Baldur's Gate 2 No-Reload Challenge
#1501
Posté 28 juin 2011 - 04:52
#1502
Posté 28 juin 2011 - 05:22
The party completed the vanilla Fighter stronghold tasks. Also, they defeated Mencar Pebblecrusher and his group (found another +1 protection ring, some Barbarian warrior blood, Borok's Fist warhammer which still has its vanilla +1 electrical damage per each hit, and other insignificant items). The party also defeated the Slavers in the Slums. At present levels, the battle is laughably easy, Captain Haegan himself fell in one combined party fighters hit. Anyway, the battle here is tricky because the enemy mage should not be allowed to read his valuable Improved Haste scroll, which he does. Astarta was very quick to dispatch him with her spells under Alacrity though to prevent that from happening. So the party got yet another Permanency scroll, the robe of Electrical resistance, another +1 ring, and a scroll of Improved haste. Also, a Golden Star Garnet. By reporting to Hendak, the party was rewarded with some potions as well (4*Freedom, 4*Invulnerability, 1*Magic Shielding).
Then came the big fight with Lord Roenall himself.
The two starting Chain Contingencies killed the weaker enemy fighters, leaving alive only the four Roenall Guards, Lord Roenall himself, his mage and his 2 Gem Golems.
Yeah well, Lower resistance doesn't work on Roenall. He's immune to it, and to Breach too. Still, the two mages loaded their CC with ADHW spells, but didn't manage to slay the enemy fighters, so they had to be slain in combat afterwards. However, due to inappropriate pre-combat buffing, the party fighters' Hardinesses waned and in that moment Saros was killed. However, the enemy numbers were already too few, and a summoned Planetar raised Saros, who healed himself by Risk Decrement ability. As can be seen, Lord Roenall is immune to all physical damage under his Hardiness. Weapons with powerful elemental damage are one way of hurting him - the other way is letting him harm himself upon Aura of Flaming Death or other type of fireshield spells. The other way is letting his Hardiness wane while distracting him with summons, which the party did.
Loot: four +1 rings, some scrolls (including Protection from the Elements for Astarta), a +3 longsword, some potions of Superior Healing and some other sellable items.
Using the six new +1 rings, the party created two more +2 rings, and since now everyone has 2 +2 rings equipped, and there is even one extra, the party created their first +3 ring out of two +2 rings and a Rogue Stone. The +3 ring went to Saros, to further improve his saves.
Now came the time to challenge Firkraag. The party is well equipped with protective items, and buffed extremely well. The four characters who will be on the front line were protected from Fire, Magical Energy, Electricity and also from either Energy or Elements, so each of them had a Fire Res of 175%. Hardiness was activated as a last buff, since the battle is best to be won in one turn. While Alia and Torham stood waaaay back, near the entrance to the cave, so they don't fall prey to the dragon's Greater Silence ability, and did their job (Torham with an occasional Greater Restoration, and Alia with an occasional Greater Yuan-ti or Elite Troll summoned), Astarta (under Alacrity) greeted the dragon with RRR, which dispelled the dragon's Spell Shield (and deprived him of refreshing the Shield for 2 turns), and made him vulnerable to subsequent Breaches. Since the party fighters were positioned on three different sides around the dragon, one of them wasn't buffeted - that was Saros, and he took care of one enemy Warlord until Jack and Bane arrived. Astarta used her Alacrity to the max, casting some more buffs after shooting a couple of Breaches. The fighters dealt with the skeleton Warlords very soon and, while the dragon was casting Death Spell to get rid of the lone Yuan-Ti near him, the party fighters seized the moment when the dragon wasn't casting protective spells.
Astarta refreshed Alacrity, while the fighters quickly brought the dragon to Near-Death with criticals. In the back, Alia kept summoning powerful monsters one by one.
