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Baldur's Gate 2 No-Reload Challenge


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#11476
Nishiki

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What time is it when you wake up in a dungeon in Athkatla?  Time to grab your drawers and get the heck out, that's what.

 

So, last thing I remember, I had just killed Sarevok, a guy who called himself my half bother.  Kind of heard to believe, really, I'm no where near that ugly.  Also, if all the garbage that Sarevok wrote about in his diary is to be belived, then he and I are the children of Baal.  You know, the god of murder who was forcibly retired?  Yeah, not buying it.

 

Anyway, Imoen, Vanja, and Shea are here with me.  Why we are here, I have no idea, and niether do they.  Well Imoen might, but her head's kind of messed.  Mine too for that matter.

 

Well, first things first, I guess we need to get ourselves out of this hell hole.  Shea and Vanja are more than ready to leave as well, and have promised to help me see this through to the end, even if that end comes at the point of a sword.

 

Isa the Pretty, Female Elf Sorceress

Proficencies: Dart *, Sling *

Spells Known: (Blind, Shield, Spook, Magic Missile, Identify); (Melf's Acid Arrow, Invisibility, Blur); (Haste, Skull trap); (Stoneskins)

dZU9MD.jpg

 

Vanja the Beatstick, Female Half Orc Berserker

Proficiencies: Long Sword *, Mace *, Flail *, Long Bow *, Two Weapon Style **

w0sj3C.jpg

 

Shealyn the Mistress of Untrapping Trapped Traps, Female Gnome Cleic/Thief

Proficiencies: Mace *, Quarterstaff *, sling *

Skills: Open Locks 90, Find Traps 100, Set Traps 60

PGwRSL.jpg

 

Imeon the Less Pretty Than Isa But Prettier than Shealyn and Vanja, Stabber of Backs, Taker of things That Don't Belong To Her, And Over All Nice Gal.

Proficiencies: Shortsword *, Dagger *, Shortbow *, Two Weapon Style *

Skills: Open Locks 100, Hide In Shadows 100

BaJGV8.jpg


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#11477
Alesia_BH

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Quick Note on Arcadia's Game:

 

3 down

H3TCvPj.png

 

I'll post on the fight soon.

 

Best,

 

A.


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#11478
Alesia_BH

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Welcome to Amn, Nishiki!

 

Best,

 

A.


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#11479
Nishiki

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Thanks for the welcome.  Isa cordially invites Arcadia to the Den of The Seven Vales for drinks (Isa's treat, of course) so that thay might discuss how not to die horribly in small, chunky bits.  Isa understands, of course, if Arcadia must refuse due to having to wash all the bits of fire giant out of her hair.


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#11480
Grond0

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The Arcane Army (update 8)
 

There were no particular alarms in completing the second level of Spellhold and picking up a second pair of boots of speed in the process.  Downstairs, Lonk wasted his chance at casting a spell by failing to complete an attempted true sight.  
Spoiler
More MMM then quickly took care of Irenicus
Spoiler
before the Army withdrew and waited for him to realise it was time to go.
Spoiler
 
They agreed to sail with Saemon and made their way back to Brynnlaw.  A visit to the temple there brought the Army back to full strength.  In fact they increased their strength by all levelling up to level 15 - Nutmeg having gained quite a bit of quest XP while he was dead. In fact he's still got slightly more XP than Thyme, so the party as a whole actually gained marginally by his death (as Thyme got a greater share of the XP in Spellhold) :lol:.
 
After taking ship with Saemon the Army found themselves in the City of Caverns.  After going to find the Cloak of Mirroring (a great item for Sage as it means he can survive things like wiltings without having to worry about buffing)
Spoiler
 
they killed the king for the prince.
Spoiler
That didn't make much difference to the others though as they depopulated the place anyway (searching for scrolls - one rebel had a protection from energy).  
 
By my standards this has been a hard-working run and I've hit my common problem of feeling I've done enough on arrival in the Underdark.  Added to playing when tired after work and the Army have needed plenty of luck to (sort of) survive their initial encounters there ...
 
The first encounter was when they immediately went to find what I thought would be a lone mind flayer.  I'm used to playing solo though and with a party there were 3 of them.  That made the odds poor for the unbuffed army and Sage had to quickly make use of invis 10' to prevent stunned characters being sucked.  
Spoiler
After finishing the flayers off there was lots of money spent with the duergar merchant - regrettably failing to learn a second spell sequencer there.
 
