I can see people playing for 300 hours, too. Purely out of fun.iamthespark wrote...
I just recently played it for the first time, and I died - even on easy. It took a lot of time and trial and error to figure some things out.. then I cheated because I couldn't be bothered to play the game for months on end........ I can see someone easily spending 300 hours on it.
Seriously, how do you play this game?
Débuté par
casedawgz
, nov. 19 2010 08:15
#26
Posté 21 novembre 2010 - 09:12
#27
Posté 24 novembre 2010 - 06:07
Unfortunately, the really important spells (Spell Shield and Spell Immunity (both mage spells level 5)) are very difficult to come by
Spell Shield:
Duergar Merchant in the Underdark, when party is not in drow form.
Lazarus Librarus in Saradush after getting his spellbook back.
Spell Immunity:
Caravan Merchant in tent in southern Trademeet, after the genie embargo is lifted AND the druid quest is solved.
Cutpurse in front of Derelict Home in the Bridge District (only appears at night)
Unnamed Drow merchant in SE Ust Natha
Duergar Merchant in the Underdark...but only when the party is in drow illusion
Svirvneblin merchant in the underdark
Lazarus Librarus in Saradush
Those are all the merchants (maybe another in Amkethran). The scrolls should also have spots they appear as loot.
#28
Posté 27 novembre 2010 - 01:10
Great suggestions above. My two cents:
1. BG2 has a number of very powerful items that help you deal with enemies. Read the descriptions of magic items (swords, shields, robes, etc.) carefully. In particular, note the ones that give you resistance to someone: e.g., "immunity to psionics" or "reflects beholder rays" or "decrease casting time by X." You will want to get as many of those items as you can and spread them within your team so as many people as possible have protections against the main disabling effects: Fear, Hold and Confusion.
2. As noted, magic is very important in BG2. The magi and sorcerers (arcane casters) are generally good at protecting themselves, disabling the enemies, hurting the enemies, taking out enemy defenses and improving the offense of teammates. The clerics and druids (divine casters) are generally good at healing and protecting teammates. Of course what they can actually do depends on your spell choices. So some recommendations to get you started:
Arcane:
Spook - good single enemy disabler
Magic Missiles - good damage, can disrupt enemy spells
Mirror Image - good defense
Invisibility - good for scouting and emergencies
Resist Fear - good defense
Fireball - damage
Skull Trap - harder to use, but has higher damage cap (try casting it with Autopause on spell cast, and them moving your caster 2 steps back)
Melf's Minute Meteors - turns your casters into a mini-gun
Dispel/Remove Magic - self explanatory
Improved Invisibility - good defense
Stoneskin - phenomenal defense
Greater Malison - can be good in tough fights
Emotion - good area disabler
Breach - you need to use this spell against tougher enemies (the ones that seem to be immune to your attacks)
Animate Dead - good when you hit level 15+
Chaos - really good disabler
Improved Haste - very good on your fighters
Contingency - inviso/imp inviso/dispel magic/protection from magic weapon triggered on helpless...
True Sight - this counters enemy inviso and illusions
(past this point, you should be well on your way to deciding what is good for yourself)
Divine:
Protection From Evil - cast before a big fight
Remove Fear - ditto
Chant - decent party combat buff - very short duration though
Animate Dead - very good at level 15+
Holy Smite - decent damage, party friendly
Dispel Magic - sel explanatory
Death Ward - very good defense
Free Action - very good defense
Protection from Evil 10'R - incredibly good defense
Lesser Restoration - for when you get level drained
Chaotic Commands - incredibly good defense!
Insect Plague - good vs enemy spellcasters
True Seeing - this counters enemy inviso and illusions
Ironskills - great defense
(past this point, you should be well on your way to deciding what is good for yourself)
In general, I try to always have my arcane casters be protected by Stoneskin with a Mirror Image/Inviso (or two) memorized. I also try to have Pro from Evil 10'r running all the time, with Death Ward and Chaotic Commands on the PC when they become available. Every caster should also try to have a Remove Fear and a Dispel Magic or two memorized to counter disabling effects.
3. One-shot items. There are some really good ones. Speed potions. Giant STR potions. Lots of defense/immunity potions. The green protections scrolls are awesome. Look at the Protection from Undead (common) and Protection from Magic (rare) scrolls. When you encounter a tough fight involving either, think about using these. Don't horde em (except, maybe the Pro vs. Magic ones). Use them freely when you can't win a particular fight.
