Modifié par Shadow_Leech07, 21 juin 2011 - 09:51 .
Baldur's Gate 2 No-Reload Challenge
#1301
Posté 21 juin 2011 - 09:51
#1302
Posté 21 juin 2011 - 10:40
Shadow_Leech07 wrote...
Nicely done Alesia! Seeing the actual backstabs is very thrilling.
Thanks for the comments Shadow_Leech. That was an enjoyable "battle"- the Guarded Compound setup is ideal for a Bounty Hunter.
Best,
A.
#1303
Posté 21 juin 2011 - 11:02
Still not having much progress with Meejee here. She's pretty much stuck doing menial quests as multiclass is a crawl to power up. I've seen more progress with my kensai/mage dual-class using the not-so-exploitative XP delay trick to quickly catch up. Sad. Still, no reloads for either.
Good luck to everyone!
#1304
Posté 21 juin 2011 - 11:21
Once question, how did you manage to set the traps around the enemies? Granted, I don't play rogues, but I was under the impression you cannot lay traps around hostile targets? You make it sound so simple, but I am having problems visualising the process in my head.
I think it is amazing how so many years later, people are still experimenting and finding out new ways to play the game.
#1305
Posté 21 juin 2011 - 11:27
Ashley assaults the Slaver Camp
This was a chaotic fight to say the least. Any side could have won this battle and that is what made it the most exciting. Captain Hagan himself was killed quite early in this fight, so it wasn't him which made this fight so swingy. Ashley attempted this fight with a single ring of air control along with the invisibility ring she acquired in the previous fight with Mencar's group, and she buffed the normal buffs and started the fight off with her good old web and minor globe combination. Everyone was getting poisoned and Ashley was brimming with confidence believing the battle to be over in short order.
Her real enemy in this fight aside from her hubris was the priest of cleric. It was this foe who was most damning of all. He had the spell arsenal to take Ashley down for the count and it was he who Ashley should have targeted first. However he was hanging around the acid trap and Ashley forgot that minor globe protected against the hold which the trap(OK I forgot not Ashley) had. Whichever the case, while Ashley was busying herself with killing Captain Hagan and the surrounding slavers, this dirty little cleric was quite busy himself. He actually had the foresight to cast free action on one of his slaver friends! This surprised Ashley for she thought the Slavers would be dumb. Then this priest of Cyric started up with true sight, which voided Ashley's mirror image. She ran around the room thinking about what to do. She knew she needed to get off minor globe and web once more but that priest of Cyric which she had already poisoned was still managing to get off spells! With dumb luck on her side, or perhaps one could describe as a complete accident, Ashley decided to cast spell turning(It was either this or the minor spell turning) from a scroll which she had acquired from one of the night encounters with the dueling guilds.
With spell turning erect and fuctioning, Ashley saw the priest of cleric cast mental domination on her! She cringed in horror as the spell came towards her and then it rebounded! It hit the sorry priest of Cyric himself! So this priest, so determined to take Ashley down, took himself down for the count instead, a kind of poetic justice to say the least. Ashley mopped up afterwards with her pivotal minor globe with web combination and then finished off the trolls with blind and melf's magic meteors.
P.S Looking back, the mustard jelly form seemed like it would be a much better solution. Of course I was not thinking anything of the sort.
Modifié par Shadow_Leech07, 21 juin 2011 - 11:32 .
#1306
Posté 21 juin 2011 - 11:46
Also, congratulations to Shadow_Leech on a narrow escape.
On a side note, Dorian the second Avenger->Fighter is now a level 7 fighter, still a sword spider, now dispelled to have 5 attacks per round with an Excellent Scimitar or Poisoned Throwing Daggers. The only problem is that I lack enchanted weapons, SCSII having replaced standard +1 equipment with nonenchanted versions. Perhaps some will be acquired once Jan has gone on a theft spree...
