 2-hand swords, and started swinging, and used a haste potion. Jaheira did fall quickly, however the shadow fiend that killed Minsc finally dies, as does Jaheira.

Now Yakman tanks the other Shadow, Yoshimo still pumping them with +1 arrows (Yoshimo's short bow not enchanted, so he does miss). Well, the MOMENT Yakman's rage expired, he was held. I was hoping Yoshimo could kill the shadow fiend with his arrows, but it wasn't happening - Yakman is dieing!
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There are no more items that can help. Corey_Russell figured his ONLY chance was to move Yoshimo up and attack with his Katana - he MIGHT get a good hit and draw the shadows attention, he sure wasnt doing it with his bow. Yoshimo did it! He got the shadow fiend's attention with a good hit, with Yakman a sliver of life. Now both Yakman and Yoshimo are held, it was tense, hoping Yakman could shake it off before Yoshimo of life - Yakman shakes the hold off in time!
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Yakman immediately activates his rage, then moves away and uses an extra healing potion. Yoshimo was slain - Yakman does slay that pesky shadow fiend and avenges his fallen comrades.
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Corey_Russell remembered there's a crypt with no enemies that's fairly easy to bash open (by the priest and the orphan) - Yakman put the party's stuff in there and all his extra stuff too, in case he got ambushed, so he would have room to loot.

Yakman is 1/2 health, he wanted to rest but the game wouldn't let him. So instead he headed to Waukeen's Promenade...and hit the Suna Suni ambush! Yakman could NOT enrage, none were left, so he did bhaal horror, which only got two enemies and not the mage then moved to the top the map and potioned then meleed the close enemies. The mage was pumping Yakman with damage.  Yakman finally attacked the mage, and the mage cast charm person! If that took (save vs. spells is 6) it would have been over, but Yakman saved and trashed the mage with his excellent axe.

Only two enemies left, who were killed quickly with his excellent axe. Yakman managed to loot the important items and finally made it to Waukeen's promenade. Jaheira cannot cast level 5 spells - so Yakman had to pay 2600 gold to resurrect everyone. Had to rest for the day to get everyone full health. The party came back to the Graveyard and equippped their stuff. They went into the other crypt and Yoshimo did get Yakman his +2 axe - finally.

The party returned to Waukeen's Promenade and will take care of the circus problem. A very narrow escape...

Modifié par corey_russell, 25 août 2012 - 01:27 .


#4928
Grond0

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A nice way to get the adrenaline pumping Corey!

#4929
Gate70

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Enjoying the learning curve cliff Corey? Congratulations on squeaking through.

Grond0/Gate70 multiplayer attempt 8
A careful start is made on the de'Arnise keep, with an iron golem falling after Glaicas. A shopping trip is required to empty backpacks, then the FoA +3 is forged.

Thimble uses Improved Invisibility to escape a pack of feeding umber hulks but Pendal casts cloudkill and one escapes to attack him. Thimble breaks cover to kill it and then two more attack her. A badly timed fieball cloudkill combo sees the cloudkill wasted so Thimble is forced to melee several hulks at once. Her stoneskins expire and a second is disrupted. As she tries to leave another hit or two kill her and Pendal is alone. Lilacor is protecting him from confusion and a stoneskin is active so an oil of speed plus 1 Magic Missile, 1 Melfs Acid Arrow, 1 Flame Arrow and 1 Arrow +1 defeat the last two hulks. He stashes some items he cannot carry and returns to a temple - 1000gp to raise Thimble. This is a late view of the late Torgal.

The Ten Towns Icewind Dale saga is concluding tonight, so a double length episode.

Tropp (gnome fighter / thief, Gate70) and Grouch (dwarf fighter, Grond0).

Tropp and Grouch make good use of their re-organised equipment. There isn't much left in Dorn's Deep and five of the six badges have been found. Various zombie lords and greater mummies are destroyed - although the last mummy sends Tropp hopeless again. Tropp backstab-poisons an idol, allowing Grouch to rush in and hack away before Tropp stuns it to death. The priests held by glyphs are released and Perdiem hands us a sixth and final badge. The badges match a set of stone steps, placing them together opens another exit although the badges remain in inventory - a multiplayer quirk?