Yeah, we know that the dragon cannot be defeated until all of the three waves of his minions (Skeleton Warlords) are defeated. During the whole fight Astarta kept refreshing Alacrities to fight the dragon on equal ground and counter his spells effectively. Here Bane was a subject to some heavy hits, but he quickly activated his regeneratory+physical resistance ability. The dragon had long ago dispelled the Riskbreakers' Defense Potion buffs via Remove Magic, but now started with a more direct approach to strip the fighters of their protections. However, the target of the Breach (Saros) immediately refreshed Hardiness and stepped back so that Astarta could start casting Protection from Energy. Firkraag knows ADHW, so ProElements seems less useful, although quicker to cast at the same time. Touch spells has that glitch that if the target of such a spell moves away from the caster after the chanting of the spell had begun, then the spell is executed no matter where the target goes afterwards, with the caster still sitting in place. The practical gain from all this is that Saros simply retreated for a second, let Astarta start her ProEnergy casting, immediately re-joined the fight, and several moments later, Astarta finished the spell without moving and thusly without entering the dragon's field of vision.
The last wave of enemy Undead was faced at full party power. Saros was once again Breached in the middle of combat, but the same strategy as before applied. The last Skeleton Warlord soon fell, and suddenly Firkraag had no buffs, no allies, and no more lives. While the party had it all. Bye, lizard.
Loot: Static items. The Ring of Fire Resistance, Carsomyr +5 (Jack now has a new favourite weapon), the Red Dragon Scales, some Red Dragon Blood, a scroll of Limited Wish.
Modifié par saros_shadow_follower, 28 juin 2011 - 05:29 .
#1503
Posté 28 juin 2011 - 05:58
Alesia is finishing up Sendai now. It turns out that the Improved Sendai Enclave component isn't on this one so it's been pretty straightforward. The room is too small for Alesia to operate effectively, but aside from that, everything has been fine.
I'll post on the battle later.
Best,
A.
Btw. Just a footnote on the Improved Sendai Enclave. The Statues activate every round whether or not the first one is dead. That makes sense and with a full party I think that would be a welcome change. I'm glad Alesia isn't going to have to face that version of the battle though (I was relieved when the other Statues didn't activate). As mentioned, she needs room to operate and that chamber is too small. It would have been a tough fight for her.
@Corey. Alesia entered the room under Time Stop and then Dex drained Sendai to death. I'm not surprised that her script broke...
@ Saros. I understand why you play IA. And so you know, I do enjoy reading your reports.
Modifié par Alesia_BH, 28 juin 2011 - 06:01 .
#1504
Posté 28 juin 2011 - 06:06
Grond0 wrote...
I've found on a number of occasions that bugs occur when trying to change installations.
I think it was my fault actually. I had SCS 15 installed, and also had a copy of 19. I read that 19 can't be installed over 15, and intended to simply work with 15 but apparently unwittiingly unarchived 19 at some point. My fault.
Fortunately, I copied my install before fiddling with it, so everything is ok now.
Everything else seemed to work fine in the old install. There was the Magic Damage resistance issue and some redudant feedback, but aside from that things made sense. Alesia's enemies behaved as they should.
Perhaps there Magic Damage resistance wasn't working either, but since Alesia hadn't been causing Magic Damage, that wouldn't have been an issue.
It's a shame it didn't work the first time though. I loved the image of Sendai Wishing up a double length Improved Alacrity Time Stop, unloading her book full of confidence, and then having Alesia chug her Potion of Magic Shielding with her left hand and brandish the Reflection Shield with her right- emerging unscathed and sending Sendai's Flame Arrows back at her. That was a really cool way to start the battle. I would have been curious to see how that one would have went.
Looking forward to seeing Alesia resume her all-conquering progress.
.
Thanks! And I hope she continues to conquer.
A.
Modifié par Alesia_BH, 28 juin 2011 - 06:14 .
#1505
Posté 28 juin 2011 - 08:38
