Thanks to anyone who helps
SCSII Help With VERY Difficult Battle
#1
Posté 24 décembre 2011 - 04:19
Thanks to anyone who helps
#2
Posté 24 décembre 2011 - 05:59
#3
Posté 25 décembre 2011 - 02:23
Aside from that, you should know that the warden sees through invisibility via script, which means that if you send one invisible character into range, the warden will see you while the Yuan-ti mages won't, so you can then have you character run pack to the party and the warden will follow by himself.
I believe he will have Globe of Invulnerability up, along with SI Div, Improved Invis, Mislead, and various Weapon, elemental damage, and spell protections up. The best response to this is to spam Chaos at him. However this will be a problem if your Sorc doesn't know the spell.
To get past Mislead, you need to have True Seeing active before the fight starts (Aerie should be the invisible mage who leads him away). Then you can cast Pierce Magic near his real position to bring down his Globe (you will need multiple castings if he also has Spell Deflection/Turning up), after which you can cast breach. This is why Chaos is easier.
#4
Posté 25 décembre 2011 - 06:40
#5
Posté 25 décembre 2011 - 07:58
#6
Posté 25 décembre 2011 - 03:04
@ussnorway
You should post that in the SCS2 forums as it's obviously a bad ai script.
#7
Posté 26 décembre 2011 - 12:39
It's not easily fixed, SCS creatures are instructed to flee from clouds (if they don't have a target), but the RunAwayFrom() command runs them into walls (and not out of the range of the area of effect) quite frequently. Seems to be a pathfinding problem.Incantatar wrote...
@ussnorway
You should post that in the SCS2 forums as it's obviously a bad ai script.
Modifié par polytope, 26 décembre 2011 - 12:39 .
#8
Posté 26 décembre 2011 - 12:50
I prefer not to use Chaos against the highest level mages, especially magic resistant ones like drow and the warden. Once you consider improved invisibility and blur, the odds of it taking hold are rather poor.amanasleep wrote...
The best response to this is to spam Chaos at him. However this will be a problem if your Sorc doesn't know the spell.
A dark planetar moves fast (much more so than the warden), so they can be separated quite easily. Dark planetars regenerate quickly as well, so the slow effect of the flail of ages is useful. Mazzy probably has the best save vs death and AC, so should tank the planetar with Ilbratha. He'll also use insect plague, so protect your mages with fire-shield (blocks insect spells with SCS).
That said, I don't like SoA mages with HLA's, I don't like to use HLA's in SoA either, they weren't designed for that stage of the game.
#9
Posté 27 décembre 2011 - 10:54
polytope wrote...
That said, I don't like SoA mages with HLA's, I don't like to use HLA's in SoA either, they weren't designed for that stage of the game.
Me too. I recommend the G3 Tweakpack component where HLA's get delayed.
#10
Posté 28 décembre 2011 - 02:19
davidabm1 wrote...
...surrounded by Yuan-Ti mages with a bunch of L11 NPCs...
I don't know what changes SCSII makes, but in a vanilla game, if you destroy the orb (retrieved by killing the Master of Thralls) these "extras" will turn on the Warden and be dead by the time you get there. I would think that would help at least a little. Then you just have to deal with the Warden and his HLAs.
#11
Posté 29 décembre 2011 - 01:15
In SCS you won't really see much of a fight. It's over after a few seconds and the Warden and 2 of his Yuan-Ti mages wait for you. To the right is a random spawn point where several other Yuan-Ti (mages) appear.silenceall wrote...
I don't know what changes SCSII makes, but in a vanilla game, if you destroy the orb (retrieved by killing the Master of Thralls) these "extras" will turn on the Warden and be dead by the time you get there. I would think that would help at least a little. Then you just have to deal with the Warden and his HLAs.
#12
Posté 29 décembre 2011 - 03:21
#13
Posté 29 décembre 2011 - 03:57
1) Equip the Boots of Speed. Have an Oil of Speed at the ready. Buff saves into the highly negative range using potions and spells. Buff spell damage resistance to further mitigate risk. Have a Potion of Magic Shielding and Invisibility options amongst others at the ready to counter debuffing.
2) Approach invisible. Draw the Warden far, far away from the Yuan-Ti (being sure not to break invisibility with an offensive action). Reserve aura for defensive counters. Counter buff removal immediately.
3) Using Invisibility+Specific Protections to foil his ranged avenues and a movement rate advantage to lock out the melee option, evade the Warden until his Abjuration schol weapons protections wear off.
4) Once he is not longer protected from weaponry, activate Ring of Air Control Improved Invisibility and then use Dispelling Arrows (if available) followed by Elemental Arrows to disrupt his spells. Each round- as soon as he has been disrupted- switch to Darts of Stunning. Rinse and repeat. He'll fail his save against Stun eventually and can be finished (NW: If he is running anti-Stun Specific Protections in your install, you'll have to knock those out first of course. Also, if you have the ToBex No Disruption When Immune to Damage tweak installed, be sure he is vulnerable to the elemental damage on your arrows. Elemental Arrows and Darts of Stunning can both be found in the Prison if you haven't brought your own. Don't use Fire Arrows to disrupt since they offer a save.)
With a party, I would likely use one character as above, and leave the rest far out of the way in phases 1-3. The Warden would be lead to the party in Phase 4 with the PC comprehensively protected.
Best of luck!
A.
Btw: Were the Warden to use a Planetar against one of my characters, that would change little: the duration on Summon Planetar is commensurate with that of the sum of his Abjuration school weapons defenses. The Planetar would simply float around during the evasion phase until unsummoned.
Modifié par Alesia_BH, 29 décembre 2011 - 04:03 .
