Baldur's Gate 2 No-Reload Challenge
#9426
Posté 09 juin 2014 - 04:55
- corey_russell et Blackraven aiment ceci
#9427
Posté 11 juin 2014 - 03:38
#9428
Posté 11 juin 2014 - 04:27
Guttax the half-elf cleric ranger entering BG 2 portion of a trilogy no-reload challenge...
Traveling with: Korgan, Minsc, (Jaheira), Viconia, Yoshimo, Nalia
Guttax has defeated Sarevok and escaped Irenicus' dungeon, so entering him into the BG 2/ToB portion of his trilogy no-reload challenge..For those of you who followed his unique (for me) BG 1, I am NOT role-playing him the same way in BG 2. Reason for that is I have never gotten a cleric/ranger into BG 2 before and would like to see what they are capable of - I've heard they are a strong class, yet I have rarely heard of them even making it to the Throne of Bhaal.
Upon escape of the dungeon, we quickly recruited Viconia into the group. Then we solved the circus problem.
Next, we we recruited Korgan. The intent was to replace Jaheira with Nalia, but didn't want to start Nalia's quest timer just yet. So we pressed into the crypts to find Korgan's precious book of Kaza. I had put CC on Yoshimo so that when he got spotted by the vampire, he would not get charmed, this worked out nice. The initial undead ambush when in the crypts was tough - no one got level drained, but Minsc was slain. We did have a nymph and some skeletons assisting us - without them, it would have been much worse...
Next group of shadows, wights and shadows fiends were also tough. Jaheira got held but Viconia had a remove paralysis available to save Jaheira. Once this batch of shadows was dead, the summons went forward while Yoshimo de-trapped the 3 traps in the area. The team then charged the two mummies and skeletal warriors in the crypt where the book of Kaza was supposed to be (but wasn't). This fight was tough also - everyone except Viconia was hurt pretty bad. Jaheira's last service to the group was to memorize Harper's Call. We got out of the crypts and rested and raised Minsc and re-equipped him. It should be noted that we had tough time looting because were hoarding a HUGE amount of spell scrolls for Nalia to immediately memorize when she joined the group - we even had two potions of genius so she wouldn't flub writing any of them. We had to kick out Jaheira, silly game engine.
We did get into a few ambushes at various times, but in all cases, either hold persons/silences/call lightnings/chaos sorted them out nicely and no one was in serious danger. Probably the roughest ambush was the 8 orogs and two human bandits - lot of micro-management to make sure no deaths here, but we did it. We of course had to return Remfeld to his Harper friends...
We did free Hendak and also get Lilacor for Minsc. In both cases we used lots of skeleton friends, but also used silences on the hobgoblins/kobolds in the Copper Coronet Sewers. The kobolds with the staff of food, we had to kill because we didn't have enough gold to bribe him - the skeletons did most of the work on that fight.
Since we intend to recruit Imoen, we are hoarding our spell scrolls in scroll cases to give to her once we save her. Meanwhile, the team has just arrived at D'Arnise Keep.
Korgan - 26 kills, Otyugh
Guttax - 53 kills, Ulvaryl
Minsc - 45 kills, Cambion
Viconia - 1 kill, Orog
Yoshimo - 5 kills, Assassin
Nalia - 0 kills, nobody
#9429
Posté 11 juin 2014 - 06:40
- corey_russell aime ceci
#9430
Posté 11 juin 2014 - 07:58
Gate70/Grond0 multiplayer attempt 46 - (update 10)
Tweedle, dwarf fighter (Grond0) & Guarh, dwarf fighter (Gate70)
The dwarven duo had to hang in there during a rough ride today, but are now within touching distance of success.
Their starting point was the tunnels in Abazigal's Lair. They were traversed without problems, other than being unable to find a key to open the monk's cell - Tweedle finally just kicking it in. For the daddy dragon, Guarh waved the salamanders away and then a period of run and shoot saw the end of Abazigal's human form. Tweedle produced a simmy with the intention of 3 fighters attacking at once with GWWs. However, the actual result was that 3 fighters were all buffeted away unconscious! The simmy hit the wall first though and did a good job of keeping the dragon's attention while the other 2 regrouped. Tweedle delayed to take a potion of invulnerability to counteract being malisoned, but Guarh attacked immediately with a GWW - to such good effect that the dragon fell just as Tweedle joined the fray. We had noted before that combat that the Boots of Grounding were another item that had gone missing - but Abazigal didn't seem to do much in the way of breathing.