One week after defeating Firkraag, a messenger from MNORH intercepted the party and told them to re-visit MNORH. That's why.
For the sake of justice and righteousness. Hmm. No. However, the party would gladly do it for the sake of experience and treasure. Anyway, the party went in Windspear hills dungeon, and was intercepted by seven Elite Rune Assassins on the 2nd level. The party prepared well with contingencies, rested for 1 day, buffed well, and entered Firkraag's lair once again.
Now, here was an epic detailed battle, which was naturally won by the party, and it was a long, long battle, because the most dangerous enemy, the Guildmaster, was left alive. Since he gates in more enemies in time, and some of them are either more Assassin Coordinators with +1 rings and a bunch of ProMW scrolls, or are Master Assassins which carry +1 rings and some potions, the party wanted to assemble as much as possible rings +1 from this fight. Of course, if not killed quickly, the Guildmaster is a big threat and he also uses up his five Absolute Immunity scrolls. it was kind of a trade-off - 5 AI scrolls for as much as possible ProMW scrolls and Rings +1.
The most annoying thing was that after the party won the battle and tried to loot the Guildmaster, the game crashed. The second attempt was also long and successful, however I got angry and didn't take the pictures as thoroughly as the first time, so excuse me about it.
Here we see enemies which quaff potions of Invisibility. Here we see an Assassin Coordinator buffs (there are two Coordinators at start of combat). Here we see two dead Assassin Coordinators + tons of dead Rune and Elite Rune Assassins after a couple of Remove Magics, a Greater malison and two CC loaded with ADHW spells. THe Coordinators are immune to Slashing damage. Here we see the lone (after killing his 3 Master Assassins, Gem and Coin Golem) Guildmaster, who gates in more enemies to fight. Here we see the very prolonged battle (party refreshed buffs when possible - most important Hardiness or else chunked) and a newly summoned Master Assassin being killed. Master Assassins are Assassin-Fighters (probably), such as Jack Sparrow, and they have multiple Hardiness HLAs.
Practically, the Guildmaster was kept busy, while 6 rounds pass, when he gated in a new powerful enemy - a Gem Golem, or a Master Assassin was all he gated extra.
Primarily, Torham was occupying the Guildmaster's attention. However, Bane almost died from a backstab for 100+ (yep, Hardiness active), and subsequent enormous Poison damage, however Torham managed to help him with Greater Restoration.
As we said, party refreshed buffs whenever possible, however Bane's three Hardinesses were depleted and only the fact that he leveled up in this fight helped him erect Hardiness once again.
Finally, when it was clear that the Guildmaster will summon no more, he was killed.
The Guildmaster himself has multiple fighter HLAs, like Hardiness, Critical Strike, GWW, and other. He also uses magical scrolls (obv, has UAI). And his poison damage is enormous.
Body count at end of fight:
2 Coin Golems
5 Gem Golems
2 Assassin Coordinators
5 Master Assassins
1 Guildmaster
12 Elite Rune Assassins (+7 out of this level)
20 Rune Assassins
Everyone except Saros gained a level here. Astarta hit the cap (lvl 36), Alia is lvl 35, Torham is lvl 36-18 (needs only 1 level), Jack hit the cap with his 34-23 lvls (has 8 Criticals, 1 Smite and 5 Hardinesses total), and Bane hit lvl 34, has 10 Criticals and 4 Hardinesses.
Loot: Seven Rings +1, one Ring +2, Kaligun's Amulet of MR, two Shortswords +3, magical scrolls, sellable items, potions, gems.
Edit: The party created four new +3 rings - for everyone in the party to have one except for Torham, who wears a full plate +2 (for now) and thus cannot equip a +3 protective item. Will probably finish next the Troll Mound, Guarded Compound, the second task of Vanya, and lvl 3 of Watcher's keep (up to wherever possible - meaning the Deck of Many Things).
Modifié par saros_shadow_follower, 28 juin 2011 - 08:58 .
#1506
Posté 28 juin 2011 - 08:51
After a pair of false starts, Alesia has defeated Sendai. It was a fun fight. The end was lame, but there were some amusing sub-battles along the way.
Spider beats Cleric.