The drow ambushers were pulled apart and mainly killed easily, but the last one caused a problem when Nutmeg ran out of darts and moved in to melee range unexpectedly.  He was hit with several spells and taken down to 1 HP with an acid arrow still active.  Rosemary cast protection from acid on him at the same time that his contingency (set there for 50% damage) belatedly triggered.  
Spoiler
Incidentally I normally feel that the best chance for survival is using a contingency set for the helpless condition - the fact that most characters are now set for damage instead just reflects the hassle of resetting as characters can surprisingly often be deemed to be helpless by the game out of combat situations, e.g. in some cut-scenes or when summoning elementals.
 
The giant soul gem was emptied, though I wasn't paying much attention to that and Rosemary was petrified by Alchra Diagott.  
Spoiler
Fortunately though, no more area effect spells were cast after that and her statue remained untouched ready to rejoin the party.  The party were also unbuffed when taking on the balor in the gnome village, although a mordy sword was placed to occupy it.  However, after 3 of the Army were quickly paralysed with fear, the others used improved invisibility to enhance their saving throws and then threw 3 lower resistances at the demon before finishing it off with magic missiles.
Spoiler
 
Continuing to live dangerously they went into the kuo-toa tunnels.  Some gauth posed a problem there when they took Pepper down to 16 HP. Pepper looked like an imminent victim of cause serious wounds there, but 3 lots of minor sequencer magic missiles took down the last attacker before it could kill him.  
Spoiler
Then Rosemary was held by some kuo-toa, but they were all confused about what to do next.  After moving up a bit further there was more trouble when Thyme was stunned:
Spoiler
the Black Prince had surprisingly come to join in the fight (I hadn't even been into the room next to him yet).  The kuo-toa see through invisibility, so that couldn't save her this time.  The damage didn't come in particularly fast so she might well have expected to be saved by her contingency, but that didn't trigger in time on this occasion.  Sage's previous ability to use Bhaal CLW was sorely missed there as I think that could well have saved Thyme.
Spoiler
The remaining 5 quickly killed the other enemies and got the prince to the verge of death with MMMs, but he then stunned Rosemary and with the reduced attacks his regeneration kept him hanging on at near death until MMMs ran out.  After producing some summons the Army were about ready to try again to kill the prince when the efreeti decided it was a good idea to cast a fireball among them - I think I might have to scrap using that spell.
Spoiler
A series of lower resistances were followed by a magic missile storm, but the prince not only had high MR, but a separate high magic damage resistance and shrugged them off.   With the summons and a couple of the Army having renewed MMMs he was again taken to near death, but started running away when his morale broke.  I didn't fancy trying to attack him again once he'd regenerated so resorted to what I think is the first use of fire wands in the run to finish him off.
Spoiler
 
As usual I had a thought at this point that perhaps it wasn't a great idea to get a character killed in the Underdark without access to a temple :wacko:.  So I was thinking of making a quick exit from the Underdark by killing Adalon.  After killing the drow guarding the Underdark exit (using a couple of mordy swords to pin them in place inside several cloudkills), then using summons and MMM to fight through the drow guarding the bridge, I checked the drow merchants and realised it would be nice to get the Staff of Earth and Robe of the Evil Archmagi in addition to various scrolls before the city turns hostile. Emptying containers realised a decent amount of funds (about 12,000 for ammunition alone), which allowed the purchase of the desired equipment along with a few scrolls, like spell sequencer and spell immunity, which might genuinely be useful (as opposed to the dross I normally buy :blink:).
 
Stats (cont. from BG1):
Rosemary, mage 15, 53 HPs, 5 deaths, 596 kills
Parsley, mage 15, 57HPs, 1 death, 459 kills
Thyme, mage 15, 54 HPs, 5 deaths, 418  kills
Sage (PC), mage 15, 71 HPs (incl. 12 from cat, 6 from ioun stone), 341 kills
Nutmeg, mage 15, 51 HPs, 2 deaths, 354 kills
Pepper, mage 15, 47 HPs, 2 deaths, 423 kills

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#11481
Blackraven

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Excellent work Grond0. Very cool to see you go through the game as competently with a full party of mages as with a solo warrior. :)
I'm glad Rosamary pulled through there, and I'm beginning to like the screenshots behind spoiler tags more and more.
 



#11482
Grond0

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Excellent work Grond0. Very cool to see you go through the game as competently with a full party of mages as with a solo warrior. :)

Yep - equal (in)competence is my trademark :P.
 