The next assignment was nice and easy - pocket plane challenge 4. Both fighters were wearing equipment preventing backstabs and the Favored of Cyric fell well before their damage could cause Tweedle a problem.
On to Amkethran where Saemon let them into the monks' compound. Guarh immediately failed to fend off a symbol stun, leaving Tweedle to battle hard to kill the opposition before they could cut down Guarh - he just managed to do that. Inside, Tweedle produced a simmy to attack Balthazar. The battle seemed to go pretty well with the monk quickly dying under combined attacks. However, he managed a final cast of PW: crash before we could save the game - meaning the battle had to be fought again. This time was considerably more difficult, with Guarh twice being held by a Bigby spell and the simmy being pinned against a wall by a stunning blow. However, Tweedle managed to keep out of trouble until Guarh was active again and a combined assault was successful. We noted there that the Ring of Free Action was another item to go walkabout - while I'm not the greatest at inventory management I do wonder whether we've suffered the loss of some things as a result of a multiplayer glitch.
The most difficult battle of the day was still to come though - against the Ravager. Without the Reflection Shield this was always a potential problem, but it quickly became apparent that it was going to be worse than expected as Guarh was being regularly stunned by the Ravager's missile attacks. Initially Tweedle tried to keep him alive by using the Rod of Resurrection, but soon found he couldn't manage that and we were slow to adjust Guarh's equipment to give him a better saving throw against breath. Tweedle himself stood no chance in a fair fight against the Ravager - his only missile weapon that could hit was Gesen, which did only a single HP of damage per hit. However, when Guarh died for the second time he was sufficiently far away to one side to allow Tweedle to heal in peace by the stairs (making what I think was his first use of healing potions) and summon 5 fire elementals from the Staff of Fire. They lasted long enough for Guarh to be resurrected and do a decent amount of damage with K'logorath before the bone blades descended on him again. Deciding that a repeat of that tactic offered the best hope Guarh was resurrected after his next death and quickly moved into a position where Tweedle would be able to get out of sight (before dying again). Tweedle summoned another lot of fire elementals, resurrected Guarh and put up a simmy to front a combined assault. The simmy was quickly charmed, meaning that Tweedle had to run away, but Guarh's flying axes did the job anyway just as the last of the elementals fell (which was a good job as the 8 charges the Rod of Resurrection started with had all been used up).
Mel should be tackled tomorrow.
Stats:
Tweedle, fighter 38, 205 HPs, 949 kills
Guarh, fighter 38, 204 HPs (incl. 5 from Helm), 1226 kills, 7 deaths
#9431
Posté 11 juin 2014 - 08:17
@Grond0, Gate70: That was a pretty exciting MP update! I have some questions though (for Ravager fight):
1) Why did both dwarven fighters refuse to buy the Reflection Shield? It comes in very handy in the end-game, including Melissan - it was a massive boon to Noywad III.
2) Why you guys refuse to use sling of seeking/storm giant potion/+4 bullets/GWW? Even non-proficient, with GWW, it still probably would have been effective
3) Why did you guys refuse to use the +5 firetooth crossbow?
I hope you guys can come with a good plan for Melissan - Noywad I's, II's, and III's ghosts are all rooting for you guys!
#9432
Posté 11 juin 2014 - 08:39
The gaps between sessions is making it difficult to remember what we have packed and what we have not. The toughness of 2 dwarf fighters means we have got away with such slack planning. The Ravager requires a different approach to everything else in the game and we realised too late that we had no bullets at all, let alone +4's.
I can't remember if we got the ammo belt this time around, we've lost the key to Watchers Keep so an early idea for Tweedle to use Foebane dried up as did the FoA +4/+5 for Guarh. Not needed the reflection shield all game so forgot to pack it for emergencies. Same for Firetooth.
FoA +3 is no good for Melissan, that means the dynamic duo will have to be more uh dynamic I guess.
#9433
Posté 11 juin 2014 - 08:55
@Gate70: I see, that explains things. By the way, in my opinion, Elminister's advice is garbage. He says you should talk to Saemon about finding a way into Balthazar's Fortress - but if you do that you have to fight that party with the powerful mages just before entering Balthazar's throne room (you guys were nearly stopped right there). BUT if you just kill the monk with the key to the fortress, you walk right in and there's no party to deal with and keep walking and deal with Balthazar. The only reason I see to go the Saemon way is if you needed the experience, but that seems hard to believe since you guys are duo...
