Aller au contenu

Photo

The SCS-Ascension Solo Challenge


  • Veuillez vous connecter pour répondre
301 réponses à ce sujet

#251
Kraitok

Kraitok
  • Members
  • 29 messages
This fight turned out to be an absolute nightmare. First I prebuffed wtih a potion of heroism and a use of Hardiness. Nothing else lasts long enough to be of worth.

To start the fight off I went after Sarevok. Sarevok turns out to have quite high (low) AC, and even with a -14 thac0 I still had a lot of attacks not getting to him. I opted to immediately rage for the immunities, then rush him with AoF + shield of harmony and GWW until I got a slow on him. I then ran and finished him at range with the Throwing Impaler. This thing pumps a *lot* of damage out with its +10 pierce damage component. Next was a lot of kiting until I found an enemy with PFMW down. This turned out to be the beholder. Of note here is that I had to recast rage for the immunities, and I tried to stay out of sight of Irenicus as he'll cast breach to dispel my buffs. The beholder turned went down fairly fast with GWW once his stoneskin was chewed through. I then had a bit of kiting until I could kill the dragon. I had him go invisible once, but beyond that he was easy to hit so the impaler made short work of him as well. Irenicus was more of the same, except he had a lot more castings of stoneskin to get through. Here is where having 10 uses of GWW came in handy. I also had to use the book of spells to cast truesight as he kept using shadow door on me.

Overall the strategy was pretty simple, but the execution definately required a bit of practice and luck. The initial phase of killing Saravok is probably the most difficult, as allowing him to live for any amount of time is extremely bad and the rolls required a fair bit of luck. If I couldn't down him in 2 GWW's the fight was realistically lost already.

One of the key parts of this strategy was the use of Throwing Impaler. Even though it's 2 handed, having a 1D6+4, +10 piercing damage weapon that I could use at range was a godsend. This was actually the reason I opted to spec in to 2h weapons at all, and for a few fights it has payed off in spades. Anyways, now I'm off to TOB :D

#252
ussnorway

ussnorway
  • Members
  • 2 365 messages
@Kraitok;

1st Well done... 2nd, are you evil now and what's the rep looking like?

#253
Kraitok

Kraitok
  • Members
  • 29 messages
I've been evil the entire way. To be honest I'm not sure on my rep, it hasn't been a focus while playing solo. This character was originally meant to be used as a protagonist with Edwin, Viconia, and possibly Imoen.

In the past I've generally roleplayed evil or neutral as I enjoy the characters a lot more, especially Viccy and Edwin, and Sarevok in ToB of course. I''ve never really used several characters like Anomen, Jaheira, Valygar, Aerie and Cernd simply because I don't enjoy their personalities. To be fair I never gave Cernd a chance in the vanilla game though.

Modifié par Kraitok, 30 octobre 2012 - 01:19 .


#254
Kraitok

Kraitok
  • Members
  • 29 messages
Here's a quick update for my ToB portion of the game. I made several mod changes, and opted to remove prebuffed casters completely. This is simply to give me a bit more of an even foot against them as I don't the tools to do anything but run away and wait out buffs, which is honestly pretty lame coming from a gameplay point of view. I also opted to put in a few tweak pack additions for ease of use, like unlimited stacking of potions.

#255
ussnorway

ussnorway
  • Members
  • 2 365 messages
Kraitok, can you copy/ post the WeiDU.log for us please... it should be in the same folder as your game.

#256
Kraitok

Kraitok
  • Members
  • 29 messages
Here you go!

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v19
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v19
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v19
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v19
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v19
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v19
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v19
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v19
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v19
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v19
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v19
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v19
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v19
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v19
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v19
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v19
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v19
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v19
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v19
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v19
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v19
~SETUP-ITEMUPGRADE.TP2~ #0 #10 // Shadows Of Amn Item Upgrades -> Revised consistency plus version: v38
~SETUP-ITEMUPGRADE.TP2~ #0 #11 // Throne Of Bhaal Item Upgrades -> Revised consistency plus version: v38
~SETUP-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2041 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3000 // Remove the Shield of Balduran from the game: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3020 // Move Vhailor's Helm into Throne of Bhaal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3030 // Move the Cloak of Mirroring: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3040 // Move the Robe of Vecna into Throne of Bhaal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3050 // Replace +1 magical weapons with Fine ones: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3060 // Remove Arrows of Dispelling from stores: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3070 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3080 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3522 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3540 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4080 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v21
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6123 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7031 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v21
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-class Grandmastery (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3020 // Identify All Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3123 // NPCs don't fight: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3210 // Minimum Stats Cheat: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9

#257
Gate70

Gate70
  • Members
  • 3 208 messages
Almost managed a BG1/SoA run (1 reload - Elder Orb imprisonment for an area I could have left alone; when will I learn!)

Switching from BGT to the same BG2 SCS Ascension install as before but with a level-capped character and almost everything I could carry. Will be posting less than last time but where there are differences (& for the 5) I will go into the sort of detail below.