 
The Arcane Army (update 9)
 
Continuing to demonstrate how not to do it, I didn't prepare particularly carefully for the fight with Adalon - though everyone did have protection from cold on.  Initially he was subjected to some lower resistances.  An invisibility then saved him from an intended breach and a number of magic missile sequencers were wasted.  Skull traps still got him to near death, but he managed to heal himself.
Spoiler
After dragging him over to the entrance some cloudkills - enhanced by a couple of pierce magics - got him to badly wounded.  It looked like he was about to heal himself again though, so I once more resorted to wand use with both lightning and fire wands blasting away his remaining HPs.
Spoiler
 
After getting Thyme raised at Watcher's Keep the Army returned to the Underdark.  The drow guarding the entrance are not easy to hit for mages, so four of them used Tenser's Transformation to help deal with those.  Tenser's was used again on the demon knights in the kuo-toa tunnels to protect against PW:stun, as well as a first use of limited wish to provide MGoI to protect against fireballs.
Spoiler
 
There were no quests now available in the drow city, but still plenty of enemies and the Army worked through all of them - sorry Solaufein: maybe you can help the good guys next time :huh:.  
Spoiler
Thyme's last death in the Underdark left her over 50k adrift of the others in XP and she was still well short of level 16, when everyone else was comfortably over.
 
A mordy sword led the way through some kuo-toa on the bridge before the Army arrived at their next challenge - the beholder hive.  I was distracted when preparing to enter and Pepper ended up going in while visible.  He survived being scared thanks to a resist fear cast, but the confusion over that meant I hadn't paid attention to pathfinding glitches and Nutmeg was still in sight of the beholders when true sight triggered - and he failed to survive an immediate death ray.
Spoiler
 
The others beat up the drow near the entrance, then went invisible again to escape.  After visiting Watcher's Keep again the party returned to the beholders.  This time they successfully got past the elder orb and cast cloudkills.  However, Nutmeg ,who was supposed to hold them in the cloudkill while invisible, was taking damage from the cloudkills (despite theoretically being immune to poison due to wearing the periapt).  That resulted in the elder orb escaping while at near death and it lasted just long enough to kill poor old Thyme again.
Spoiler
After another trip to Watcher's Keep it was Pepper's turn to die - he only showed himself briefly to 3 gauths round the corner, but their ability to keep targeting with gaze attacks even after someone is out of sight saw him rack up his second death.
Spoiler
Those gauths also gave Thyme the XP for level 16, so after Pepper was operational again everyone levelled up.
 
There was one final nasty moment when dealing with the group containing the elder orb.  They were initially bombarded with webs / stinking clouds followed by cloudkills.  The bulk of the Army ran away while Rosemary kept an eye on where the beholders were moving to.  However, I got caught out when Rosemary tracked one following their route to the south,
Spoiler
 
while most of them took a short-cut ahead of the Army.  
Spoiler
Only Nutmeg's contingency saved him there before Sage finished off 3 of the 4 beholders in that group with a skull trap sequencer.
Spoiler
The last few beholders were scattered and picked off individually - the elder orb dying in a first use of an incendiary cloud.
Spoiler
 
Stats (cont. from BG1):
Rosemary, mage 16, 54 HPs, 5 deaths, 624 kills
Parsley, mage 16, 58 HPs, 1 death, 482 kills
Thyme, mage 16, 55 HPs, 6 deaths, 444 kills
Sage (PC), mage 16, 72 HPs (incl. 12 from cat, 6 from ioun stone), 360 kills
Nutmeg, mage 16, 52 HPs, 3 deaths, 374 kills
Pepper, mage 16, 48 HPs, 3 deaths, 439 kills

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#11483
Nishiki

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Out of the dungeon and on to glory!  Or something like that. 

 

First things first we recruited Nalia, then proceeded to clean out the Copper Coronet; got Lilarcor, cleared the slaver stockade, then hustled off to de'Arnise keep.  Well, after we rescued Renfeld that is.  

Inside the keep, we battled our way up to the second floor, Web/Cloudkilled the yuan-ti mage and his pet trolls, swatted Glaicus, stole the flail of ages (and everything else that wasn't nailed down), then headed for the basement.  Wasn't about to kill any dogs to feed to the umber hulks, so we web/cloudkilled them (all except for one who wanted to dance with Vanja).

Then we prepped to take on TorGal.  Opened up the door and Vanja lured the troll and his entourage into our web/cloudkill trap.  With the help of the poison gas, TorGal fell, then his lieutenants.

All in a day's work, right Nalia?


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#11484
corey_russell

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@Grond0: Great progress there. Just a minor quibble - Adalon is not "he" but a "she" - remember her eggs?

 

As for Ruzzel, his band of mages and their berserker, they are still progressing. They've been in a few more ambushes (but survived) - one ambush with no-names, the enemy mage did a great play - the people near the enemies opened with mirror images, but the mage responded with dispel and got rid of our mirrors. However, next round we cast chaos, and the ambushers could not recover. 

 

We wanted to do Umar Hills, but realized Tank needs something to make those shadow fiends a bit safer. So first we stopped at Trademeet. While we did maximum buffs for the genies, I was surprised how quickly they fell - I don't even think they got a chance to cast petrification ( we were all protected anyways, so that wasn't going to work). The shield went to Tank - ok he's ready for Umar Temple area. We also got the BoIB for Tank (we might be dropping skull traps on his head, after all).