4. When you feel up to it, start messing around with the sequencer spells. The 4th level one allows you to store 2 spells up to 2nd level. The 7th allows you to store 3x 4th level. The 8th level allos you to store 3x 6th level. The 9th is 3x 8th level. These do not have to be arcane spells. So Aerie can have some fun with them. Read the spell descriptions and see what combos work best for you. Some to consider:
2x Magic Missiles
2x Melf's Acid Arrow
Bless + Chant (fire at start of a fight)
Blur + Mirror Image (defense for self)
3x Flame Arrow
3x Skull Trap
Greater Malison + Doom + Slow
Greater Malison + Emotion + Confusion
Breach + Greater Malison + whatever
You may have to do some trial and error to get them to work right, but it is worth the effort!
5. Read the text box. The game will tell you what the enemy is trying to do (usually). Use that info to devise counters. For example, Umber Hulks have a confusion gaze so counter that with Chaotic Commands or an appropriate item.
6. Summons are good. Not every summoned cirtter has to kick posterior (although some certainly do: Fire Elementals, Mordy's Swords, etc.). Even the lowliest skeleton can be useful. At worst, it can suck up one hit you are not taking. At best, you can use it to draw out an enemy uber spell/attack. And don't send them all in at once. If you have 5 skellies, maybe you only need to send one ahead to suck up the Uber Hulk's confusion ball of death...
Anyway, these are just some suggestions. I'm sure others have even more ideas to contribute. Good luck!
1. BG2 has a number of very powerful items that help you deal with enemies. Read the descriptions of magic items (swords, shields, robes, etc.) carefully. In particular, note the ones that give you resistance to someone: e.g., "immunity to psionics" or "reflects beholder rays" or "decrease casting time by X." You will want to get as many of those items as you can and spread them within your team so as many people as possible have protections against the main disabling effects: Fear, Hold and Confusion.
2. As noted, magic is very important in BG2. The magi and sorcerers (arcane casters) are generally good at protecting themselves, disabling the enemies, hurting the enemies, taking out enemy defenses and improving the offense of teammates. The clerics and druids (divine casters) are generally good at healing and protecting teammates. Of course what they can actually do depends on your spell choices. So some recommendations to get you started:
Arcane:
Spook - good single enemy disabler
Magic Missiles - good damage, can disrupt enemy spells
Mirror Image - good defense
Invisibility - good for scouting and emergencies
Resist Fear - good defense
Fireball - damage
Skull Trap - harder to use, but has higher damage cap (try casting it with Autopause on spell cast, and them moving your caster 2 steps back)
Melf's Minute Meteors - turns your casters into a mini-gun
Dispel/Remove Magic - self explanatory
Improved Invisibility - good defense
Stoneskin - phenomenal defense
Greater Malison - can be good in tough fights
Emotion - good area disabler
Breach - you need to use this spell against tougher enemies (the ones that seem to be immune to your attacks)
Animate Dead - good when you hit level 15+
Chaos - really good disabler
Improved Haste - very good on your fighters
Contingency - inviso/imp inviso/dispel magic/protection from magic weapon triggered on helpless...
True Sight - this counters enemy inviso and illusions
(past this point, you should be well on your way to deciding what is good for yourself)
Divine:
Protection From Evil - cast before a big fight
Remove Fear - ditto
Chant - decent party combat buff - very short duration though
Animate Dead - very good at level 15+
Holy Smite - decent damage, party friendly
Dispel Magic - sel explanatory
Death Ward - very good defense
Free Action - very good defense
Protection from Evil 10'R - incredibly good defense
Lesser Restoration - for when you get level drained
Chaotic Commands - incredibly good defense!
Insect Plague - good vs enemy spellcasters
True Seeing - this counters enemy inviso and illusions
Ironskills - great defense
(past this point, you should be well on your way to deciding what is good for yourself)
In general, I try to always have my arcane casters be protected by Stoneskin with a Mirror Image/Inviso (or two) memorized. I also try to have Pro from Evil 10'r running all the time, with Death Ward and Chaotic Commands on the PC when they become available. Every caster should also try to have a Remove Fear and a Dispel Magic or two memorized to counter disabling effects.
3. One-shot items. There are some really good ones. Speed potions. Giant STR potions. Lots of defense/immunity potions. The green protections scrolls are awesome. Look at the Protection from Undead (common) and Protection from Magic (rare) scrolls. When you encounter a tough fight involving either, think about using these. Don't horde em (except, maybe the Pro vs. Magic ones). Use them freely when you can't win a particular fight.
