In the Cloakwood Mines, I usually rest several times: once to replenish my spells after travelling there (and after killing the guards at the bridge) before taking on the 'welcoming party'. Then I continue to the lower levels but after taking on Hareishan, I have to replenish spells again to take on the Ogre Mage and the mage in the room that has a lot of spells on her, I always forget her name and just call her 'the witch' personally. A final rest is needed before taking on Davaeron.
But especially with that last rest, having wasted most of my spells on the Ogre Mage and other mage at the penultimate level, I get ambushed by about a dozen guards and just reload, as my party is usually out of spells and out of buffs and the guards get much to close to my weaker characters. So usually, either because I don't survive the nightly onslaught or get bored by slaying even more guards I end up reloading the save before rest until I have a quiet night.
How do people who do no-reload challenges, rest in the Cloakwood mines I wonder? Or do you have tactics to avoid resting there?
I appreciate if you share your opinion.
rest in the Cloakwood Mines
Débuté par
Son of Imoen
, juil. 08 2012 09:10
#1
Posté 08 juillet 2012 - 09:10
#2
Posté 08 juillet 2012 - 10:02
Four possible approaches come to mind:
1) Plan so you don't need to rest, e.g. by using items to kill earlier things or not bothering with the ogre mage and 'witch' at all.
2) Go back up to the first level to rest, near the exit. Resting is quite often successful, but if not guards are fairly easy to kill.
3) Find a spot where guards that 'interrupt' your rest are actually out of sight - allowing you to try again until successful (see my no-reload post with berserkers). Note that choice of spot is very sensitive to number of people in the party as well as where you place them. On a similar note you can choose to only try to rest while invisible, e.g. using invis 10' for a party.
4) Put all your party along the back wall of the side room near the entrance on Daveorn's level and have your best tanks in front. When guards interrupt you on this level there are only 2 and you should be able to kill loads of them pretty easily (Gate70 and I have several times killed around 10 lots before finally resting in peace in our multiplayer runs).
1) Plan so you don't need to rest, e.g. by using items to kill earlier things or not bothering with the ogre mage and 'witch' at all.
2) Go back up to the first level to rest, near the exit. Resting is quite often successful, but if not guards are fairly easy to kill.
3) Find a spot where guards that 'interrupt' your rest are actually out of sight - allowing you to try again until successful (see my no-reload post with berserkers). Note that choice of spot is very sensitive to number of people in the party as well as where you place them. On a similar note you can choose to only try to rest while invisible, e.g. using invis 10' for a party.
4) Put all your party along the back wall of the side room near the entrance on Daveorn's level and have your best tanks in front. When guards interrupt you on this level there are only 2 and you should be able to kill loads of them pretty easily (Gate70 and I have several times killed around 10 lots before finally resting in peace in our multiplayer runs).
Modifié par Grond0, 08 juillet 2012 - 10:03 .
#3
Posté 11 juillet 2012 - 05:16
Sorry, I forgot to thank you, Grond0. All 4 are viable options it seems to me, only the tactic to choose a spot where the guards won't see you when spawning looks like it's hard to do if I've got a party of 5 or 6, the group gets too big to hide, or not? And what happens to the guards that spawn but don't see you, do they disappear again or will there be a mob of dozens of guard poised to kill you?
I'll think about what tactic I'll use next CHARNAME who gets to the mines, my furthest Tutu character just took the reload, reload, re.. way.
I'll think about what tactic I'll use next CHARNAME who gets to the mines, my furthest Tutu character just took the reload, reload, re.. way.
#4
Posté 11 juillet 2012 - 05:48
A larger group shouldn't make too much difference. The issue is whether the guards can be persuaded to spawn round a corner from you. This is particularly easy to do at the entrance to level 2 of the mines due to the way the passage curves round there.
Any guards spawned as a result of rests will disappear when you successfully rest (unless you have a mod that changes this).
Any guards spawned as a result of rests will disappear when you successfully rest (unless you have a mod that changes this).





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