 

We arrived in Umar Hills and will deal with the issues in this area next session.


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#11485
Grond0

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@Nishiki.  Good to see you underway in Amn.  

 

@Grond0: Great progress there. Just a minor quibble - Adalon is not "he" but a "she" - remember her eggs?

I find it hard enough to remember my own characters' genders ...


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#11486
Alesia_BH

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However, Nutmeg ,who was supposed to hold them in the cloudkill while invisible, was taking damage from the cloudkills (despite theoretically being immune to poison due to wearing the periapt).

 

The Periapt's description is a little misleading. It confers immunity to effect (25): poison, but not damage type (32): poison. So, if you equip Nutmeg with the Periapt and toss Darts of Wounding at him, you'll find that he can't be poisoned, but if you have him stand in Cloudkills, he'll die.

 

Compare the Periapt to the Ring of Gaxx, which confers immunity to both the poison effect and poison damage. If you equip the Ring of Gaxx alone, you'll see the protection from poison portrait icon appear, and if you go to the character record and scroll down to damage resistances you'll see poison: 100%. With just the Periapt equipped you'll see the protection from poison icon, as you'd expect, but if you go to the character record, you'll see no resistance to poison damage.

 

Btw. Nice use of Otiluke's Contingencies. I like that move.

 

Best,

 

A.



#11487
Grond0

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The Periapt's description is a little misleading. It confers immunity to effect (25): poison, but not damage type (32): poison. So, if you equip Nutmeg with the Periapt and toss Darts of Wounding at him, you'd find that he can't be poisoned, but if you have him stand in Cloudkills, he'll die.

Thanks for the clarification Alesia.



#11488
Alesia_BH

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Thanks for the welcome.  Isa cordially invites Arcadia to the Den of The Seven Vales for drinks (Isa's treat, of course) so that thay might discuss how not to die horribly in small, chunky bits.  Isa understands, of course, if Arcadia must refuse due to having to wash all the bits of fire giant out of her hair.

 

Arcadia isn't worried about her hair, but she does have a drow and a dragon to kill. She doesn't expect to make it to Athkatla anytime soon. She'll have to pass.

 

Arcadia's best advice for survival is to find a clairvoyant empathic cat who will tell you what to do.

 

Best,

 

A

 

Btw. Good luck in BG2, Nishiki!


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#11489
Alesia_BH

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Arcadia v. Yaga Shura (Or The Battle of the Invincibles)

 

Prior to their battle, Arcadia and Yaga-Shura shared a reputation for invincibility. They both had their Achilles' heals, however, and the question was who would find the others'. Arcadia learned that a witch in a glade held the secret to Yaga-Shura invincibility. Yaga-Shura, in contrast, never discovered what it takes to kill Arcadia: ~7 Ruby Rays or, in the alternative, 40-60 rounds. 

 

Let's take a look at Arcadia's defenses.

 

Melee Weapons: With her equipped items, buffs, and a Potion of Invulnerability Arcadia has a base AC of -18. Factoring in II and Pro Evil that becomes -22 or -24, depending on the enemy. Potions of Absorption can make that -34 in the case of evil blunt weapon wielders, like Yaga-Shura. Good path immunity covers non-magical weapons while ProMW can cover magical weapons if and when a warrior with +2 or higher weapons activates an HLA. Mirror Images and Stoneskins can catch occasional hits with +2 or higher weapons. Blunt weapon wielders -again like Yaga-Shura- can also face 110% resistance to blunt damage via Hardiness + Roranach's + Defender. Melee weapons are rarely a threat.

 

Range Weapons: Most arrows are +1 or unenchanted. When Arcadia encounters +2 or greater arrows, she can equip the Reflection Shield.

 

Energy Attacks: Running Protection from Fire, Protection from Cold, Protection from Acid, Protection from Electricity, and Protection from Magical Energy Arcadia enjoys immunity to all energy attacks. The Ring of Gaxx covers poison.

Screen%20Shot%202015-03-24%20at%209.58.3

 

Save or Else Spells: Arcadia's unbuffed saves are sufficient, so long as potions are available to counter Malison. Her unbuffed save v death is -5, her unbuffed save v spells is -4. Her buffed saves are excellent.