#1307
Posté 21 juin 2011 - 12:51
#1308
Posté 21 juin 2011 - 12:57
I suppose greed and overconfidence played a huge factor during this loss but doesn't it always? I'll roll up a new sorceress however I have actually already begun a new campaign with Chloe Vineyward(the priestess of helm who was offed by the charm spell). Anyways continuing good luck for everyone else!
Kenng: Thieves, and rogues in general are quite difficult to solo in both Baldur's Gate and Baldur's Gate 2. I usually rely on traps and resting heavily. In fact that's all I do in the opening dungeon with thieves. Set Traps is a life saver for thieves, at least it is for me. I always max find traps and set traps for thieves.
Modifié par Shadow_Leech07, 21 juin 2011 - 01:01 .
#1309
Posté 21 juin 2011 - 01:09
That said, the sewer group can be tricky. I find I usually don't have problems with the fighters, it is the mage who gives me the biggest headache with his symbol: stun, power word and other save-or-die spells. That's why I typically use a potion of magic shielding here (other 2 reserved for planar prison and guarded compound). I know they are limited in supply, but feel it is worth the reduction in hassle. Or maybe I am just lazy.
#1310
Posté 21 juin 2011 - 01:20
kenng wrote...
I didn't put any ranks in find traps at all, I barely have enough to distribute amongst find/remove trap and sneak as is. I should theoretically be able to just run past everyone, but the 2 golems found me as my sneak ran out, surrounded me and clobbered the heck out of me. Guess I will have to find some way to destroy them first, but I can't even take 1 down in melee.
That said, the sewer group can be tricky. I find I usually don't have problems with the fighters, it is the mage who gives me the biggest headache with his symbol: stun, power word and other save-or-die spells. That's why I typically use a potion of magic shielding here (other 2 reserved for planar prison and guarded compound). I know they are limited in supply, but feel it is worth the reduction in hassle. Or maybe I am just lazy.
I'll spoiler the encounter with the golems a bit. When you enter Irenicus key room, they automatically activate and try to kill you. What you need to do is to kill them one by one with two traps(or more if you want) but it really only takes two traps. They are both in blue circles near the elf in the aquarium.
What I've learned from the sewer encounter is that Gaius either has free action or minor globe on him. I didn't use spell immunity divination as a buff and so my mirror images were toast. In the future that shouldn't happen at least I think I won't make that mistake anymore. I wouldn't put any thief points in hide in shadows...etc. I would do so later on when they are more relevant. Set Traps and Find Traps are the highest priority for me in the early game. Set Traps is a major part of how a thief combats the enemy as thieves are not good in a frontal assault, and backstabbing is very difficult when there are multiple enemies to deal with.
Modifié par Shadow_Leech07, 21 juin 2011 - 01:21 .
#1311
Posté 21 juin 2011 - 02:08
Saint of Sinners wrote...
... Wow. Just. Wow.
That's kind of you to say.
Maze works like a bell curve: too stupid or too smart gets out really quickly.
True. But an enemy has to be really dumb in order to get into the decreasing range. Even Maferan at 6 is still in the increasing segment.
With that crew, you can expect a nice spread. Sion is 1d4; Ketta, Koshi, and Stalman are 3d4; Olaf is 4d4; and Maferan is 5d4.
And of course, you can always re-Maze if you get unlucky and enemies bunch in time.
That was quite a strategy. Not too safe, not too sure, but works.
It was pretty safe actually. The spatial arrangement in the compound is perfect for a Bounty Hunter.
Alesia was always hidden in Shadow and Non-Detectable when her enemies returned. She also had additional Maze Traps left so she could have always faded and re-Mazed if she didn't like what returned. Maze disrupts casting as well so if Sion some how survived and said "Gracie" -or anything else for that matter- he'd just get Mazed again...
On top of that, Alesia has a well stocked Potion Case and a decent item set now so she had counters to all disablers she might encounter in that battle. She could also reach 100% Immunity to any magical damage spells within 1-2 rounds. Finally, she had the movement rate advantage and their weren't any range fighters on the field.