#9434
Posté 12 juin 2014 - 03:27
#9435
Posté 12 juin 2014 - 06:20
Congrats on taking down Irenicus, Grond0! Hopefully in a while you can teach Melissan a lesson as well...
Guttax the level 8 ranger/level 9 cleric - update 2
Traveling with: Korgan, Minsc, Yoshimo, Nalia, Viconia
Things have been pretty smooth so far, even with Guttax in the front lines. We've solved D'Arnise Keep problems, Trademeet issues (well at least about Genies and the Druid Grove), and Umar Hills Issues. The slavers in the slums have been eliminated. The only slavers that kind of had a chance were the two slaver wizards - however Viconia silenced them, spelling the doom of all the slavers...
It was a hard decision, but passed on the Shadow Dragon for now. I think I could have won, but there was a high risk of someone getting chunked - I don't need the dragon's loot this moment, so will wait until later.
#9436
Posté 12 juin 2014 - 03:10
Guttax the Half-Elf Ranger/Cleric - Update 3
Traveling with: Korgan, Minsc, Viconia, Yoshimo, Nalia
Guttax deposited our stuff in a "bank" - a barrel in the Promenade. He thought, perhaps while he is here, maybe he should procure a full plate (without paying for it of course). So the party went to the Seven Vales, did a few buffs, then Korgan enraged and showed himself The party opened with silence, plague of insects, and chaos - this was extremely effective. The thing of note Mencar Pebblecrusher's gang could do was when Brennan shook off the chaos, he backstabbed Guttax, dropping Guttax 1/2 his health. However, right about here, Nalia hastes the group and with the group hasted Brennan falls fast, even before Viconia could get a hold person off. The battle was a complete success. Full plate goes to Guttax, putting his AC at -8 AC when using the shield of harmony.
To conserve heal potions, it was decided that Korgan would gulp a fire giant potion, use a protection from undead scroll and clear out the undead in the graveyard by himself. This worked well. A new guardian was found for Risa, a distraught paladin. We'll need to find the people that buried Tardir as well.
#9437
Posté 12 juin 2014 - 07:53
Gate70/Grond0 multiplayer attempt 46 - (11th and final update)
Tweedle, dwarf fighter (Grond0) & Guarh, dwarf fighter (Gate70)
A good attempt ... but not good enough. The lack of the Reflection Shield was nearly costly against the Ravager and ultimately proved to be fatal at the Throne.
Things started well enough as a joint GWW took down Mel for the first time. Yan-C-Bin was tackled with throwing weapons, although Guarh had to use a restoration scroll after being hit by a vampiric wraith. Mel's second incarnation was trickier as she buffeted the dwarves away to waste their first GWW and then used a timestop to kill Guarh in melee. However, a freshly purchased rod of resurrection saw him quickly up on his feet and Mel was soon forced to flee again. Cryonax didn't last long and 5 fire elementals helped delay Mel's summons while the duo chased her teleporting form.
She was in the act of disappearing for the third time when the game crashed. We had a save after the first fight with her, but that still meant refighting the second and third fights. Tweedle got a bit carried away in the second fight and attacked in melee - with the result that he was dangerously close to her when her timestop triggered. Fortunately, though, she spent the time summoning rather than attacking in melee.
The rest of the second fight and the third fight were quickly concluded and the duo turned into a trio with the addition of the simmy to take on the fallen solar (along with 5 more fire elementals). With no Reflection Shield we decided that the best chance of success was to try and take down the solar quickly, but that ambition immediately hit a setback when everyone initially attacked with +3 weapons. Tweedle soon switched to Gesen - but that was doing pitiful damage - while Guarh went with K'logorath for himself and the simmy. That started to do decent damage and the solar was showing as injured when we noticed that the simmy was no longer attacking - or indeed existing. The explanation for that was clear a few seconds later as Guarh also disappeared - a victim of the solar's vorpal attack.
That ended the aim of the run to get a duo through to the end, but Tweedle did attempt a death or glory assault - which ended in death.