Screen%20Shot%202015-03-24%20at%209.58.3

 

Debuff Spells: So long as her buffs are running, Arcadia is nearly invincible, and debuffing her is not easy. Arcadia starts mage battles runing SI:A + SI:D + Spell Shield + Improved Invisibility + Spell Deflection + Spell Turning. She keeps a Spell Shield and two additional Spell Immunities at L5. She also keeps a SI:A +SI:D + Spell Shield Trigger and MSDs in reserve at L3. What does that mean? SI:A + SI:D stops the obvious stuff. Let's try a crazy over kill assault on Arcadia's defenses, say: Wish- I wish for my enemies magical defenses to be utterly destroyed-> Spell Strike -> Ruby Ray x 3 -> Breach. That should wipe out everything on anyone right? Against Arcadia, that gets enemies nowhere. The Wish would be caught by Spell Shield and Arcadia would counter with a Spell Shield cast from her book. The Spellstrike (assuming the foe could target it through II) would then hit the refreshed Spell Shield. Ruby Ray 1 would take down the Spell Turning, Ruby Ray 2 would eliminate Spell Deflection, at which point, Arcadia would counter with an MSD. Ruby Ray 3 would reach Spell Immunity. Arcadia would counter with her SI:A + SI:D + Spell Shield Trigger. The Breach (again, assuming the foe could target it through II) would then hit the MSD. SI:A + SI:D would remains in place to stop Remove and True Sight. A Spell Shield would still be there to catch any spell protection removers. MSDs would still be available to catch Breaches targeted through II.

 

Basically, Arcadia can't be defeated unless her buffs are taken down and it takes a lot of spell slots -a lot of spell slots- to remove her buffs. Yaga-Shura had only one high level mage at his side. Anyone want to guess at Yaga-Shura's odds in this fight? Right.

 

To the battle. In the interest of freeing up slots at L3-L6, Arcadia took her specific protections and a Spell Shield through Contingencies and a Sequencer. Those spells all have long durations, meaning Arcadia could count on them to last through the Yaga fight.

Screen%20Shot%202015-03-24%20at%209.52.5

 

Arcadia sent Yaga packing with a sling bullet. She then buffed while awaiting his return. SI:D + Potion of Invisibility insured that Yaga's army wouldn't interrupt the buff session.

 

Finally Yaga arrived. I was expecting him to be close, but not this close...

Screen%20Shot%202015-03-24%20at%2010.01.

 

Arcadia darted away and found the space she needed to cast Improved Alacrity. She then filled out her buffs, took her Black Blade of Disaster, and went to work. The Cleric was down within half a round.

Screen%20Shot%202015-03-24%20at%2010.02.

Screen%20Shot%202015-03-24%20at%2010.02.

 

When i first saw the Lieutenant Mage, I was tempted to Power Word her. I decided, instead, to be sporting and let her get her buffs up. Upon swinging back by the mage's position, however, Arcadia, still running Improved Alacrity, noticed that the mage remained unbuffed. Your friends are dying and all you've done is cast Stoneskins? That's just lazy. Have a PW: B for that.

Screen%20Shot%202015-03-24%20at%2010.02.

 

Meanwhile, Arcadia activated Greater Whirlwind + Critical Strike to nix the Lieutenant Fighter and the Lieutenant Thief. In addition to their awesome defenses, F/Ms are blessed with the ability to stack HLAs via Improved Alacrity. They also enjoy privileged access to one of the best weapons in the game: the Black Blade of Disaster

Screen%20Shot%202015-03-24%20at%2010.03.

 

Understatement of the year: You need more than healing, friend!

Screen%20Shot%202015-03-24%20at%2010.03.

 

And Lieutenant Thief: Are you really going to keep your range weapon equipped with a Black Blade of Disaster Greater Whirlwind/Critical Strike coming your way? If you insist...

Screen%20Shot%202015-03-24%20at%2010.03.

 

The Lieutenant Mage was next on the hit list but when the mage remained invisible even after her Mislead had been nixed, Arcadia decided to forget about her and leave her to wander blind on the corner of the map.

Screen%20Shot%202015-03-24%20at%2010.03.

 

Time for Yaga. Due to Arcadia's Potion of Absorption enhanced AC, Yaga couldn't hit consistently. Arcadia, meanwhile, had no trouble connecting. Whirlwinds quickly brough Yaga down to Injured.

Screen%20Shot%202015-03-24%20at%2010.07.

 

Arcadia finished with Foebane under ProMW. She took no damage in the fight.

Screen%20Shot%202015-03-24%20at%2010.19.

 

Fin!

Screen%20Shot%202015-03-24%20at%2010.20.

 

I haven't decided whether Abazigal or Sendai will be next. I'm leaning toward Abazigal.

 

Best,

 

A.

 

 

Btw. Do we all agree that we prefer the spoiler tag approach to posting images? If so, I'll switch to.


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#11490
corey_russell

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@Alesia: Nice write up of your battle with Yaga.