Brother Poquelin summons assistance but Tropp and Grouch ignore these to focus on the priest until he is mortally wounded, and he teleports to Jerrod's Tomb at Easthaven. Tropp and Grouch are caught up in the effect and land nearby but are unable to break through an ice barrier surrounding the temple. There are several fierce enemies to kill and a restored sword to borrow before the incumbent priest (Everard) descibes how to break down the ice. He accompanies the duo inside but is unable to deal with another ward inside the building, so sends Tropp and Grouch upstairs to find another way to the tomb.

Pomab is waiting upstairs and reveals himself as being involved in the conspiracy from the start. He casts an unusual spell, leading to many false Pomab's unning around while he himself chuckles from a hidden location as his crystal sentries attack. This is just another day's work though it should be pointed out that it is 2800+ days since Tropp and Grouch were last in Easthaven thanks to many 40-60 day rests. Tropp eventually attracts the attention of the four sentries while Grouch shoots the false Pomabs. The real Pomab eventually is finally revealed and defeated, at which point three remaining crystal sentries also cease to exist. A brief search reveals a door to a bunkroom, then a ladder up to a small room containing a translucent mirror.

Stepping through the mirror reveals Brother Poquelin, or rather a demon called Belhifet. Everard seals a portal at the cost of his life, leaving the demon and adventurers to face each other. Belhifet dispels the carefully chosen potion buffs as two iron golems close in (screenshot re-enacted as original didn't work). Grouch attacks while Tropp detects four traps and joins him, both glugging potions when chances arise.

Grouch is hacking away at Belhifet with a golem in tow, slowly realising Tropp has brought a pair of ineffective weapons (+2 - bad planning). Tropp switches to arrows of piercing and aims at the demon, finally contributing to the battle as it reaches a conclusion. Grouch has both taken and inflicted massive damage so starts to move away as Belhifet falls. His golems collapse too but in the confusion (my game hangs, Grond0's plays 2 movies then returns to the menu) there is no way to confirm if a delayed sword blow or arrow shot have caused the fatal wound (it doesn't really matter - 2 high level characters being a lot easier to micro-manage than 6 lower level characters. With 8 - I think - reloads that wasn't a bad run).

Only at the end when Belhifet is banished does it become clear that he will return and that I - the narrator of this tale - am he and if I am telling you this then...I....am back.

Tropp record and tally.
Grouch record and tally.

Pendal and Thimble decide not to read the later chapters (Heart of Winter and Trials of the Luremaster) as more of the same doesn't appeal at this time. Instead they replace the tome and open the 3rd edition Icewind Dale II tome expecting to hear more of Tropp and Grouch but 50+ years have passed and new adventurers have taken up the mantle.

Bulwark and Salde. Deep gnome monk is hard to hit and will be harder with a few sorcerer buffs. Not yet agreed who is hosting this time.

Pendal F10/I11. 212 BG1 kills. 164 BG2 kills. Torgal.
Thimble F10/I11. 196 BG1 kills. 288 BG2 kills. Crypt King.

Modifié par Gate70, 25 août 2012 - 01:31 .


#4930
corey_russell

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Yakman the level 9 berserker, continues his adventure...
Traveling with: Korgan, Minsc, Anomen, Edwin, Yoshimo

The party gets some things done -- of note:
* Party successfully defeated Galvarey - two party members were confused, but the berserkers really tore into Galvarey's group
* Party successfully removed Jaheira's curse - her insect plague pretty much decided the outcome.
* Rayic Gethras was soloed by Korgan, after he was suitably protected with buffs. Korgan and Yakman both carry a non-magical axe, to use when enemies use PfMW. And when they damage the enemy, Korgan switched to his Stonefire.
* Edwin joined the party, Jaheira kicked out.
* Maevar and his goons couldn't put up much of a fight. Minsc has been using his bow a lot this run, since the berserkers hold the line well.
* Tried to find Montaron, but we got tricked and brought an assassin to Xzar.
* Got a potion bag from Watcher's Keep
* Numerous ambushes, but the party handles them quite well

The party will probably handle the slavers in the moored ship next.

#4931
Gate70

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Meoru, dwarf kensai.

I've killed a Ruhk Transmuter, left the Windspear Hills for later so many choices about what to do and obtained a pair of silver pantaloons. After helping Roger the Fence and killing a rakshasa I feel more capable oops Arbane is in offhand, but saving throws and AC are coming down nicely as is THACO. Will make an effort to obtain the amulet for tougher fights so thanks for pointing it out - don't think I've ever had need to use it before.