In retrospect I think we would have been better off just standing off and using missile weapons. Tweedle did have a sling and +4 bullets and, if 3 attackers had been using GWWs with their best weapons, I'm pretty sure the solar would have keeled over before we would - though that strategy would obviously have been easier to use if the Reflection Shield had been available. However, I think it was still a decent effort to get those characters that far and I reckon success is only just round the corner ...
- corey_russell aime ceci
#9438
Posté 12 juin 2014 - 08:10
Great run guys. Maybe next time you need to use 3 dwarven fighters (e.g., have me help), heh. What a way to die, being vorpaled. Also, it was my understanding that planetars/solars/devas need +3 weapons to hit, so using the gesen with +3 arrows should have worked well yes? Or is your install different?
#9439
Posté 12 juin 2014 - 09:12
it was my understanding that planetars/solars/devas need +3 weapons to hit, so using the gesen with +3 arrows should have worked well yes? Or is your install different?
That's what we thought, but neither the dwarven thrower nor the FoA were connecting. Gesen did hit, but only did 2 HPs per attack, so the main damage being done was by K'logorath.
#9440
Posté 12 juin 2014 - 09:15
That's what we thought, but neither the dwarven thrower nor the FoA were connecting. Gesen did hit, but only did 2 HPs per attack, so the main damage being done was by K'logorath.
I see. I will definitely keep this in mind should I get into the 3rd pool fight any-time soon. I wonder if that's why the 3rd pool fight is so often hard, we (my groups) are using +3 weapons on a being that can't be hurt by such...
#9441
Posté 12 juin 2014 - 09:56
Grond0 has a nearby save so could test some more to be certain. I can't find anything useful on the web that says what immunities which creatures have.
#9442
Posté 12 juin 2014 - 10:03
If I read Near Infinity correctly it looks like immunity is only to non-magical and +1 so +2's should work.
#9443
Posté 12 juin 2014 - 10:12
There's also that bug that dragons have in vanilla where things like the dwarven thrower have no effect (but should) on them, because they have immunity to non-magical ranged weapons, but the engine incorrectly treats the thrower as non-magical against the dragon. Perhaps this applies to this creature too. A good test it to shoot +2 bolts, arrows or bullets at it and see if it takes damage.
#9444
Posté 13 juin 2014 - 03:24
Just had a quick test of the fallen solar - it's definitely immune to +3 (and +2) weapons in this installation - whether throwing or melee. Incidentally, I successfully managed to kill it at the first attempt even with virtually no preparation or simmy. Guarh wasn't vorpalled this time during his initial attack and got it to near death before he was charmed, but Tweedle finished it off with a sling (using +4 bullets).
#9445
Posté 13 juin 2014 - 03:42
#9446
Posté 13 juin 2014 - 04:39
Just had a quick test of the fallen solar - it's definitely immune to +3 (and +2) weapons in this installation - whether throwing or melee. Incidentally, I successfully managed to kill it at the first attempt even with virtually no preparation or simmy. Guarh wasn't vorpalled this time during his initial attack and got it to near death before he was charmed, but Tweedle finished it off with a sling (using +4 bullets).
Thanks for the test update. Incidentally, you two should REALLY be wearing charm protection helmets for the 3rd pool - as males you have to save vs. succubus charm at -8 penalty. Seems silly to allow if a simple helmet will stop a thing in its tracks.
#9447
Posté 13 juin 2014 - 05:40
Thanks for the test update. Incidentally, you two should REALLY be wearing charm protection helmets for the 3rd pool - as males you have to save vs. succubus charm at -8 penalty. Seems silly to allow if a simple helmet will stop a thing in its tracks.
Funny - we thought you might say that! We hadn't brought them along, but in the real battle a potion of invulnerability each was sufficient to get saves into safe territory against that charm for Tweedle and Guarh (not the simmy, but that can't be protected by helmet anyway).
#9448
Posté 13 juin 2014 - 05:47
Nice work with True - hope True can do it.
Thanks for the test update. Incidentally, you two should REALLY be wearing charm protection helmets for the 3rd pool - as males you have to save vs. succubus charm at -8 penalty. Seems silly to allow if a simple helmet will stop a thing in its tracks.
Grond0 said...Funny - we thought you might say that! We hadn't brought them along, but in the real battle a potion of invulnerability each was sufficient to get saves into safe territory against that charm for Tweedle and Guarh (not the simmy, but that can't be protected by helmet anyway).