 

As for your question: If ever poster put 8 or more pictures directly embedded, then that page has significant load times, even with broadband connections. Spoiler tags help tremendously with this, but also have the advantage the person seeing the pictures don't have to go to photobucket, which also can be a bit in loading. So to summarize: everyone can do what they want, but using spoilers when many images helps a lot - less time waiting and more time reading!


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#11491
Alesia_BH

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@Alesia: Nice write up of your battle with Yaga.

 

 

Thanks.

 

 

 

As for your question: If ever poster put 8 or more pictures directly embedded, then that page has significant load times, even with broadband connections. Spoiler tags help tremendously with this, but also have the advantage the person seeing the pictures don't have to go to photobucket, which also can be a bit in loading. So to summarize: everyone can do what they want, but using spoilers when many images helps a lot - less time waiting and more time reading!

 

Noted.

 

Best,

 

A.



#11492
Blackraven

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Very insightful once again Alesia! You could become a professor of BG Sciences, or bundle your posts in a handbook about the game. Your encyclopedic knowledge of the game seems to be fully intact.

I do dislike the fact that Improved Alacrity, which I consider to be meant for spellcasting, allows the stacking of HLAs such as Critical Strike and GWW, though I concede that in all likelihood I'd merrily do it myself with a Fighter/Mage or Thief/Mage.

As to the pics behind spoiler tags, I've become a proponent myself, and I like Corey's approach to use spoiler tags whenever he has 8 or more screenshots to share. Personally I think I'll apply an even lower threshold.


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#11493
Alesia_BH

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Very insightful once again Alesia! You could become a professor of BG Sciences, or bundle your posts in a handbook about the game. Your encyclopedic knowledge of the game seems to be fully intact.

 

That's kind of you to say. Captain Swarmi disagrees. :P

 

 

I do dislike the fact that Improved Alacrity, which I consider to be meant for spellcasting, allows the stacking of HLAs such as Critical Strike and GWW, though I concede that in all likelihood I'd merrily do it myself with a Fighter/Mage or Thief/Mage.

 

Understood. HLA stacking doesn't help F/Ms that much ultimately. Take Critical Strike and GWW, for example. Many enemies that can survive a Whirlwind have critical hit protection, and by the late game misses are less frequent. Further, assuming you aren't willing to devote all of your L9s to Improved Alacrity, you can only do it twice per battle and those two occurrences have to be consecutive. It's also worth noting that an APR of 10 + Critical Strike is readily attainable in other ways (dual wield + Belm + Improved Haste). So, when it comes down to it, stacking Critical Strike and Greater Whirlwind just gives you more freedom with your off hand for a couple rounds at the non-trivial cost of 2 additional HLA activations. It's not a game changer. There are other uses of F/M HLA stacking, but none of them are entirely game breaking.

 

With M/Ts, on the other hand, the Improved Alacrity/HLA special ability interaction can become a serious problem. With a little bit of space and a fraction of a round, a Vecna equipped M/T can put down a full stack of Time Traps, pop off a Mislead, activate Improved Haste, conjure a Black Blade of Disaster, and then have an entire turn of 150-300hp backstabs at 6 APR. It's completely unreasonable- especially given that you can be invulnerable via pre-buffs during the time it takes to set it all up.

 

If a player decided they wanted to restrict Improved Alacrity use to single class casters, I'd definitely respect that choice and sympathize. I, personally, would prefer not to take that approach. My primary use for Improved Alacrity with multi-class characters is to speed up buffing. That's a huge convenience and something I wouldn't want to give up.

 

I'd be willing to consider restricting use of special abilities during IA time. That is something that can be abused with single-class casters as well as multiclass (consider the psionic blast ad nauseum: Shapechange->Improved Alacrity->Shapeshift Mind Flayer->Psionic Blast->Shapeshift Human->Shapeshift Mindflayer->Psionic Blast->Shapeshift Human->rinse and repeat). What I tend to do is allow the fun and moderately helpful IA/special ability interactions, like GWW and Critical Strike, while restricting the game breaking ones, like the trap insta-stack and the psionic blast ad nauseum. I can definitely see why someone might want to implement a broader restriction, though. That's a rule I can see myself adopting at some later date.

 

 

Best,

 

A.


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#11494
Nishiki

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I had forgotten how many minor quests there are in SoA. Between putting the halfling kid to bed with her teddy bear, rescuing a kidnapped noblewoman and stealing her beau's pantaloons, having one of my party members jailed and having to set up her fiance to get her back, unravelling a murder mystery, twacking random slavers/half ogres/bandits/vampires... there's just so much to do that I still haven't even looked at the carnival or even visited the temple district yet.

Besides that, I spent most of my 40k funds on Ras, The BoIB, a +3 quarterstaff, spell scrolls, potions...  which is kind of OK since I want at least one more level on everyone before we even think of trying the graveyard/spellhold.