Vhorl the Cavalier
Illasera wants to play dirty so I FoAReflection her Black Reavers before turning my attention to her. I have used 2 of my 14 Deva calls during the entire battle and she is soon chunked. Neither she nor her Reavers were much danger although fireshield damage started to mount up at one stage. By the time she is dead I'm almost recovered.
Posted Image

A Solar draws me to a pocket plane, and I restore Sarevok before handing him the Sword of Chaos +4 so he can keep Cespenar company. I decide not to upgrade the Bladesinger Chain armour but a Cloak of Protection +2 is upgraded and bagged. I empty a ton of stuff (potions mainly) into a plane container.

Gavid starts a Retribution Pocket Plane challenge. All goes well (relatively - very chuggy performance compared to the other install so I may take time to adapt) and I am soon facing Bodhi, Irenicus and "Sarevok". DaystarBelm has Bodhi in pieces almost immediately then FoABelm plus a lay on hands accounts for "Sarevok" who is much harder to put down. Carsomyr finally cuts through the defences of Irenicus and the Retribution is over.

Reloads : 1 SoA imprisonment.
SCS Ascension Reloads : 0

After that little performance I'm wondering if I should retire him immediately or reduce his xp to 3m meaning;
- 2 less level 4 spell slots.
- 5 less weapon proficiencies.
- THACO increased by 3.
- Lay on Hands reduced by 32.
- HP reduced by 48.
- Lore reduced by 16.
- 16 HLA's removed.

#258
Kraitok

Kraitok
  • Members
  • 29 messages
So did you use all but 2 HLA's on summon deva? Wasn't sure if I read that right.

#259
ussnorway

ussnorway
  • Members
  • 2 365 messages
TUd4:

Posted Image

Casta legged it out side when the mind suckers showed up... buffed and stepped back in to introduce then to her F-Deva. The anti-paladins tried to gang bang her but we all know that Druids are just drop dead gorgeous.

Posted Image  Posted Image

Saladrex prated on about not wanting to leave his den but Casta used her range (Beholder) form because she figured out the real cause of his hermit lifestyle.

Posted Image

Full discloser, she burned a “Protection from Magic” against the Demi-lich because of his imprisonment fetish... If Casta wanted to spend eternity locked away from her friends then she could just get married.

LORD of the Level!

Posted Image  Posted Image

Thats it for now guys and I’m not stressed about statistics however here are her new stats... wearing nothing but a smile.  :wub:

#260
ussnorway

ussnorway
  • Members
  • 2 365 messages
TUd5:

Posted Image  Posted Image  Posted Image

I finished off watchers last night... spider form for most of the ball challengers then rock form against the tougher peons... the experience is all wasted but I did get a piece of a +6 spear so at least now I have a way to bypass ‘Absolute Immunity’.

Posted Image  Posted Image  Posted Image

Green dragons present a problem for some casters because IME they only have two weaknesses;
They do mostly poison damage and have pitiful wisdom... unfortunately I don’t have access to any “Kachiko's Wakizashi +3” type weapons but druids are immune to poison (whilst in human form) so I overwhelmed him with ‘Energy Blades’/ ‘Creeping Doom’ assaults.

Posted Image  Posted Image  Posted Image

Unlocking the final seal starts a real hum dinger but there is a convenient door/ stairs to the south so it’s not normally that hard to separate the fab five. One of my standard attack plans is to cast ‘Farsight’ / ‘Energy Blades’ first (out of combat) then call in something powerful like ‘Greater Elemental Summoning’ and cast ‘Creeping Doom’ at it. With pause on spell cast active I can send him in to play with the slow moving doom as a trailer... normally arrives a second or two behind but the point is that they never actually see me until they are already covered in swarm... at which point I step out to finish something off with the 20 ‘Energy Blades’ and can retreat/ repeat the whole procedure if it starts to go badly.

p.s. I just did the scroll option and will happily let HELM sort out the traitorous knights... I have enough enemies without adding DEMOGORGON to the list, thank you very much. :wub:

Modifié par ussnorway, 04 novembre 2012 - 12:02 .


#261
Gate70

Gate70
  • Members
  • 3 208 messages

Kraitok wrote...
So did you use all but 2 HLA's on summon deva? Wasn't sure if I read that right.

I had 3xHardiness (gone) and 14xDeva (now 1).

Vhorl the Cavalier
Consoled back to 3m xp, level 18. Reduced as per earlier post (haven't checked lore, assume it reduces based on level).

Saradush : Dealt with the welcoming party, done everything in the courtyard area and just cleared the vampires out.

Reloads : 1 SoA imprisonment.
SCS Ascension Reloads : 0

#262
BBMorti

BBMorti
  • Members
  • 142 messages

ussnorway wrote...
without adding DEMOGORGON to the list, thank you very much. :wub:


Great work ussnorway

I love your run so far.

Could I out of curiosity ask for ressistances and immunities for your spider and golem forms?