Now, if Ketta had Detect PC in her script...that would have been a different story...In that case, Alesia could have been Backstabbed when she was establishing her fallback positiion. But even then, with 98 Hitpoints, and Jan's Armor, a Critical with the Whistling Sword couldn't have taken her out. If that happened, she would have activated her Air Control Ring (which works with Non-Detection), stealthed to the nearest Inn, had a Bitter Black Ale, and left the place alone.
Best,
A.
Modifié par Alesia_BH, 21 juin 2011 - 02:08 .
#1312
Posté 21 juin 2011 - 02:11
Shadow_Leech07 wrote...
I'm sad to report Ashley Winterfold died when attacking Tarner's group.
Sorry for your loss. It sounds like you had fun with Ashley though. That's a good things.
A.
#1313
Posté 21 juin 2011 - 02:23
kenng wrote...
Just curious, when soloing as a rogue of any sort, how do you handle the initial dungeon? Do you just sneak past everything and take down only the critical fights? I am asking because I am having my behind handed to me on a platter by simply memphits with a newly created halfling assassin. There seems to be no way of killing the golems either.
There are lost of ways to do it of course. Here's one example.
With Alesia, I stealthed past the Lightning Mephit Machine, blew off the Djinni, stealthed by the first Duergars (with SCS Duergars replace the Goblins), DUHM-> Backstabbed the Mephit near the Servant Golem, Pickpocketed the Sewer Key off the Servant Golem, Stealthed by the Duergars in the hall leading to the sewers, opened and then shut the sewer door, repeatedly backstabbed the Otuygh (he's slow and there are lots of shadows near him), Special Snared the Duegar's in the hall leading to Jon's room (you can't sneak by them), got the Portal Key, and then Stealthed to the next floor.
On the Second Floor, she DUHM-> Backstabbed the Radiant Mephit Portal first (furthest one down, it's "back" is facing the wall) then proceeded to destroy the others in a fairly deliberate fashion (with the Radiant Mephits out of the picture -and loads of healing Potions- that's safe.) She then stealthed to the RoP+1 and out.
If you wanted to you could do a whole lot more- especailly if you have Special Snares and don't mind resting. I just find the Jon's Dungeon a bore.
Again, just one approach.
Best,
A.
Modifié par Alesia_BH, 21 juin 2011 - 02:39 .
#1314
Posté 21 juin 2011 - 02:29
kenng wrote...
Once question, how did you manage to set the traps around the enemies? Granted, I don't play rogues, but I was under the impression you cannot lay traps around hostile targets? You make it sound so simple, but I am having problems visualising the process in my head.
The Special Snares (in this case Maze Traps) can be thrown. So, you can stand out of sight range, and then throw them at your enemies.
Basically then, she stealthed through the battle ground to the room to the north. There, she was outside of sight range. She set her regular Snares, then threw her Maze Trap(s) at the grouped foes from that position.
Once all her enemies were Mazed, she could set traps wherever she liked (because there weren't any enemies in the room anymore).
Best,
A.
Modifié par Alesia_BH, 21 juin 2011 - 02:52 .
#1315
Posté 21 juin 2011 - 03:06
I realised I made the mistake of having just 15str (meaning it is a mere 18 after DUHM). Think I will restart, seems 19str makes all the difference in the early game. Seeing a triple backstab dealing a mere 6 damage was really demoralizing...
And you can backstab portals? I learn something new everyday!!!
#1316
Posté 21 juin 2011 - 03:20
You can't activate stealth successfully if a foe can actually see you, but they might well be in the same room (if you're hidden by a pillar for instance). Shadows are not necessary for stealthing, but will significantly reduce the normal penalty you face for trying to hide in daylight / well-lighted areas (you will need both hide in shadows and move silently to be above 150% to consistently be successful in daylight).kenng wrote...
So you can stealth even when in the same room with a foe and can see him (and thus he can see you) so long as there are shadows? I probably sound like a noob, but I have never succeeded in this aspect. Is there some trick to this?
