When soloing a character who is not a thief, how do you get around finding/removing traps and opening locks?
When soloing with a character who is not a mage, how do you deal with group fights?
Soloing questions
Débuté par
Windfoot
, mai 28 2011 04:02
#1
Posté 28 mai 2011 - 04:02
#2
Posté 28 mai 2011 - 06:45
(This is from the perspective of no-reload soloing. I mostly do mage types.)
Locks: Use the DUHM Bhaalspawn power (or Cleric spell) combined with appropriate strength spells/items. If/when you get Crom Feyr this is obsoleted, obviously. If you're a mage, the obvious answer is Knock. (EDIT: If I recall correctly, there's only one locked container holding something potentially very useful which cannot be bashed with 25 STR.)
Traps: Protective spells and/or items as appropriate. Many items have secondary on-equip powers (e.g. Lilarcor grants immunity to charm traps) or castable spells (e.g. Ilbratha) which can reduce the chances of taking damage. Generally speaking there are very few unavoidable traps with potentially lethal effects -- most can be saved against, so a potion of Magic Shielding or a more specific potion (e.g. Clarity) can work wonders here. Another option is Imp. Invisibility from the Ring of Air Control (should boost saves by 4) and Cloak of Displacement (more save boosts), etc. etc.
Group fights (early game at least): Use Imp. Invis. from the RoAC to confound spellcasters and to improve AC, use the Mirror Image from Ilbratha to avoid lots of damage. Maximize your offense and take out the most dangerous foes first.
EDIT: More on group fights: Try to string out or separate enemies if at all feasible. This usually works wonders for survivability. For example, the Slaver fight can usually be made much easier by simply stepping back down the stairs when it has been triggered. Many of the enemies will follow, but most of the time not all of them will. That means you've just massively improved your chances.
Locks: Use the DUHM Bhaalspawn power (or Cleric spell) combined with appropriate strength spells/items. If/when you get Crom Feyr this is obsoleted, obviously. If you're a mage, the obvious answer is Knock. (EDIT: If I recall correctly, there's only one locked container holding something potentially very useful which cannot be bashed with 25 STR.)
Traps: Protective spells and/or items as appropriate. Many items have secondary on-equip powers (e.g. Lilarcor grants immunity to charm traps) or castable spells (e.g. Ilbratha) which can reduce the chances of taking damage. Generally speaking there are very few unavoidable traps with potentially lethal effects -- most can be saved against, so a potion of Magic Shielding or a more specific potion (e.g. Clarity) can work wonders here. Another option is Imp. Invisibility from the Ring of Air Control (should boost saves by 4) and Cloak of Displacement (more save boosts), etc. etc.
Group fights (early game at least): Use Imp. Invis. from the RoAC to confound spellcasters and to improve AC, use the Mirror Image from Ilbratha to avoid lots of damage. Maximize your offense and take out the most dangerous foes first.
EDIT: More on group fights: Try to string out or separate enemies if at all feasible. This usually works wonders for survivability. For example, the Slaver fight can usually be made much easier by simply stepping back down the stairs when it has been triggered. Many of the enemies will follow, but most of the time not all of them will. That means you've just massively improved your chances.
Modifié par AnonymousHero, 28 mai 2011 - 06:55 .
#3
Posté 28 mai 2011 - 07:23
Windfoot wrote...
When soloing a character who is not a thief, how do you get around finding/removing traps and opening locks?
When soloing with a character who is not a mage, how do you deal with group fights?
I've solo-ed a fighter through BG1 and BG2(Ascension at Core)(though not a "no reload") traps are dealt with by either just taking the damage or using the appropriate protection potion or scroll. Fighters bash open locks with the bhaalspawn ability or appropriate strength potion. Group fights can be handled with numerous options for a fighter, in BG1 especially with wand of sleep or potions of explosion. Other then that, hack and slash or hit and run are viable alternatives. Similar in BG2.
Modifié par Shadow_Leech07, 28 mai 2011 - 07:24 .
#4
Posté 28 mai 2011 - 08:36
The most dangerous traps for a soloer are the Maze traps. Barbarian Rage and Berserker Enrage can also help, provided you pick such a solo character. Mages can also protect themselves well vs the maze, as can clerics or druids, however fighters of any kind cannot (this includes rangers and paladins too). At least a Paladin can boost magic resistance up to 70%, but if you wanna try no-reload, I'd suggest duplicating Scrolls of Protection from magic via the Vhailor's helmet and using them on your PC just for avoiding these nasty Maze traps (otherwise, this tactic is considered utmost cheese, very close to cheating).
Once your solo character is mazed, game over. Unfortunately, there are some important containers guarded by Maze traps - like for example the one with the Horn of Valhalla. Another notable Maze trap is in the Sahuagin city, Imp area, although I cannot quite remember which one exactly was (there are at least 6 traps in that area). Maze traps can also be found in Aran's base (provided you side with Bodhi). Unsure about this, but I think there was a Maze trap in the Illithid area in Watcher's keep, level 4.
Bashing locks - the container with the special Rune needed to upgrade the Runehammer from +4 to +5 cannot be bashed open. You either need the Knock spell, or a temporarily hired thief (just for this chest).
As for the fights - figure them out yourself. It's gonna be fun. If you want an advice on any particular fight, write down the exact situation - enemies, PC skills (and class), tactical mods you might be using, exactly what is that you find hard/impossible in the fight to do, stuff like that.