& I never answered this question.

corey_russell wrote...
Looking good, Gate70! Since you
have ***** in long Sword, does that mean you intend to use the
Blackrazor if you make it to hell?

I haven't thought that far ahead. Not sure it works with good alignment, likewise I had to decide between Azuredge and the human flesh armour  (one is easy to get the other is not and hopefully the saves are close to becoming irrelevant).

#4932
corey_russell

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Gate70 wrote...

Meoru, dwarf kensai.

I've killed a Ruhk Transmuter, left the Windspear Hills for later so many choices about what to do and obtained a pair of silver pantaloons. After helping Roger the Fence and killing a rakshasa I feel more capable oops Arbane is in offhand, but saving throws and AC are coming down nicely as is THACO. Will make an effort to obtain the amulet for tougher fights so thanks for pointing it out - don't think I've ever had need to use it before.

& I never answered this question.

corey_russell wrote...
Looking good, Gate70! Since you
have ***** in long Sword, does that mean you intend to use the
Blackrazor if you make it to hell?

I haven't thought that far ahead. Not sure it works with good alignment, likewise I had to decide between Azuredge and the human flesh armour  (one is easy to get the other is not and hopefully the saves are close to becoming irrelevant).


Ah that's right you not a thief. In that case, you have to choose, either the Blackrazor and Human Flesh armor, or Azuredge, can't do both. You will turn evil if you get the Blackrazor.

And me too, I never had need of it either, as most of time I would just use bracers, but I saw the item, saw my class restrictions, and noticed it would help

By the way, my Thac0 was -6. :) -- beat yours by a little bit.

Modifié par corey_russell, 25 août 2012 - 05:15 .


#4933
Gate70

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Meoru, dwarf kensai.

My reputation for not finishing anything is spreading wider. Today I have been to Umar Hills and killed a mimic followed by two umber hulks. They would have got me if I hadn't run, glugged potions and summoned Kitthix to hold the latter of the pair. I finish off (literally) a stone juggernaut golem and inform the mayor that Madulf will protect his village. I agreed to investigate some temple ruins to the north for him and clear the area of shadows before discoving steps into the temple remains. I step inside to take two goes at clearing the first room pesky crashes.

I decline the company of Mazzy Fentan and answer three holy rituals one wrong answer this time. I skirt around a fire pit, kill a skeleton warrior and retreat as a bone golem opens me up. I switch to Azuredge and fling the golem and a second skeleton warrior to the ground before returning to deal with a greater mummy level 14 : at this point I console in a bag of holding. Various undead are introduced to the improved mace or Azuredge until only the dragon and improved Shade Lord are left but I don't feel like facing them yet...if at all.

The mayor of Trademeet has heard of me, asking that I start a job for him and he will find someone else to finish it. If he thinks he can goad me into doing a job well he's got a lot to learn!

I treat myself to the Blade of Roses before heading to a druid grove. Baby wyverns are no real threat but a trio of spirit trolls almost eat me alive. I have to run after killing two and rest before returning to deal with the third. A few spiders turn nasty, and three more sword spiders joining them are too much - I have to glug a pair of minor healing potions before finally pulling their legs off.

Three spectral trolls and another troll are despatched then another spirit troll (killed) and three giant trolls force a second retreat. When they are dead another single giant troll almost kills me and I have to rest again. Two rests are required before the troll mound is dealt with and I have to start thinking of other options I must get that amulet. I'm sure the mayor expects to have the job abandoned here...and that is what happens.

Reynald de'Chatillon is pleased with my help - I'll get back to him later too. First, the skinner district murders level 15 from speaking to Rejiek, * in flail. A cloudkill trap springs so I retreat upstairs and let my constitution regenerate slightly while waiting for the fumes to dissipate. A few electric traps are no real problem but a large spike hurts  and I step outside to recover before heading to the final lair of the tanner shop.

A welcoming party are prepared for me but DUHM, Arbane haste and Ilbratha mirrors mean I'm quicker than mere words. I manage to hit Vellin Dahn so could possibly have killed him if I'd started on him before he vanishes. I chunk the final assassin and loot the area leaving as an ice storm starts. A bone golem has appeared though so I cloak it then troll my health back before updating Lt Aegisfield. edit, & unbuffed THACO now -8 with a +3 blade.