Mustard Jelly beats Thief.

Rat beats Fallen Planetar.


I'll post a full battle report later. For now, I'm going to sleep.
Best,
A.
Modifié par Alesia_BH, 28 juin 2011 - 09:33 .
#1507
Posté 28 juin 2011 - 11:38
Alesia is now resting in her Pocket Plane after defeating Draconis. It was a simple encounter for her- as all single Dragon battles are. Draconis's opening Wing Buffet gave Alesia the room she needed to Maze Trap him. He returned from Maze, triped a batch of Spike Traps, and died. No injuries, expect for a few Minute Meteors when Draconis was in his casting human form.
The Maze Trap

The Snares at his former position.

Return and death.

Fin.
While Draconis was trivial, Tougher Abazigal may be tricky due to the presence of his Maze Immune girlfriend, Tamah. In Alesia's prior Ascension solo, the Abazigal fight caused the most trouble for Alesia. She has some tough resource budgetting decisions to make here. We'll see how it goes.
Best,
A.
Bw. Alesia wore the Shadow Dragon Armor for Draconis. I forgot how sexy it is. I'm tempted to let her wear it more...
Modifié par Alesia_BH, 26 septembre 2013 - 07:34 .
#1508
Posté 28 juin 2011 - 11:54
#1509
Posté 29 juin 2011 - 12:10
You didn't really sleep, did you? There were only approximately two hours between your posts. Draconis/Abazigal battle bugged you out of it, didn't it? Heh.
The strategy for Sendai was a bit lost to me. Was that polymorph? I don't know if going polymorph mustard jelly is a good path in SCSII myself. Anyway, nice take on Draconis though it's a tad too quick but if the bounty hunter gets the job done, then all is well.
#1510
Posté 29 juin 2011 - 12:22
#1511
Posté 29 juin 2011 - 12:57
corey_russell wrote...
Grats on getting Draconis, Alesia! Man, what a cheesy way to kill him.
Thanks.
You could call it cheesy I suppose. I see it as leveraging the kits comparative advantages.
The Bounty Hunter is a specialized Trapper. The Maze Traps are what set the kit apart from other Rogues. If used in combination with HLA traps, the Bounty Hunter becomes the "fearsome opponent" mentioned in the kit description.
Of course, when you select a Bounty Hunter, you sacrifice a lot compared to other possibilities. You become devestating against single opponents or small groups gathered together in open areas, but you have trouble with large groups of foes in small areas. In the same way that is makes sense for a Sorceress to leverage her ability to wipe out large groups in confined areas, it makes sense for Bounty Hunters to leverage their ability to "hunt" isolated prey and seperate enemies in time: that's what the kit is about.
So you know, I don't let Alesia set traps pre-battle unless she has "overwhelmingly compelling" evidence within the game world that a battle will take place in that exact spot. I also won't let her "lead" enemies to traps more than once per battle. I assume that the trick can work once, but that once it does happen the ruse is foiled.
Best,
A.
Btw. Before you returned, I posted a few of battles specifically chosen to display what Bounty Hunters can do with Maze Traps. The Guarded Compound (bottom of the page) was one of the better demonstrations. You may want to check it out.
http://social.biowar...ndex/3120942/52
Modifié par Alesia_BH, 29 juin 2011 - 03:14 .
#1512
Posté 29 juin 2011 - 01:10
Saint of Sinners wrote...
You didn't really sleep, did you? There were only approximately two hours between your posts.
I took a nap.
The strategy for Sendai was a bit lost to me. Was that polymorph? I don't know if going polymorph mustard jelly is a good path in SCSII myself. Anyway, nice take on Draconis though it's a tad too quick but if the bounty hunter gets the job done, then all is well.
I'll post a full summary of the Sendai fight soon.
So you know, I was expecting the SCS Improved Sendai's Enclave version so I was prepping to weather ~5 semi-consecutive Time Stops and a whole lot of other ugly. I planned to have Alesia rely on resistances and counters until enemies used up their key abilities and then look for an opening.
When it turned out to be just an SCS scripted version of the Vanilla version, I still ended up taking a resistance based approach to many of the fights simply because the items were in her inventory.
Polymorph Self was a good choice because it was a cheap way to shut down a number of the Statues. The Spider Form Poisons without a save at 8APR with Improved Haste so it's an effective way to cause Spell Casting failure. Jellies have 100% Resistance to Piercing Damage and 100% Resistance to Magic- rendering the Thieves and Mages helpless.
Early in the final fight -when Alesia was swarmed by a Fallen Planetar, a Deva, a bunch of Drow, and some Invisible Stalkers- I had her go Adventurewear + Cloak of the Sewers Rat- yielding 115% resistance to physical damage untill the Planetar and Deva unsummoned. That kept her safe untill she woul have the comparative advantage. No reason to fight on Sendai's terms.
Basically, these were just safe, cost effective ways of getting through the fight. I didn't want to squander resources on semi-Vanilla Sendai- they'll be needed later for Ascension foes.
I'll explain in more detail later.
Best,
A.
Modifié par Alesia_BH, 29 juin 2011 - 01:14 .
#1513
Posté 29 juin 2011 - 01:35
Still on the verge of being quite lost on what to pick up or how to go about, Monty decided to pay a visit to the outer towns. First stop was the Keep, recompensating a merchant, and hiring mercenaries. Next was Trademeet, where we decide to take care of a certain quest and went random from there.
We hunt for the Mantle of Waukeen and surrender it to the Lord High Merchant.