Once your solo character is mazed, game over. Unfortunately, there are some important containers guarded by Maze traps - like for example the one with the Horn of Valhalla. Another notable Maze trap is in the Sahuagin city, Imp area, although I cannot quite remember which one exactly was (there are at least 6 traps in that area). Maze traps can also be found in Aran's base (provided you side with Bodhi). Unsure about this, but I think there was a Maze trap in the Illithid area in Watcher's keep, level 4.
Bashing locks - the container with the special Rune needed to upgrade the Runehammer from +4 to +5 cannot be bashed open. You either need the Knock spell, or a temporarily hired thief (just for this chest).
As for the fights - figure them out yourself. It's gonna be fun. If you want an advice on any particular fight, write down the exact situation - enemies, PC skills (and class), tactical mods you might be using, exactly what is that you find hard/impossible in the fight to do, stuff like that.
Modifié par saros_shadow_follower, 28 mai 2011 - 08:37 .
#5
Posté 28 mai 2011 - 05:27
Thank you all for your advice!
V/R,
Windfoot
V/R,
Windfoot
#6
Posté 29 mai 2011 - 01:50
Pump potions.
Roger the fence (in the sewers) sells a variety of very useful potions. One lets you automatically succeed at saves, which was invaluable when assaulting the guarded compound (to avoid being stunned by celestial fury and misc spells/traps), and in the planar prison. He only sells like 3 of them though, so you need to ration them, and their duration is pretty short. Potions of invulnerability also help a lot, but are less reliable (albeit more plentiful).
Basically, it is having some fore-knowledge of what the fight brings, and taking the appropriate countermeasures.
Roger the fence (in the sewers) sells a variety of very useful potions. One lets you automatically succeed at saves, which was invaluable when assaulting the guarded compound (to avoid being stunned by celestial fury and misc spells/traps), and in the planar prison. He only sells like 3 of them though, so you need to ration them, and their duration is pretty short. Potions of invulnerability also help a lot, but are less reliable (albeit more plentiful).
Basically, it is having some fore-knowledge of what the fight brings, and taking the appropriate countermeasures.
#7
Posté 31 mai 2011 - 04:02
Getting the items that summon things helps too - Horn of Valhalla, Kittix figurine (esp the improved version), the Djinni summoning bottle in trademeet, the staves that summone elementals, etc.
Getting boots of speed really helps solo.
Getting boots of speed really helps solo.
#8
Posté 31 mai 2011 - 08:17
There was a mod called useful familiars which changed all familiars into mage/thieves, it's no longer available, but the changes are pretty simple in shadowkeeper.
However it's probably a sign that the universe wants you to solo a multiclass mage/thief
However it's probably a sign that the universe wants you to solo a multiclass mage/thief
#9
Posté 01 juin 2011 - 12:00
I know people talk about Dualing on Solo. I can see if you dual to a thief you can pick all the locks in the thieve's guild to help level up. Or, if you dual to a mage, you can learn tons of scroll after the dual. What other ways do you get your exp high enough that you can continue?
#10
Posté 01 juin 2011 - 09:13
One way is to complete quests but delay reporting success. Then, after dualling over, talk to the respective npcs to get your xp awards. You may also want to put off doing quests that do not require combat, and save them for afterwards.
#11
Posté 01 juin 2011 - 05:19
I only really have experience with dualing some type of fighter to mage. Here's my method:
Start by leveling up to the desired level in your first class. During this time, I'll make sure to pick quests and clear various areas that are difficult a low-level mage to deal with. I usually set up a few quests so that the reward can be claimed immediately after dual-classing (e.g. Hendak, killing the slavers but not freeing the slaves, the mage's golem in the Umar Hills, killing the sewer and Druid Grove Rakshasas, etc.).
Because of weapon proficiencies I usually don't level the mage past L5 until I can do it in one huge jump from L5->L14 (for example). That means accumulating roughly 1450000 EXP as a L5 mage. Surprisingly this is quite doable.
Firstly there's the un-turned-in quests trick and there are lots of extremely safe/easy quests (Umar Hills is practically free EXP) you can do.
Secondly, as a mage there's a ton of quests (and stuff generally) you can do just using wands (charged up by selling+re-buying) and a few other handy items. An example: Use Polymorph Self (Mustard Jelly) + Wand of Frost (with lots of charges) to kill all the beholders in the Unseeing Eye quest. That's a lot (>100k?) of easy EXP. You can also use the Wand of Fire + Wand of Cloudkill + summoned distactions (Berserker and/or Kitthix) to clear the Druid Grove.
Start by leveling up to the desired level in your first class. During this time, I'll make sure to pick quests and clear various areas that are difficult a low-level mage to deal with. I usually set up a few quests so that the reward can be claimed immediately after dual-classing (e.g. Hendak, killing the slavers but not freeing the slaves, the mage's golem in the Umar Hills, killing the sewer and Druid Grove Rakshasas, etc.).
Because of weapon proficiencies I usually don't level the mage past L5 until I can do it in one huge jump from L5->L14 (for example). That means accumulating roughly 1450000 EXP as a L5 mage. Surprisingly this is quite doable.
Firstly there's the un-turned-in quests trick and there are lots of extremely safe/easy quests (Umar Hills is practically free EXP) you can do.
Secondly, as a mage there's a ton of quests (and stuff generally) you can do just using wands (charged up by selling+re-buying) and a few other handy items. An example: Use Polymorph Self (Mustard Jelly) + Wand of Frost (with lots of charges) to kill all the beholders in the Unseeing Eye quest. That's a lot (>100k?) of easy EXP. You can also use the Wand of Fire + Wand of Cloudkill + summoned distactions (Berserker and/or Kitthix) to clear the Druid Grove.





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