Modifié par Gate70, 25 août 2012 - 06:25 .


#4934
corey_russell

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Yakman gnomish level 11 berserker continues his adventure...
Traveling with: Korgan, Minsc, Anomen, Yoshimo, Edwina

Yakman has made a lot of progress. Korgan and Yakman have been taking with sword and shield style, and so far that's been working pretty well.

* Druid grove enemies destroyed. Cernd took care of Faldhorn (out of the group)
* Dao Genies in trademeet destroyed by group haste, though protection from petrification was on Yakman, just in case.
* Lilacor quest completed. Really, the only threat is the hobgoblin shamans, but rage and SoH insured that their efforts would come to nothing. Sword for Minsc, so he has a +3 weapon.
* Sir Sarles was given an illithium alloy, but he didn't like it. But that's OK, now we can forge the IMoD. Minsc will wield that and Belm when we deal with Bodhi.
* Anomen used a haste potion and sanctuary to pick up the mace of disruption without having to right any vampires
* Silver Pantaloons picked up in ransom thought it's useless to us (because Yakman didn't start in BG 1), mainly to drop our reputation to 14.
* Graveyard crypts, including lower crypts, cleared easily.
* Tarnor's group soloed by Edwin. Basically Edwin crept up invisible, backed off out of sight, and did lots of AoE, such as 2x web, 2x cloudkill, and malison and a fireball and stinking cloud. Lot of the loot was upgrades for much of the party.

Only problem so far has been money -- lot of quests/battles saving for when we return with Imoen, so that's the main reason. About 15,000 gold before we fight Bodhi.

#4935
ussnorway

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UD8;

Highs and lows beneath the earth:

Posted Image  Posted Image  Posted Image

It’s been a while but we made it out of the earth alive... mostly.
The low point was subcontracting our services out to a fish but the high point was when Mazzy broke the back of an lich named Deirex... the rest of our time was mostly mopping up the slime covered walk ways.

Side lines:

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I let Viconia do a spot of thieving to and freed some surface slaves... no doubt they will tell people of my generosity but the good deeds started to make people suspicious so we had to make a quick exit.

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Tip; take the time to kill the two Glabrezu before talking to Lady Silverback.

Disaster strikes:

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Nalia: “I’m almost out of spells.”
Valando: “Me too... perhaps we should rest here?”
Jaheira: “That would also be a risk of ambush.”
Imoen: “Na’ let’s push on... besides what could possibly go wrong now?”

Chapter six:

As my surviving hero-es/ ens cheerio Imoen then vow to return one day and finally contemplate their next move I’m going to have a think about Imoens replacement... it’s true that only Jan can remove traps for me now but I’m not very keen on adding the Gnome into my party.

#4936
corey_russell

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@USSNorway: You probably remembered this, but if you can make it without a thief until ToB, you can dual Sarevok immediately to thief. I've used him before that way, and he did his thief duties well.

#4937
ussnorway

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...Yes... actually I didn’t consider Sarevok... thanks corey_russell but Nalia can detect illusions, Viconia can detect traps and Valando can pick pockets so I’m only missing trap disarming... important enough to warrant an extra spot being given to a new Thief?

#4938
Alesia_BH

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 Alyssa Catch-Up Coverage Part 2

Ok. I've decided to play out Alyssa's game. Assuming my internet access remains stable, I should be able to resume regular updates starting with the Underdark (apologies for skipping the Planar Prison, Watchers Keep Level 1, and Spellhold). This post with be sparse. I hope to have time for detailed posts later on.


The Underdark



My characters have a now time honored tradition of botching the Underdark. Alyssa did the tradition credit and also had the distinction of nearly getting herself killed in the process. Hooray for Alyssa!

Alyssa's time in the Underdark started simply enough- killing off the Drow in Spider Form for irony points.
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Boz et al were felled using Alyssa's standard tactics.

Buff backstabbing for fighters.
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Ras for Thieves.
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Bows for Mages.
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Then the rescuse of Phaere (this is where things started getting messy...). I've never liked the idea of using Death Spell to wipe out the Mind Flayers escorting Phaere: it always seemed lame to me. I decided to do so this time simply because I was feeling lazy. One problem: it doesn't work in SCS- only the Umbers were killed.
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Opps.