We level up to lvl19.

We move to the Bridge district and solved the skinner murders.

We finally get the chance to buy Improved Haste, PfMW, and PW:Silence.

Starting the Cult of the Eyeless quest. Cleaned out the sewers then went for the party at the northern area. Buffed, went invisible, moved to center, and used Weapons Display. Dialogue ended, and everyone but Gaius and Tarnor was able to save.

Tarnor was the first to go.

Defensive Spin ended so we hunt down Rengaard. A party of goblins force-spawned because I was pretty much high-levelled at this point.

Zorl was still running around so we hunt him down too.

Gaius was able to gate in a Cornugon but his defenses fell to a Spell Thrust and a Remove Magic thrown his way.

Gaius dies. Proper juggling of four weapons and switching combinations were key to avoiding the Cornugon's attacks while keeping up the assault. Dragonslayer is awesome against fiends.

Cornugon falls. We destroy pesky goblin party now.

Gallchobhair was still running around. Weapons Display is love.

Draug Fea was also still running around with his pants off so he fell. Incendiary Cloud scroll and Wyvern's Tail, if I'm correct.

With most of our buffs still intact, we went invi, and went for the Rakshasa. Too bad even FoA wasn't doing much damage. Still, they all fell. PfNW was better actually in this part as the goblins were more pesky than the Rhak himself.

Defensive Spin alone takes care of the shadows here (of course with leftover buffs).

Ettercaps never needed much, either.

We level up to lvl20. Only half a million XP left until we get UAI (and consequently use AoP, for which we will use to hunt the Shadow Dragon).

We recalibrate our spells, rested, summoned an Efreet to be cannon fodder, and opened a can of whoop-ass on the Shade Lich. We paid dearly for that one when a Hold went through and Arbane was not equipped. Fortunately, the defenses held up long enough to get a forgotten Improved Haste off...

Weapons were nigh useless at this point so we call upon Mask's short sword and Spell Thrust. Arbane on the off-hand, just in case, we proceeded to beat down on the Shade Lich long enough until Entangle triggered over and over (it was useless anyway) and we strip him of defenses. He falls.

Still playing right now. Just resting my fingers. Too much typing work and all.
Cheers and good morning from my side of the world!
Modifié par Saint of Sinners, 29 juin 2011 - 02:27 .
#1514
Posté 29 juin 2011 - 01:47
Alesia_BH wrote...
I took a nap.
Powernapping ftw. Gah, work. Graveyard shift sucks. I'm so used to sleeping for two hours a day. Anyway...
Alesia_BH wrote...
Polymorph Self was a good choice because it was a cheap way to shut down a number of the Statues. The Spider Form Poisons without a save at 8APR with Improved Haste so it's an effective way to cause Spell Casting failure. Jellies have 100% Resistance to Piercing Damage and 100% Resistance to Magic- rendering the Thieves and Mages helpless.
Cloak of Sewers might actually be of use then. I just got it, and I've never used it ever before. I was more of a Shapechange guy than a Polymorph guy, heh.
Alesia_BH wrote...
Early in the final fight -when Alesia was swarmed by a Fallen Planetar, a Deva, a bunch of Drow, and some Invisible Stalkers- I had her go Adventurewear + Cloak of the Sewers Rat- yielding 115% resistance to physical damage untill the Planetar and Deva unsummoned. That kept her safe untill she woul have the comparative advantage. No reason to fight on Sendai's terms.
At that level of resistance, would the Silver Sword ability of the Planetar trigger or not? I know that PfMW will stop them from actually getting that insta-kill off, but I don't rightly know about resistances. Quite frankly, I don't know if protection is pretty much perfect resistance or something.
Alesia_BH wrote...
Basically, these were just safe, cost effective ways of getting through the fight. I didn't want to squander resources on semi-Vanilla Sendai- they'll be needed later for Ascension foes.
Ascension. Woo, boy. I pretty much think that I'm going to fail that one, but UAI will be key, I believe. And yes, resources are pretty important. I'm mighty glad for the Higher Stacks of Items mod. They pretty much enable you to buy (boo) up to 20 of any potion (Mind Focusing and Magic Shielding are dirt cheap once Chapter 6 comes around).
Alesia_BH wrote...
I'll explain in more detail later.
You always do.
#1515
Posté 29 juin 2011 - 02:17
I love Sendai. I really do. The girl has style. Who else can start a motivational speech with the phrase "If you wish to feast on the brains of those who Bhaal enslaves..."? I wish I could play the game from her point of view.
Anyhoo. Alesia took a low risk, low cost approach to this battle. She didn't want to foul it up and she didn't want to squander resources she'd need elsewhere. She simply got the job done, and moved on.
Against, the Cleric statue, she used Polymorph Self: Spider Form. Polymorph Self was chosen as a pre-buff because it could cheaply foil a number of the Statues. Cleric (via Poison), Mage (via Jelly Magic Resistance), and Thief (via 100% Piercing Resistance + Backstab Immunity).
Here we see Alesia pumping Cleric Sendai full of Spell Casting Failure. She didn't get off an offensive spell.