#14
Posté 29 décembre 2011 - 07:29
I just saw Umber Hulks in Vanilla. So it's random/level dependent. And Yuan-Ti mages are far far more dangerous in SCSII.Carinna wrote...
Actually, the yuan-ti mages are still there in the vanilla game as well.
#15
Posté 29 décembre 2011 - 07:51
Best,
A.
Btw. The Spawn in Mekrath's bedroom will mirror the one you'll get in the Planar Prison assuming you don't cross the threshold between there and the Prison. If you aren't sure what the exp cutoffs are in your setup and are worried about spawn difficulty it can make sense to note the ones in the bedroom before committing to the Prison lock-in.
Modifié par Alesia_BH, 29 décembre 2011 - 07:52 .
#16
Posté 29 décembre 2011 - 09:17
#17
Posté 29 décembre 2011 - 10:58
My suspicion is that in Silencall's experience, the Thralls nixed the Warden's support in vanilla leaving naught but the Warden. Incantatar then noted that in SCS, the Thralls get thrashed and the Warden remains well supported by the time you get there.
Modifié par Alesia_BH, 29 décembre 2011 - 11:01 .
#18
Posté 29 décembre 2011 - 11:44
Alesia_BH wrote...
My suspicion is that in Silencall's experience, the Thralls nixed the Warden's support in vanilla leaving naught but the Warden. Incantatar then noted that in SCS, the Thralls get thrashed and the Warden remains well supported by the time you get there.
It's possible the level of support received from the thralls is set by game difficulty. Every time I've played, there are indeed the remnant of bodies around the warden (thralls and maybe some of his supporters?) but there is also a good number of yuan-ti and/or umber hulks. I was not speaking of trying to fight him without freeing the thralls first - I've always freed the thralls.
Alternatively, I suppose that since the level of the party determines who will be fighting with the warden (umber hulks and/or yuan-ti or a combination) if he's faced very very early on, possibly he has no support (assuming the thralls are freed)? In vanilla.
#19
Posté 30 décembre 2011 - 05:28
#20
Posté 05 janvier 2012 - 01:56
Alesia_BH wrote...
Understood.
My suspicion is that in Silencall's experience, the Thralls nixed the Warden's support in vanilla leaving naught but the Warden. Incantatar then noted that in SCS, the Thralls get thrashed and the Warden remains well supported by the time you get there.
Yes, that's right. In vanilla you just have to wait a few moments to make sure they take each other out. I should have known that SCS would have limited the damage done by the thralls.
#21
Posté 05 janvier 2012 - 02:01
Carinna wrote...
Alesia_BH wrote...
My suspicion is that in Silencall's experience, the Thralls nixed the Warden's support in vanilla leaving naught but the Warden. Incantatar then noted that in SCS, the Thralls get thrashed and the Warden remains well supported by the time you get there.
It's possible the level of support received from the thralls is set by game difficulty. Every time I've played, there are indeed the remnant of bodies around the warden (thralls and maybe some of his supporters?) but there is also a good number of yuan-ti and/or umber hulks. I was not speaking of trying to fight him without freeing the thralls first - I've always freed the thralls.
Alternatively, I suppose that since the level of the party determines who will be fighting with the warden (umber hulks and/or yuan-ti or a combination) if he's faced very very early on, possibly he has no support (assuming the thralls are freed)? In vanilla.
Sorry, missed this post. Lately I've been doing the Planar Prison rather late (level 15+) with a solo sorcerer so I would think the Warden would have the highest level support possible. It is still my experience that all supporters and thralls are carcasses.
#22
Posté 06 janvier 2012 - 02:29
silenceall wrote...
Sorry, missed this post. Lately I've been doing the Planar Prison rather late (level 15+) with a solo sorcerer so I would think the Warden would have the highest level support possible. It is still my experience that all supporters and thralls are carcasses.
Interesting. Maybe we can figure out what sets up the difficulty in this battle, as I also play this late, although I've never done it solo (it's one of the hardest battles available in chapter 2, IMO, especially since you're stuck in the planar prison until you complete it). Here are the mechanics of my game:
play level "normal" (I only play on core if I am competing in a challenge that requires it)
Mods used:
Fixpack
Tweakpack, for conveniences, removal of xp cap, and to set the game to pnp rules
I've swapped other mods in and out (romance mods, rogue rebalancing, etc., but never use any difficulty-enhancing mods or mod components)
Usually use a full party for the planar prison (or if not, at least a party of 5). I tried once with a party of 2 and failed miserably. I've never done it solo.
I have always freed the thralls before confronting the warden (so I've never seen what happens if you don't)
I can't say at exactly what level I do this quest, since I've played it many times with different classes, and I really don't pay attention to that unless I'm looking for it. But I usually reserve it until last (tie between this and Firkraag) in Chapter 2 or 3. And I try to do all the available quests before heading off to Spellhold (though many times this one and Firkraag get left until I get back).
As I said, when I fight the warden, the least I have ever faced is the warden plus two yuan-ti mages. There are bodies all over the place around him - they look like thralls and some lizardmen (not the the graphics of dead bodies are really clear).
If you could post some more mechanics of your game (and maybe have others do so too, maybe we can determine where the break lines are; although I realize this takes the thread way off topic as it has nothing to do with SCS.
#23
Posté 07 janvier 2012 - 01:05
<400K: Salamanders
400K-1M: Salamanders and one yuan-ti mage
1M-2M: Minotaur and five umber hulks
2M+: 3 yuan-ti, 3 yuan-ti mages
SCSII leaves the bands alone but moves the monsters down one band for "slightly increase difficulty", two bands for "significantly increase difficulty", and three bands for "maximum difficulty".





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