Having no plan to take down the Mind Flayers quick -and with them Planar Travelling about- Alyssa wasn't at all surprised to see Phaere's carcass turn up...
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Leading to this predictable scene...
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And yet another mad-dash through the Kua-Toan route.

Since the Kua-Toans are a pain for Thieves, Alyssa was more of a Mage here than she typically is. A triple Ice Storm sequencer helped with the first crew.
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As did a Sphere of Chaos later.

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The only tricky part was when Alyssa heard double "cupios" while in Spider with The Reflex in the off-hand and saves at -2. Malison+Confusion? Potion of Clarity solves that as would flip Human-Harmony. But what about Malison+Emotion? Greenstone is too Slow, no time for Human->SI:E,  a Potion of Magic Shielding would work but that's pricey...
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Problem solved. Slight mystery at the end though...Who is True Sighting me?

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Detect Illusions revealled the stony culrpit...
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Then Alyssa's NDE- courtesy of some Improved Fiends of course.

This started of fine: Time Trap->Belm+Kundane+Improved Haste- seemed likely to fix one.
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Nearly did. Nearly. Over-eager to finish, Alyssa fired off a ProMW and continued attacking with Belm and Kundane- and without checking whether her VT HP buff still had her over 90.
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Guess what happened next...
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There are two things I fear in BGII pre-Tougher Abazigal: PW:S and triple Flame Arrow Triggers. It looked like I was finally about to loose a character to one. The only question now was whether the ProMW and Stoneskins would hold out...

They did barely.
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Alyssa then equipped Arvoreen and created some space to heal (Arvoreen has a slight bug: it doesn't supress the Stunned dialog).
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Brut forced the Glabs with Arvoreen and a Potion of Absorption.
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Phew. Rode the Telefield to freedom.
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Alyssa will do some Althkatla clean up next before taking on Bodhi. Hopefull that'll happen in the next few days. We'll see: I don't have a lot of free time now.

Best,

A.

Modifié par Alesia_BH, 26 août 2012 - 04:21 .


#4939
ussnorway

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Well done Alesia_BH... we must have just missed each other under there?

#4940
Gate70

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Meoru, dwarf kensai.
Dawnbringer Sain wants me to track down a stolen artefact while Sir Ryan Trawl has lent me the cup of Anarg. I rest in a doorway for 16 hours before spotting Travin and DMH (DUHM for strength 24 dexterity 23 constitution 25, Mirror Image and 20 second Haste) Borinall so quickly that his protectors vanish immediately. Dawnbringer Sain wasn't expecting me to finish the job and has to gather up some gold from a collection box or two.

Even with DMH and Kitthix I require four minor healing potions fighting Anarg and his fallen paladins but not Reynald de Chatillon. I return the cup to Sir Ryan Trawl - see I do finish some tasks. My reward is a pair of healing gloves which my fat finger dwarven hands just won't fit into. Why did I bother? :lol:

Keldorn wants to join me but baulks when I say his armour must be removed and instead says I can find him at the Radiant Heart. He clearly isn't a finisher either. DMH and the mace deal with three shadows then I switch to my blade and quarter a quartet of ettercaps. Two shadows attack as I spring a trap so I mace them and a third that joins in two are webbed while I have Arbane. I draw a pair of vampiric mists outside a cloudkill effect to mace them, then make a deal with Gaal and renegotiate it with Sassar. Any higher bidders?

I have located three strange tombs so use a scoll of protection from magic, an oil of speed and the mace to retrieve a horn berserk warrior, an elemental lich, a shade lich the text here really should read NOT protected by improved mantle and Kangaxx. After messing about with the mace I switch back to my blade and remove his first form - a fate shared by three efreeti trying to melee me. His demi-lich form doesn't take long either.

I expected the protection to be removed and as it is still active I decide to use it again, so glug another oil of speed and head to the city gates. I can't find the hidden door at the Crooked Crane so move on to the graveyard district for the Crypt King, a mummy and two shadow fiends. Then the temple district for Tarnor the Hatchetman...until Gaius removes the Protection from Magic. I run and cut my attackers down as they follow. Gaius casts disintigrate and I consider using my second spell protection scroll, with saving throws of -4, -3, 1, 0, -2 I may well be safe wish I paid more attention to this stuff, but think it is a spells save at I guess zero or -2 - gung ho! I save with a 5 or so and move in for the kill. Once he is dead there is no danger and I tidy up the remaining enemies and an invisible stalker he summoned between my blows.