Before she was finished, the Drow were dispatched. She was also Mazed to give Alesia an opportunity to set a Time Trap near the Mage Statue.
As soon as the Mage Statue activated, she set of the Time Trap. Alesia could have Improved Haste->Assassinated her or faded, Mazed, and finished her, but she was feeling stingy with her HLAs so she simply opted to pump her full of poison.

This disrupted most of her high level spells. She got a few off, but they were countered.
Sendai- Symbol: Fear; Alesia- Equip Blackrazor

Sendai- Horrid Wilting; Alesia- Potion of Magic Shielding + Belt of Inertial Barrier

And so on.
Mage Sendai was out of gas now. Alesia finished her with Arrows of Dispeling-> Arrows of Biting.

Onto Thief Sendai. Alesia was looking forward to having a little Backstabbing duel. But she knew the deck was stacked when she saw this.

If the deck is stacked, play a different game: Jelly v. Thief was Alesia's choice. Alesia was immune to the Thief's weapons and could kill her and her allies with scrolls in complete saftey.


Fighter and Archer Sendai were simple. With a movement rate advantage, ranged weapon beats melee weapon every time. And Sling of Seeking + Reflection Shield beats Bow. As I said, simple.

The second Mage was Mazed and then dropped by Simmy Alesia.


The final Thief got the Jelly treatment.

So: now the real Sendai. Alesia's plan here was to drop the fodder, and then Endless Maze Sendai. The fodder included a Planetar and a Deva. Trivial for some classes, but a problem for a Bounty Hunter in a small room. Alesia used Adventurewear + Cloak of Sewers: Rat to foil her enemies attacks. And then when the celestials were gone, she finished off the rest.



Time for Sendai herself now. I don't have a screenshot of the actual kill, but Alesia repeatedly Mazed Sendai to foil her high octane spells. She also damage trapped her to draw out her Heals. She had a lot of them.

Ultimately, she settled in to a little ranged battle which had a BG1 feel to it Shield Amulet + Sling beats Magic Missles. That's how Sendai died.

Fin!
Best,
A.
Modifié par Alesia_BH, 29 juin 2011 - 03:03 .
#1516
Posté 29 juin 2011 - 02:19
Saint of Sinners wrote...
At that level of resistance, would the Silver Sword ability of the Planetar trigger or not? I know that PfMW will stop them from actually getting that insta-kill off, but I don't rightly know about resistances. Quite frankly, I don't know if protection is pretty much perfect resistance or something.
She still had to save against the install kill effect, but she used items to get her saves in the highly negative range. Ring of Gaxx, RoP+2, Cloak of Displacement, Sensate Amulet, Lavender Ioun Stone. She never had to count on luck.
Best,
A.
#1517
Posté 29 juin 2011 - 02:27
The three quests that really scare the crap out of me are Firkraag's dungeon, the Ruined Temple, and the Cult of the Eyeless. All of them are underground, and my claustrophobic tendencies kick in. Of course, the Underdark scare me the most, but not as nearly as these three. You know there's an exit and you can always go for it but nooooo you have to keep at it.
Anyway, being unsure of whatever SCSII has thrown my way (and just choosing Install for a lot of "Improved blah" component, I decided to use a rarely used spell: Wizard Eye. I summoned an Efreet too its company. Tralalalala. They did some scouting, killed spiders, and discovered some ghasts. Efreet got held but no biggie, Monty took care of them.