I realised I made the mistake of having just 15str (meaning it is a mere 18 after DUHM). Think I will restart, seems 19str makes all the difference in the early game. Seeing a triple backstab dealing a mere 6 damage was really demoralizing...
And you can backstab portals? I learn something new everyday!!!
In relation to your issue with golems it is possible to hide even against something slightly faster than you - just pause the game at the point where you go round an obstacle (such as a corner or doorway) and you will find there is usually a split-second when you are out of sight - that's all you need
#1317
Posté 21 juin 2011 - 03:58
After resting she went straight after the party in the inn. The aim was to attack the familiar and then use divine wrath to kill it and disrupt the mages initial spell. The familiar duly died, but the mage was so upset that he forgot to turn red until after the divine spell activated and so was not damaged by it. However, he wasted a moment protecting himself while Knuclear popped downstairs. Initially only the thief followed and he got stunned for his pains (useful as it stopped him from running away with his invisibility ring). After the next venture upstairs the mage and dwarf followed as a double-team. However, the mage was fried by a potion of fire-breathing and the dwarfs weapon speed was too slow to give him any chance against Knucklear in melee - standard tactic is to wait until the opponent is committed to attack (which starts their personal round) then move back 2 or 3 steps before coming in again. This normally means they miss their initial attack in the round and Knucklear can get in first, though I don't expect this tactic will work at high levels where opponents have loads of attacks per round.
After finishing off the berserker (and failing to open any of the treasure containers even with 22 strength), Knucklear took a trip to the circus. Again she cleaned up all opponents rather than going straight for Kalah. On the middle level the number of opponents was a bit high for her normal melee 2-step.

Instead she used her monk speed to run round the room shooting up the werewolves before finishing off the remaining shadows with her fists.
Next up was the Copper Coronet, which was completed without fuss - wanted access to the sling of seeking from Bernard. As this is the first time I've tried a solo in BG2 I'm not too confident about which quests are safest, so will have a think before deciding what to do next.
Modifié par Grond0, 21 juin 2011 - 04:00 .
#1318
Posté 21 juin 2011 - 05:04
Following some help from the Githyanki, the party started cleaning the place out. There really aren't THAT many encounters, but a handful is all it takes when dealing with something as dangerous as Mind Flayers.
Having cleared the southern room with the slaves, the party went north and west. The first group of Flayers went alright: Minsc and Valygar, both with Chaotic Commands (we have a total of seven level 5 priest slots right now), snuck into the midst of the enemy, while a cadre of summoned skeletons distracted them. After that it was basically a mad scramble to kill every Flayer before Minsc and Valygar had their brains slurped out. The party had prepared by purchasing five Potions of Genius, and two were expended keeping the valiant rangers alive.
The second group to the west was slightly larger (I think 4 Flayer, 2 Hulks and 1 Ulitharid). Still, the same principle applies: Use skeletons to hold their attention while Minsc and Valygar (with some help from Jaheira this time, who wears the Greenstone Amulet) take them down as quickly as possible. Of course, the Illithid's had different plans.
Odrelomp opted to begin the fight with that beloved spell of his, Firestorm. Turns out that regular Mindflayers are immune to fire though.. bit of a bummer. At least it hurt the hulks and Ulitharid though (think it even killed one of the Hulks outright). Brave Odrelomp can be seen below, about to beat a tactical retreat following his casting

Here things turn a little hectic. Our two rangers can survive a total of 4 Flayer hits, and there are 5 of them bumrushing us... odds aren't good. I decide to leave the Skeletons blocking access to the rest of the group, and Minsc/Valygar can handle the one or two Flayers that break off when they reveal themselves. Didn't quite pan out that way, however.
The damnable Umberhulk literally plows through the skeletons, taking them all out in two rounds (think the Flayers killed off one as well). In the meantime, Minsc and Valygar have FAILED to kill even a single Flayer (Valygar got a critical miss on his backstab). We now have three flayers bearing down on the rangers, and two charging the rest of the group to the east... time for plan C. We scramble to get some summons up

But it's taking a few seconds to get the spells off... meanwhile Jaheira has to hold two Flayers on her own, and of course suffers for it. Another Potion of Genius is expended, and when she's hit immediately afterwards, there's not much choice but to run around screaming. However, the seconds Jaheira bought us means we have Summons joining the fray!