Modifié par Gate70, 26 août 2012 - 03:22 .


#4941
Alesia_BH

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Just responding to some comments I missed when I was incommunicado...

amanasleep wrote...

Alesia, do you find that SCS mages actually make use of Spell Thrust to defeat player Spell Immunities?  It doesn't look as if they are doing that at all in your playthrough.


Alyssa hasn't seen Spell Trust. Bear in mind though that she is typically hard invisible early and then using Elemental Arrows at range after the Abjuration school is tapped. Aside from spells targetted on self, she is understandably mostly seeing low casting time defensive spells.

The point here is that unless you have G3 Fixpack v10 beta (or vanilla), only Spell Shield will Stop Spell Thrust in SCS.

Thanks for the comments on the v10 changes, interesting. :)

I have v 9. I've been operating under the assumption that GOI and MGOI would not work. I've been eager to find a Spell Shield scroll though, as a practical matter, that hasn't really been needed.

In any event, it seems that DavidW is not currently taking advantage of these realities to let SCS spellcasters stick it to the PC.


It's worth noting that I'm still running the last pre Tobex version of SCS (recent version hard crash on my machine)- it's possible David has since adjusted the script. That said, I wouldn't be surprised if he hasn't made fundamental changes in this regard. Debuffing an intelligently played solo arcane character really should be a losing battle. I wouldn't fault David if he chose to forgo engaging that fight and instead focused on causing problems for the average party. 

Grond0 wrote...

Alesia_BH wrote...
Anyhoo. That's all for the interlude. I hope some of you enjoyed it (even if it was a totally pointless tangent).

I certainly did.  I've never tried abusing bard song, but the result is impressivePosted Image.


I'm not sure if impressive is the right word. Goofy maybe...:P

I'm tempted to try a 1 Assasin 5 Skald playthrough someday though....

Btw. Here's a shot of Alo's THACO check before putting the smack down on the Cow. Yet more evidence of goofy...
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I'll also note that she somehow broke the AC cap after flipping back from Iron Golem form.

Blackmalkin wrote...

Alesia_BH wrote...
I hope some of you enjoyed it.

I did. Though I enjoyed Alyssa's backstabs even more. Seeing those screenshots from Bodhi's lair made me wonder why have I ever bothered playing figther/thief/mage.


In Bodhi's Lair there isn't much incentive to go F/M/T rather than M/T since the Phantom Blade works well enough against Undead. In other context, I wouldn't go F/M/T for the APR, or for the THACO, or for the weapons. Maybe for all of the above together though.

Assuming you aren't willing to dispel your magically created Polymorph/Shapechange weapons, the lack of weapons flexibility at high APR can be an issue. 

ussnorway wrote...

Well done Alesia_BH... we must have just missed each other under there?


Indeed. I was thown off when the traders down there mentioned the "neck-biter, the mage, and then those other five with the drow chasing after 'em." Now I know what they were talking about. :P



Best,

A.

Modifié par Alesia_BH, 26 août 2012 - 04:31 .


#4942
corey_russell

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ussnorway wrote...

...Yes... actually I didn’t consider Sarevok... thanks corey_russell but Nalia can detect illusions, Viconia can detect traps and Valando can pick pockets so I’m only missing trap disarming... important enough to warrant an extra spot being given to a new Thief?


Well, considering a band of 4 paladins made it all the way to Melissan, WITHOUT a thief, no you don't necessarily need to use a spot for a theif. You really only want a thief in SoA in the early going (traps at Maevar's, horn of valhalla house, Reijek's place etc.).

#4943
corey_russell

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Yakman the level 13 berserker update...

Yakman has forged the IMoD, obtained the Lilacoar, and a cloudkill wand and Rod of Resurrection from Mekrath, and headed out to Spellhold. The party successfully rescued Imoen and also defeated Irenicus in a nice fight. AI handled most of it, but a nicely timed breach by Edwin caused Irenicus to flee.
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If we're going to have any hope vs. the behodlers, will do Sahuagin Cavern next.