I suppose that could work - unless an enemy dispels...
#9449
Posté 13 juin 2014 - 03:15
Guttax the Half-Elf Cleric/Ranger - Update 4
Traveling with: Korgan, Minsc, Viconia, Yoshimo, Nalia
Guttax and team have done more things. For one, they obtained Maevar's trust and then we had to kill him once we got the evidence on him and reported to Bloodscalp. A super-buffed Korgan meant Rayic Gethras was in a world of hurt - Korgan's elemental damage from his Stonefire was interrupting Rayic's spells as well - it just wasn't his day it seems.
The Skinner Murders were solved, though we failed to catch the killer. We battled some Rune Assassins and some ghasts - thanks to our buffs, the enemies didn't last very long. Poor assassins were trying to get a hit on Guttax, but his -11 AC to piercing was making it hard for them...
The gang has been in many ambushes, but so far, once the team responds with plague of insects and chaos, the ambushers then wish they hadn't pulled the ambush, but of course it's too late then...
Some battles in the Temple Sewers. While we did have summons on stand-by, Nalia used web/stinking cloud/fireball/greater malison/cloudkill x2 and then backed off to see what happens. Two melee bandits broke free, just to be cut down. The main thing Gaius was killed doing this without him able to hurt us. While we were here, the summons and Yoshimo took out the kobolds and the Rakshaksha master as well - Minsc got the Cloak of the Sewers. Last bit of business, was the team took down the troll bothering Roger - Roger was happy about that.
We will venture into Mekrath's Lair to help the Sigil Troupe next session.
#9450
Posté 14 juin 2014 - 04:15
Guttax the Half-Elf Cleric/Ranger - Update 5
Traveling with: Korgan, Minsc, Viconia, Yoshimo, Nalia
Guttax and team have done quite a few things. For enemies a ways out, Nalia can solo them with her area effect disablers and cloudkills. In tight quarters and/or ambushes, Insect Plague and Chaos have been pretty devastating.
Guttax decided now that he has the AoP, there's really no reason to delay the confrontation with Thaxxy the Dragon. So the party gets to Thaxxy's cave and the party all moves to a side alcove with AI off. Guttax then approaches Thaxxy from the other side and throws a +2 bullet at Thaxxy. This makes Thaxxy mad who buffets Guttax into the alcove (which is where he wanted to go anyways). Guttax then just uses his dragonbane's sling and +2 bullets on Thaxxy until Thaxxy dies. Guttax is careful to never get into melee range (which would be easy when Thaxxy blinds Guttax, which happened often). The party just stood by but that's all that was needed.
We did most of the quests/battles in the Bridge District, EXCEPT the fallen paladins (we don't want to gain any rep) and the hidden Twisted Rune hide-out. Since we plan to recruit Imoen, we will leave the Planar Sphere and Firkraag's until Chapter 6.
The party also helped the Sigil Troupe - no one died, but the front-liners (Guttax, Korgan, Minsc) all were badly hurt at one point or another, a lot of RoR heals were necessary, and of course potion gulps. The Master of Thralls put a nice beat down on Korgan, but he couldn't overwhelm's Korgan's drinking extra healing potions like they are going out of style. The Warden fell fast, I think mainly because of the party's elemental damage, of both the melees and ranged attackers.
The party bought a Robe of Vecna for Nalia, but now we are broke. So we raided the Guarded Compound. The summons ambush lower level wasn't too hard. We buffed to the max, Nalia did invis 10' and then went upstairs on the left side. Yoshimo tried to de-trap the nearby two traps as fast as he could. The enemies seemed to know where we were, without having to do true-sight or anything (perhaps Ketta was doing detect illusions). ALL party members gulped a lot of heal potions, they were hitting us hard. Fortunately, the party kept summoning summons to distract the enemy cleric and mage, thus we could concentrate on the melees. Despite Viconia's True Seeing, Ketta was being quite the nuisance, but she didn't manage to kill anyone. The party eventually prevails, and our gold is a bit better now.
We're almost done with the chapter two stuff we are going to do, but we better do the Unseeing Eye for the DEX gauntlets. They are a huge boon to Korgan, but if we ever need to recruit Keldorn or Anomen, the gaunlets would help them a lot too. Then we'll do the temple quests to forge the IMoD and be on our way to Brynnlaw.





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