Also got caught out by Del, but did manage to save Sansuki by having Shea play chicken while an enraged Vanja swatted vamps mano a mano.

Right now we're in the middle of the Umar Hills/Valygar quest (not much screenshot worthy material until we get to the Shade Lord -- and I am not even going to attempt the dragon yet, if ever).  After that I think I'll invite Valy, open up the Planar Sphere, dump Valy, finally get around to taking care of the carnival, continue to ignore Xar (never liked him or Monty much anyway), do the temple quests (and keep the illithium for the iMoD... then maybe, just maybe, if nothing else distracts me, I'll start on the graveyard/spellhold questline.

That's the plan anyway.  Let's see if I can stay focused.

 

Edit: Forgot to mention that I also saved Trademeet by collecting a rakashasa head for the djinni, steam-rolled through the druid grove (doing it after de'Arnise keep makes the trolls pushovers.  Really, the most dangerous things there are the spore colonies.  Even the Rakashasa's are trivialized by how easy it is to cheese them.)  then I double crossed the feuding families by giving the mantle to the mayor.

And I think that covers everything.


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#11495
Grond0

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The Arcane Army (update 10)
 
I was more cautious dealing with the illithid city than the other Underdark areas as a movement error associated with lack of buffing there would have a high chance of being fatal.  If there were more than one or two illithids then a mordy sword occupied attackers while the party took them down with ranged attacks.
Spoiler
I didn't buff more than one of the party, so the odd one got charmed, but that wasn't a problem.  For the final room the party stayed outside and took down nearly all the guards from range (while they were occupied with a mordy sword), before eventually going inside to see how lonely the brain was feeling.
Spoiler
 
Before leaving the Underdark I had a go at Vithal.  I let him sit in several cloudkills with a mordy sword for a while and it looked like he'd taken enough damage to die.  However, rather than do that he somehow managed to cast a timestop and then dimension doored away
Spoiler
just leaving a pit fiend behind for the Army to play with (a favourite tactic of high level mages if they're not in face to face combat).
 
The Army quickly explored the 3 new wilderness areas.  Some werewolves in the Forest of Tethir proved vulnerable to skull traps
Spoiler
while in the North Forest the mage couldn't handle a stream of MMM
Spoiler
and the remaining enemies soon followed him.
 
Back in Athkatla I noted that the party reputation was down to 11, so they probably caught an innocent in a cloudkill at some point without me noticing.  Donating at the temple took it up to 18 and talking to the guard outside the circus tent boosted it to 19, but regrettably I don't think I'd left any other potential increases.  The limited funds available soon disappeared on high level scrolls - annoyingly the one most wanted, which was a single scroll of PW:blind, was fluffed.
 
Arriving invisibly at the Graveyard the Army made short work of the ambushing vampires and proceeded into their hideout.  They made quick progress there with MMM doing most of the work, though a group of vampires huddled together made just too tempting a target for a skull trap sequencer.  
Spoiler
The Guard was also hit by a few skull traps before he could complete buffing.
Spoiler
Downstairs, an incendiary cloud made it even more unlikely the vampires would cause trouble for a pair of mordy swords.
Spoiler
The experience for recovering the Lanthorn got everyone to level 17.
 
I was planning to have Fael summon his magical pals by making the armour, but the skin appeared to have disintegrated at some point so Rosemary just attacked him - the mages evaporated in skull traps shortly afterwards.
Spoiler
 
The final target before moving on to Suldanesselar was the Twisted Rune.  The basic plan was for Shangalar to be tackled alone using true sights and MMMs, while Vaxall and Layene died in area damage.  Essentially that worked, although I don't think Alesia would approve the lack of buffing!  Shangalar's use of an unbreachable PFMW allowed him to cast a time stop:
Spoiler
if he'd had a couple of wiltings up his sleeve that might have been curtains for the Army, but he'd already had several spells disrupted by MMMs and the only thing he cast during the time stop was symbol fear - that was protected against and he didn't get another chance after that.  
Spoiler
Vaxall died in a mixture of wiltings and incendiary clouds,
Spoiler
while Layene had a wilting left over to spice up a number of cloudkills.
Spoiler
 
Stats (cont. from BG1):
Rosemary, mage 17, 55 HPs, 5 deaths, 674 kills
Parsley, mage 17, 59 HPs, 1 death, 513 kills
Thyme, mage 17, 56 HPs, 6 deaths, 467 kills
Sage (PC), mage 17, 73 HPs (incl. 12 from cat, 6 from ioun stone), 387 kills
Nutmeg, mage 17, 53 HPs, 3 deaths, 393 kills
Pepper, mage 17, 49 HPs, 3 deaths, 465 kills

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#11496
The Potty 1

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Thon on the other hand has not made much progress at all. Now sporting a full set of shiny death, she headed out of the CC, met Valen & Brus in quick succession, and headed for the graveyard district. It was 5am, so didn't neet Bhodi yet, however she made a start on the tombs. I'm playing super conservatively, the skelly warriors were killed at range with azureedge, the mummy & two shadows warranted two rages, because I don't know what sorts of effects they do, but I was saving vs death a lot. The Krypt king I underestimated a bit, engaging him with only the active rage left, however all he seemed to do was hit really hard. Really really hard. I ran out, slugged a healer, and considered my options. Finally I returned, and led him a dance around the sarcophagus, using azureedge. This did no damage whatsoever, but he was making a save, so I carried on until he finally failed his save and died.