#4944
Gate70

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Grond0/Gate70 multiplayer attempt 8
After declining the offer of a free de'Arnise keep (note to estate agent/realtor: we're looking for a sphere actually) Pendal and Thimble head to Trademeet, and from there a druid grove. Suitable buffs make progress easy, collecting the head of a rakshasa and Thimble offhanding Belm. We observe as an out-of-party Cernd takes care of Faldorn before returning to Trademeet. The Dao djinn are taken care of with the oxymoron combination of stoneskin and protection from petrification then Rejiek Hidesman is put to the sword. Some shopping is done and the mantle of Waukeen handed back to the mayor, meaning there is nothing left to do here.

Umar Hills is next. A killer mimic and a stone juggernaut golem have been dealt with, and a suggestion of aid from Madulf brought to the attention of the mayor. Evidence of bloodshed in the ranger hut has been found, so we may need to investigate that further.

Pendal and Thimble feel into their stride so open up the first page of the 3rd edition special - Icewind Dale II.

Bulwark and Salde arrive in Targos and immediately clear the area of goblins; Bulwark doing most of the work until Salde finds a crossbow. A series of small jobs at the docks is followed by more in the town itself and a few more in the palisade. As the final job is completed a horde of goblins launch their attack. The first wave includes a goblin wargrider, but this and a second wave are repelled. A third is led by Caballas (a goblin shaman) and he makes certain Bulwark is held and killed. Salde survives a few spells with 3hp even a Larloch looked dangerous, but only caused 1 damage. She manages to kill 2 or 3 goblins before she too is held for reload1 - a disappointing result but hopefully something that we can improve upon as the game progresses.

On the second attempt the first two waves fall quickly but Caballas again prospers thanks to his buffs and a lot of spells. Unfortunately for him Bulwark saves repeatedly and victory is secured. All that remains is to inform Ulbrec (the mayor) that the town is secure before departing.

Both at level 3 : Bulwark is slightly ahead on the scoreboard but Salde isn't far behind. So far Bulwark has proven to be a solid defense option but Salde should have had more constitution & less intelligence - no extra HP for levels 2 or 3 and selecting non-essential skills.

Pendal F10/I11. 212 BG1 kills. 184 BG2 kills. Torgal.
Thimble F10/I11. 196 BG1 kills. 331 BG2 kills. Crypt King.

Modifié par Gate70, 26 août 2012 - 05:47 .


#4945
corey_russell

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Ah, both you guys are fighter/illusionists? That sounds like they have the potential to get far...think it's time for your multi-player run to take down Irenicus.

#4946
amanasleep

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[quote]Alesia_BH wrote...
In Bodhi's Lair there isn't much incentive to go F/M/T rather than M/T since the Phantom Blade works well enough against Undead. In other context, I wouldn't go F/M/T for the APR, or for the THACO, or for the weapons. Maybe for all of the above together though.

Assuming you aren't willing to dispel your magically created Polymorph/Shapechange weapons, the lack of weapons flexibility at high APR can be an issue.[/quote]

IMO the only good reason to go F/M/T instead of M/T is to get Fighter HLA's, but it's a pretty tough tradeoff since you lose Mage HLA's unless you remove the level cap. Early on the Thac0 advantage is marginal, although the potential HP can be useful (possibly +4 per level), and the APR is solid from a pure convenience perspective. I would say that M/T is a better character, but FMT is much more forgiving and usable at all levels.
[/quote]

#4947
Gate70

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I hope so Corey, I'm finding these multiplayer runs have helped my gameplay massively and shown where I needed to improve (have changed a few of my spell slots based on what Grond0 is doing in the last session and will start using them next time). I don't think I'd ever got though IWD with so few reloads either so the general principles work there too. While I expect Meoru to die at some point I hope I've demonstrated what a mid teens kensai can do.

Meoru, dwarf kensai.
Roger the Fence purchases the Hatchetman gear so I return the favour by grabbing a few potions. The Cult of the Eyeless can await my return; I need to return to the druid grove. A troll is first then kai is used - the bigger they are the harder they fall. A little further on I am careful to summon Kitthix and a berserk warrior as the trolls thin down, and my care pays off. I drop an ettercap then buff for Kyland Lind and his druids. Not well enough though, having to use a combination of blue potions and luck to get a result.