In the meantime, Minsc and Valygar are chopping through their portion of the Flayer pie. With the help of the summons and some magical ammunition, we also manage to turn the tide on the Eastern front, and the battle is won!

Alright, so it wasn't THAT close a call. Still slightly unnerving when things do not turn out the way you expect them to.
The final large group of Illithid's before the big brain are dispatched without much trouble. We take the Umberhulk down first this time, leaving the skeletons free to tie up the brainsuckers

Took the time to clear the southern chambers as well, and got a nice little ring for my troubles. Anyway, nothing left to do but kill that Elder Brain so we can leave. It proves a good deal less problematic than the pesky Flayer group previously mentioned: Everyone enters while invisible/sanctuaried while our poor skeletons take the brunt of the onslaught. The brain's guards don't last long, and with nothing that can suck our skulls dry in the vicinity, the brain golems aren't much of a threat


Last but not least.. or actually, least is an apt descriptor.. we take on traitorous Semiyaz. A quick Breach and he's chunked, along with his little groupies

So! The entire underdark, or at least the portion we're in, is now cleared of miscreants. Time to start moving towards Ust Natha, but that's for another time. Odrelomp remains a level 14 cleric, though he is only 6000 xp shy of level 15 and those oh so lovely Skeleton Warriors...
#1319
Posté 21 juin 2011 - 06:01
When Astarta and Alia hit mage level 26 at PC xp 7 200 000, the whole party went to obtain some items and clear some space for future adventures. Torham is lvl 21-18 C-R, with first HLA being Foreknowledge. Saros has 4 Hardinesses and 6 Critical Strikes at lvl 30.
The Pirates' hideout. A very easy battle at present levels, will simply post screens below (pre-buff includes Wished hardiness):
One
Two
Three
Four
Five
Loot: Purple Bag of Holding (capacity 200), some scrolls (including Tenser's Partial Transformation* and Absolute Immunity for PC), a Beljuril gem, a Golden Star Garnet gem, a pair of Worn Out Boots (upgradeable), a potion of Storm Giant Str, the Crimson Chain +5 and some other lousy items.
Tenser's Partial Transformation - this 8-th level alteration spell affects only the caster, and sets her THAC0 to base 7 (equal to that of a 14th lvl fighter) for the duration, which is 1 round/ 2 caster levels up to a 1 turn maximum. The spell is undispellable, and is not cumulative with Tenser's Transformation. However, a mage can still cast spells under the effect of the Partial Transformation. In other words, this is an extremely useless spell.
Next, the party defeated the Horrid Rakshasa in the center of the Temple Sewers lvl 1. Loot - the Cloak of the Sewers.
Tarnor the Hatchetman - the battle was even easier than the one with the Pirates, although Saros was actually more hurt in this fight, but Risk Decrement helped him recover fully and quickly:
One
Two
Three
Four
Five
Loot: static items, and not very good ones at that. Most notable - from Gaius - a Remove Magic scroll and a bunch of Improved Mantle scrolls (one scribed by PC). Still, this group has to be defeated in order to gain access to the Illithid area in the sewers.
Exploited a bit more, current PC experience is 7 500 000. Saros is lvl 31, Bane 21, Torham 22-18, and Jack has gained enough xp for a level up, but won't be leveled. Yet.
#1320
Posté 21 juin 2011 - 10:51
Then decided it was time to stretch my legs and head for the D'Arnise Keep. Slavers and orogs laid an ambush on the way and had to use several healing potions as Knucklear isn't well equipped for dealing with mages while being attacked by lots of other things. Once the archers and mage were dead the orogs just needed a bit of patience to finish off. On arrival Knucklear was ambushed by a spirit troll - she couldn't do it any real damage so towed it to Captain Arat to see if he would help. Unfortunately Nalia was there and succumbed to 14 HPs from a unholy blight - she must have still been at 1st level as I didn't accept her into the party.