 

I then helped Risa & the paladin, started Buried alive, disabled the traps in the main underground tomb, but avoided going as far as the spiders. I passed the 500k XP mark around here, then had to save and head to work. Am I right in assuming rage doesn't protect against web under vanilla/fixpack? Actually it doesn't matter either way, I'm either using a ring or potion of free action. Any pointers where to find the ring? Perhaps I should do level 1 of WK before going any further. It's rather pleasant thinking about what quest to tackle, and then realising it's not going to be the scs (or tactics) version. I'm still super scared of the Suna ambush, even though I probably don't have to be. Think I'll lead with a potion of fireball.



#11497
Nishiki

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Aright, Shade Lord fight.

First, I went in with no healing potions.  Not bright, I know.

BUT!  Everything else went down easy.

Enraged Vanja and Shea's Holy Smite and Isa's Skull Trap did the shadow alter.  Time for the big bad.  Ignored Patric in favor of smacking Shade LLord around.  Shadow Doored Nalia got in a few good solid backstabs (it's so unfortunate that her mod is only +2) while Vanja, with the Flame Tongue +1 +2 +3, was doing 20+ damage a hit.  SL was almost dead and... wait what?  He's got a Blade Barrier up?  Did not move Vanja away in time and she went down.  Nalia, on the other hand, had her stone skins up which allowed her to keep backstabbing for around 10 damage each attack.  In the end, though, it was the fire shield that got him.

Now to collect my reward, buy some booze for some kids (no swords though, I like to think that I'm a halfway responsible person), deliver some mimic blood, kill a malfunctioning stone golem, talk to a man about a chicken, and collect Valy.

Up next: Hey, maybe I can afford the Girdle of Giant Strength now!



#11498
Alesia_BH

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Essentially that worked, although I don't think Alesia would approve the lack of buffing!

 

:P

 

My approval doesn't matter of course. What matters is whether you are enjoying yourself and achieving your goals.

 

I think there are just differences in what we find interesting. You would probably find all the buffing I do unbearably tedious. I couldn't stand hanging back and lobbing AoE spells, especially stationary AoE spells. Both approaches can work within certain bounds. It's a matter of preference, I suppose, in the end.

 

The buff based approach is more flexible since it scales better to tougher battles and smarter AI, but it is definitely possible to get away with lazy buffing through most, if not all, of the adventure, particularly in vanilla.

 

 

 Shangalar's use of an unbreachable PFMW allowed him to cast a time stop:

 

Were you casting from your book or were you using a wand of Spell Striking?

 

If you were casting from your book, you likely encountered lich immunity to L1-L5 spells, which includes Breach in many installs.

 

If you were casting from a Wand of Spell Striking, your Breach may have been intercepted by a spell protection.

 

In future encounters with liches, you may want to try Ruby Ray (multiple times, if necessary, until all spell protection are removed)-> Breach (from the Wand of Spell Striking), or you can just work around the combat protections and specific protections as you did. If you have a crew of casters, and your enemies aren't using comprehensive specific protections, you can definitely get away without Breaching.


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#11499
Alesia_BH

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Thon on the other hand has not made much progress at all.

 

He's alive. That counts for something. :P

 

Aright, Shade Lord fight.

Everything else went down easy.
 

 

Glad to see Isa making progress, Nishiki.


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#11500
Alesia_BH

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Actually it doesn't matter either way, I'm either using a ring or potion of free action. Any pointers where to find the ring?

 

Do you remember the monster tome in Spellhold? That's where you get the Ring of Free Action.

 

 

The mummy & two shadows warranted two rages, because I don't know what sorts of effects they do, but I was saving vs death a lot.

 

Shadows drain strength without offering a save. Mummies (some) can cause disease with a save v death to negate. Shadow Fiends apply Hold Creature (109) with a save v death to negate.

 

 

It's rather pleasant thinking about what quest to tackle, and then realising it's not going to be the scs (or tactics) version. I'm still super scared of the Suna ambush, even though I probably don't have to be. Think I'll lead with a potion of fireball.

 

:P