I decide against a potion of invulnerability for the next part, instead using the girdle of bluntness while glugging potions of defence AC -11 +4 blunt, might be criticals only but got an absorbtion ready if necessary and clarity. Thus equipped I start on the spore colonies. My plan is to focus on the colonies although a potion of explosions might have been fun but even so I require one minor healing plus two extra healing potions to get to the other side of the bridge. An earlier trip here means I cast two minor healings, DUHM and improved haste to take a shambling mound out in moments, then two more and a sword spider fail to hit me despite ganging up on me. Two final spore colonies receive more of the same then five grizzly bears. Where can I get more potions of defence?

A second improved haste rushes me to Dalok and his druids, then I backtrack. Mirror images and a third improved haste is used, then I buy all the potions including defence I can afford from Adratha in future I may leave her alive and just kill the djinn so I can empty her supplies more thoroughly. She falls quickly and without a fight so her companions don't turn up either. I pop next door and face a huge dilemma - knowing I may forget to equip Arbane at a vital stage but the benefits are too much to ignore 3.5 APR at -9 unbuffed, just need to think what can hold/stun that saves won't help with but Arbane would.

Khan Zahraa rewards me for the head of Ihtafeer level 17, better saving throws and THACO plus another kai. The mayor rewards me even more generously and I am able to buy some spare equipment before retrieving the mantle of Waukeen. Darsidian Moor and Rejiek Hidesman won't be bothering anybody else either.

Modifié par Gate70, 26 août 2012 - 08:29 .


#4948
corey_russell

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Gate70 wrote...

Where can I get more potions of defence?


They are around. I know I found some some random merchants. I would check all merchants, everywhere, including the fences that only appear at night in the slums and bridge district.

Roger has some, I think the Rakshaska in the druid grove may have some, though I can't remember for certain (actually she had quite a few potions my Kensai needed, including 10 haste potions), but others do too, just check all merchants everywhere. I could have sworn I found some potions of defense on merchants I rarely use.

Also it's worth noting that if you COMBINE potion of stone form (which has -3 dex penalty, but saving throw bonus and AC 0) with potion of mind focusing (+3 dexterity), then that can achieve the same result without any penatly. I got -10 AC doing that in the druid grove.

Modifié par corey_russell, 26 août 2012 - 08:42 .


#4949
Alesia_BH

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Side Note

I'm tempted to duo Alo (Elf, Assasin) with Haer'Daelis for some goofy kicks. Even without the Triggers, Chains, and Mislead scrolls and such they can do some interesting stuff together.

Character Record.
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Non-Critical Backstab.
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Could be amusing...

Best,

A.

#4950
Gate70

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Meoru, dwarf kensai.
Windspear Hills reminds me of my mortality when a pack of werewolves shred me. I run, culling them with Azuredge whenever there is enough of a gap to throw the axe. Kitthix and the berserk warrior failed to provide me with time to ability-buff and my dwarven tightness meant potions remained unglugged.

I use Arbane and allow a hobgoblin shaman to cast hold person. My saves are good enough so I equip Belm again. DUHM and invisibility allow me to force two doors before orc archers spot me and I clear their two rooms with minimal arrow damage. Next I use the bluntness girdle, DUHM, mirror images and improved haste against a stone golem. Three hits later I have moved on to an Adamantite golem and wear it down before quickly finishing a second stone golem.

I glug a potion of invulnerability and equip the mace of disruption. DUHM, mirror images and improved haste are used then I attack a cluster of undead. At least five vampires and a mummy find there is no such thing as a free lunch particularly when lunch levels up and adds a single * to mace. Ghasts and mummies are nearby and skip their dessert.

Samia wants my help and I agree; though my backpack is full and I must soon head for a store. I can deal with a pack of lycanthropes while the invulnerability is active though. & some orogs. & an air elemental. I'm injured so switch to troll then rat as the invulnerability wears off against an adamantite golem. 2 stone golems and orogs also fall to the rat. Then a captain, hobgoblin and troll are meleed and another adamantite golem Azuredged. A greater wolfwere finally forces me to retreat, and I slam a door as hard as I can on the beasts nose. Another day!

Modifié par Gate70, 26 août 2012 - 10:00 .