But then this appeared.

Panic. Slowed. Death. Petrification. Bloody Beholders even petrified my poor efreet after killing him! Sob story, really. Freaking defilers. So, we recalibrate our spells, rest up, and tossed a coin. Landing on tails, Monty decides to wing it. With every single buff we can put up used, we go invisible, and used Weapons Display. We throw one Beholder and one Gauth off balance, which is all we want. Spell Shield absorbs the first Anti-Magic Ray.

Improved Haste+Mask+Arbane was used instead of the Dragonslayer as Remove Fear was used instead. We bring down one Beholder soon enough with Offensive Spin on overdrive.

With the attacks coming in fast, and the Gauth not causing any damage to Monty while he torments the Beholder, the Beholder falls soon enough. Also, here comes a battalion of shadows. Good job, SCSII. I don't want to play you in Insane anymore.

We deal with the Gauth to further minimize potential threats.

Shadows are quite useless against Mirror Images and Stoneskins stacked like there's no tomorrow. Add to that the notorious AC and they fall (mighty glad no Ability Drain happened).

We chase the last Beholder down. Quite some running involved.

Then the last Gauth.

Honestly, winging it was a doing the wrong thing in the right way. I seriously doubt I could have done it at a lower level with lesser spells. Spell Shield was a godsend, and Weapons Display really is amazing because it ignores resistances or saves. Purely hit-dice based. Yeah, it might lose its luster later on, but as long as it works, it will be used.
Cheers and good luck to everyone (including me because I gave up everything to Tymora for that one). Whew.
#1518
Posté 29 juin 2011 - 04:27
Here is what I wrote before she died
Battle with Tanova
This was the major fight in the Crypt but the traps in the pit room are duly noted. Rachel used all three of her oil of speed potions just to kill all the vampires and stealthed past the entire horde of vampires and skeleton archers to Lassal. Tanova did not manage to hit Rachel due to the stealth and snipe method, however her simulacrum managed to get off skull trap on Rachel which did hurt much, however nothing several healing potions couldn't solve. Everytime Tanova attempted to cast something on Rachel, she was already gone. When this happens the spell effectively stops(like in BG1 when one moves out of range). This dirty little trick is useful against mages in general so Tanova was a decent training session. The pit room proved to be quite the scary part of this area as the traps in this area were very dangerous. Before staking the vampires themselves, Rachel needs to restock her inventory as it is severely depleted of oil of speed potions and potions of healing. Ribald has one more oil of speed left, however there are plenty of fences around.
Thugs at the Bridge District
Rachel is in desperate need of some gold quick and fast and she will find that in Delosar Inn. In Delosar Inn, there lay yet anther arrogant band of adventurers. Rachel talks smoothly with these guys at first so she can get the first strike in. The efreet and kitthix summons immediately launch attacks against the mage who apparently has no buffs on. Down he goes immediately as Rachel drinks potions of oil speed, invulnerability, and heroism. Back to the stealth and snipe mode, she takes everything else out. The cleric does manage to get off a few hold spells but Rachel switches automatically to shield of harmony to take anything the cleric dishes out.
Modifié par Shadow_Leech07, 29 juin 2011 - 04:48 .
#1519
Posté 29 juin 2011 - 05:40
Just so you don't end up making the same (fatal) mistake I once did: The Cloak of the Sewers Mustard Jelly form only has something like 10%MR. It can still be useful for its other forms, though. Troll regen is pretty useful. I also remember using it to melee a couple of Vampiric Mists as a L5 mage (w/level drain protection via AoP, obviously.)Saint of Sinners wrote...
Cloak of Sewers might actually be of use then. I just got it, and I've never used it ever before. I was more of a Shapechange guy than a Polymorph guy, heh.