Went back to the city to get the ring of energy recharged as the only means of killing trolls, but even normal ones were tough going - used 6 charges of the ring to kill just one. So mainly just sneaked through the opposition. Killed all the golems except the iron one (as I had no +3 weapons usable by a monk). Drew the umber hulks off with some dog food and eventually managed to isolate Torgal on his own in room with me. Still had to work hard to kill him - partly because he was taking potions of extra healing (what sort of a troll does that)! Got into the main room thinking I could perhaps take the rest one at a time, but there were 3 spirit trolls there in addition to 2 yuan-ti mages, an umber hulk elder, 2 giant trolls, 2 spectral trolls, 2 normal trolls and a partridge in a pear tree. Given I was unsure whether Knuclear could kill a single spirit troll I just grabbed the loot, went invisible and ran. Even though Torgal was dead it appears I get no XP from Lady Delcia for beating off the attack, so Knuclear has just gone back to the city to lick her wounds.
#1321
Posté 22 juin 2011 - 12:14
The next step... I don't know. Belm awaits near Trademeet, but so do trolls, which means burning Wand of Fire charges. Perhaps the Slums slavers are a good target...
#1322
Posté 22 juin 2011 - 01:49
kenng wrote...
Just curious, when soloing as a rogue of any sort, how do you handle the initial dungeon? Do you just sneak past everything and take down only the critical fights? I am asking because I am having my behind handed to me on a platter by simply memphits with a newly created halfling assassin. There seems to be no way of killing the golems either.
I can take this up and record a gameplay video for you if you're interested. I'll use a halfling assassin too, if you want to see how it can be done with minimal fuss (though, as Alesia pointed out, the flavor of the approach is mighty different and a lot of things can't or must not be completed). An assassin can do well, though don't expect it to be as easy as a bounty hunter.
Meejee the Merciless is officially out of the running. She made a mistake during the assault on Aran Linvail's lair. Rogue Rebalancing improved Aran by putting a Priest of Mask and a lot of others right there. Meejee survived for a while, before countless backstabs and unforeseen spell combinations depleted her anti-illusions and protective spells as well as potions. Oh well. First time for everything.
Will roll up a character soon. Might be a pure mage, as, save for a conjurer, I don't think I can manage the opposition schools of the others (especially the transmuters, though I do believe they're doable...).
Good luck to everyone else!
#1323
Posté 22 juin 2011 - 02:12
No matter, I'll think of something else to try next time.
On a sidenote, is importing from a reloading BGI run acceptable for the challenge? If so, does that only apply once for each character?
#1324
Posté 22 juin 2011 - 02:28
Hjolnai wrote...
On a sidenote, is importing from a reloading BGI run acceptable for the challenge? If so, does that only apply once for each character?
Condolences on the character. On to the sidenote, I think it's allowed, unless it's mandatory that having the trilogy means you have to NR all of them. Also, others import their characters from their BG1 gameplay and use it here, though I believe that it's only Alesia who's actually imposing that really strict standard of going NR in the trilogy (unless they're all going NR in BG1 prior to importing them).
#1325
Posté 22 juin 2011 - 02:32
Saint of Sinners wrote...I can take this up and record a gameplay video for you if you're interested. I'll use a halfling assassin too, if you want to see how it can be done with minimal fuss (though, as Alesia pointed out, the flavor of the approach is mighty different and a lot of things can't or must not be completed). An assassin can do well, though don't expect it to be as easy as a bounty hunter.
That would be much appreciated. The funny thing is that I had soloed an assassin many years back, and managed to take him quite far, yet now, he is getting trounced by goblins. I chose halfling for the extra skill bonuses and bonus saves to magic. I am not really a fan of spamming traps, since I would prefer to rest only once in a while, rather than ever so often to recharge my abilities. Still, just play the way you would and I will adapt my gameplay from there.
Thanks!





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