4. When you feel up to it, start messing around with the sequencer spells. The 4th level one allows you to store 2 spells up to 2nd level. The 7th allows you to store 3x 4th level. The 8th level allos you to store 3x 6th level. The 9th is 3x 8th level. These do not have to be arcane spells. So Aerie can have some fun with them. Read the spell descriptions and see what combos work best for you. Some to consider:
2x Magic Missiles
2x Melf's Acid Arrow
Bless + Chant (fire at start of a fight)
Blur + Mirror Image (defense for self)
3x Flame Arrow
3x Skull Trap
Greater Malison + Doom + Slow
Greater Malison + Emotion + Confusion
Breach + Greater Malison + whatever
You may have to do some trial and error to get them to work right, but it is worth the effort!
5. Read the text box. The game will tell you what the enemy is trying to do (usually). Use that info to devise counters. For example, Umber Hulks have a confusion gaze so counter that with Chaotic Commands or an appropriate item.
6. Summons are good. Not every summoned cirtter has to kick posterior (although some certainly do: Fire Elementals, Mordy's Swords, etc.). Even the lowliest skeleton can be useful. At worst, it can suck up one hit you are not taking. At best, you can use it to draw out an enemy uber spell/attack. And don't send them all in at once. If you have 5 skellies, maybe you only need to send one ahead to suck up the Uber Hulk's confusion ball of death...
Anyway, these are just some suggestions. I'm sure others have even more ideas to contribute. Good luck!
#29
Posté 28 novembre 2010 - 02:03
Hehe, yeah I remember in the original BG, there was no limit to the amount of monsters you could summon. That was how I beat Sarevok, in fact; I summoned so many Hobgoblins from a Wand of Monster Summoning that it just kept him busy splatting them all while the rest of my party mopped up his allies before turning their attention to him. XD
#30
Posté 01 décembre 2010 - 03:02
With a mix of haste, ranged weapons, aoe, summons and kiting beholders and gauths are more than doable even without extreme buffs or the cheesy shield of balduran (though out of sight aoe can be thought of as cheese (though if you use farsight it probably is not) and similarly with kiting). Avoid your main char being hit by the beams and you should be fine. Keep korgan with berserker rage activated in front and stocked with healing potions and he should be able to take pretty much everything given his sick saves, at least with the right gear.
Kiting is the method of hit and run to avoid getting hit by the enemy, for example, fire off cloudkill, run a bit, fire off another cloudkill, run a bit, fire off a fireball, run a bit and so on, eventually the enemies will die, probably even before they reach you, something that increases movement speed like haste, decrease your casting time (amulet of power and robe of veneca) or decreases their movement speed like slow or things that block their way like natural terrain (doors, corners) can be a great help to this. There are very few enemies in the game you can't kill with enough cloudkills and enough running, and those are the magic resistant ones.
For some irrational reason i don't really rest much more than i have to(i don't like seeing the game timer going up), so I have learnt to deal with most situations even without using a ton of spells or equipment. Someone mentioned earlier that soloing as a sorceror is doable, well so is soloing with pretty much any other character...
Kiting is the method of hit and run to avoid getting hit by the enemy, for example, fire off cloudkill, run a bit, fire off another cloudkill, run a bit, fire off a fireball, run a bit and so on, eventually the enemies will die, probably even before they reach you, something that increases movement speed like haste, decrease your casting time (amulet of power and robe of veneca) or decreases their movement speed like slow or things that block their way like natural terrain (doors, corners) can be a great help to this. There are very few enemies in the game you can't kill with enough cloudkills and enough running, and those are the magic resistant ones.
For some irrational reason i don't really rest much more than i have to(i don't like seeing the game timer going up), so I have learnt to deal with most situations even without using a ton of spells or equipment. Someone mentioned earlier that soloing as a sorceror is doable, well so is soloing with pretty much any other character...
Modifié par oyzar, 01 décembre 2010 - 03:11 .
#31
Posté 01 décembre 2010 - 09:51
I was able to kill Beholders and Gauths by summoning a fire elemental and setting it loose on them without them seeing my party. I scouted ahead with an invisible Jan, then had Jaheira summon a fire elemental and move it along with Jan until it reached the beholders. I'm no expert as to why, but the elemental apparently is immune to a lot of their magic attacks. I think I sent along n undead summon as well to join in the attack.
It may seem a little cheesy, but I think it's a valid tactic.
It may seem a little cheesy, but I think it's a valid tactic.
#32
Posté 01 décembre 2010 - 10:49
Fire elementals work really well, but it might be that some beholders cast Death spell (I'm sure Elder orbs always will).





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