#1520
Posté 29 juin 2011 - 06:41
AnonymousHero wrote...
Just so you don't end up making the same (fatal) mistake I once did: The Cloak of the Sewers Mustard Jelly form only has something like 10%MR. It can still be useful for its other forms, though. Troll regen is pretty useful. I also remember using it to melee a couple of Vampiric Mists as a L5 mage (w/level drain protection via AoP, obviously.)
I checked it myself. As I had just gotten it from the sewers, Alesia posted her Sendai battle up. And I was really quite curious to see that her Mustard Jelly's walking through a Firestorm/Meteor Swarm without getting damaged, while I was looking at 10% MR, and 90% Missile Res. Heh.
Ayway, yes! I found the Troll regen really useful! Combined with a Dragonslayer, I can actually heal up pretty fast after non-important battles that ended up damaging me. Besides, activating troll form while having Defensive Spin on is a blast. You can virtally wade through the weenies quite unharmed.
#1521
Posté 29 juin 2011 - 07:24
Saint of Sinners wrote...
I checked it myself. As I had just gotten it from the sewers, Alesia posted her Sendai battle up. And I was really quite curious to see that her Mustard Jelly's walking through a Firestorm/Meteor Swarm without getting damaged, while I was looking at 10% MR, and 90% Missile Res. Heh.
Yeah. Polymorph Self: Mustard Jelly yields 100% Magic Resistance. Cloak of the Sewers: Mustard Jelly 10%.
The 90% Missle Resistance you mentioned on the cloak Jelly can be useful when combined with the Belt of Inertial Barrier- that'll get you over 100%. My Transmuter used that against Tougher Illasera a long time ago.
Best,
A.
Modifié par Alesia_BH, 29 juin 2011 - 07:24 .
#1522
Posté 29 juin 2011 - 07:29
Tougher Abazigal has fallen! That's a relief...
I'll post a complete battle report fairly soon but in brief, the 4 Drakes were taken down with a buffed Mindflayer via Limited Wish. Then, Alesia Backstabbed the Frost Salamaders to death, and flipped Abazigal.
Abazigal and Tamah spawned in together. The Purple Dragon, Tamah, was killed with Time Trap -> Carsomyr Dispel-> Time Stop -> Improved Haste + Blackrazor (Kundane Offhand). Abazigal was Endless Mazed with the aid of Simmy Alesia. He required 4 doses of traps.
That's it for now.
Best,
A.
Modifié par Alesia_BH, 29 juin 2011 - 07:30 .
#1523
Posté 29 juin 2011 - 07:31
Shadow_Leech07 wrote...
My archer was taken out by Perth's maze.
Sorry to hear that Shadow_Leech. I really wish Maze didn't end the game for soloists...
Are you going to run an archer again?
Best,
A.
#1524
Posté 29 juin 2011 - 08:21
Yeah I just was surprised, I didn't expect Maze. But in hindsight once again, too many errors. I basically walked in there blind and sloppy and got beat.Alesia_BH wrote...
Shadow_Leech07 wrote...
My archer was taken out by Perth's maze.
Sorry to hear that Shadow_Leech. I really wish Maze didn't end the game for soloists...
Are you going to run an archer again?
Best,
A.
I like the archer class and I feel it has incredible strengths but right now I'm still mulling getting back to BG1. I'm undecided at this point, well actually I'm playing BG1 but I'm still undecided. I'm definitely liking stealth alot more now that I know how to use it appropriately. Before I didn't think much of it.
Congrats on beating Abby and Tammy. That fight is always difficult for several classes.
#1525
Posté 29 juin 2011 - 09:05
Congratulations, Alesia, with Abazigal. As always, a sound and nearly flawless strategy.
Condolences to Shadow_Leech. Stealth is really a great thing and even at high levels they're indispensable for many things. My archer has not seen the last of her days, but if there was just enough firepower available to her, I might have been more enthusiastic about it. Saros opened my eyes to the the idea that an archer can actually take down Yaga-Shura's power level several notches because of Called Shot and, later on, Greater Whirlwind. Oh well.
Cheers and good luck to everyone!





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