Also, while it is very understandable why you would leave Demogorgon to Helm, I would be very interested in your fight against him. Do you feel it would be possible with your druid to accomplish it or is part of the reason skipping him that you are unsure about the fight?

Maybe it would be one you would reconsider before mel ?

edit: Gate I am not sure I understood why you wanted to nerf your level, did you feel too powerful or did you feel like it would be too tricky to complete the challenge with almost all you HLA's put into summon deva? (and did it to relocate some of them).

Modifié par BBMorti, 04 novembre 2012 - 12:56 .


#263
ussnorway

ussnorway
  • Members
  • 2 365 messages

BBMorti wrote...

Great work ussnorway

I love your run so far.
...


Thanks BBMorti:

Spider form (available from level 7 onwards) gives her STR/ DEX of 16 and 11 CON **  as well as 6 attacks with poison effect and haste!

Advantages;
The high DEX helps your AC (-3) and the haste DOES stack with items like “Boots of Speed”... your base THAC0 can get as low as 6 for a standard Avenger (4 with items) and whatever special abilities are held in the offhand still apply. This form just decimates peons or casters because of the continuous poison damage... typical tactic is to only attack for one round then move on the next target while the poison finishes the previous one off.

Disadvantages;
No casting from your book but wands/ items are fine and something of a glass cannon i.e. extremely easy to get cocky/ killed by mass spells or range weapons.

I assume you mean Earth/ Fire Elemental Transformations? :wub:

These two forms are both HLA (any Druid) and seriously outperform most other melee options because you can rest while in them i.e. not on a timer. They both set your THAC0 to 2 (less with items) and do 2d10 damage in melee... Fire splits this as half crushing and half fire and is generally considered the better or more offensively minded form because it has 23 STR (E= 20) and is fire immune while the Earth does get one extra attack, 3 for Earth and 2 for Fire but I like them both especially in the hands of a Druid/ Fighter character like Jaheira.

p.s. I think most people whom complain about the lack of Druid weapon choice have not seen/ used these forms... Going into or out of both these forms gives you a nice bonus heal.

I assume that DEMOGORGON can be whittled down with ‘Energy Blades’ (untested) but the tight quarters will limit my options if he decides to overwhelm me with (what he thinks of as) peons and the lack of potions/ scrolls * makes me fragile... the fight would be ran/ snipper/ heal before various bad things kill me, I skipped it for RP reasons only but you could just SK a Druid (or any other caster) and try it out if you want?

* A personal choice on my part i.e. a normal Druid could certainly use say a scroll of magic protection here.
** Health is only affected by CON if you have Fighter levels as well which is not normally an issue with the Spider.

Modifié par ussnorway, 04 novembre 2012 - 03:41 .


#264
Gate70

Gate70
  • Members
  • 3 208 messages
BBMorti was asking about resistances & immunities, presumably buffing before switching forms can be used to counter the anticipated hostile activities.

As for dropping my XP down to 3m, I decided not to do ToB with a capped character. I intend using the same HLA's (and will reload whenever a Deva is imprisoned so could be my main reload reason). I didn't really notice much difference with 3m xp so far so maybe the levels are less important than bringing the right equipment along.

#265
ussnorway

ussnorway
  • Members
  • 2 365 messages

Gate70 wrote...

BBMorti was asking about resistances & immunities, presumably buffing before switching forms can be used to counter the anticipated hostile activities.


The only resistances & immunities is that Fire elemental trans-form is immune to fire... sorry I should have made that clear. Yes if the buffs/gear you put on don't change the same stats which the form does then the buff stays i.e. 'Strength of One' would not be any good but 'Iron Skins' would! :wub:

#266
Gate70

Gate70
  • Members
  • 3 208 messages
Vhorl the Cavalier
Gromnir forces 3 reloads (Deva imprisoned, 2 powerword stuns) so I resort to hit and run (up the stairs and out of the door) attacks. After several visits I have removed La'Sharra and the two mages, and at that point I FoADoE (!) Gromnir then the rest of his court.

Reloads : 1 SoA imprisonment.
SCS Ascension Reloads : 3

#267
Gate70

Gate70
  • Members
  • 3 208 messages
Vhorl the Cavalier
Watchers Keep. The first floor statues almost kill me but a chase throu the side rooms gives me long enough to heal and summon a second Deva. The second floor is easier (cloak of reflection for air room and even the chromatic demon barely wounds me thanks to Roranch horn, DoE and buffs). By the third floor I am feeling confident (cue a reload, Tahazzer either has a vorpal attack or an insta-kill spell).

Tahazzer falls at the second attempt and the remainder of this level is no real trouble (other than taking time, a couple of errors in direction and a wild magic Deva summon feminising me instead). Spectral Brand is won at the second attempt so I cannot wager for the wish scroll (no loss). I have three scepter gems but not the scepter so back I go to Yakman. Another trek through the maze eventually sees me at the level exit.

I say the wrong thing to Carston and have to fight his mind flayers before taking a break. Level 26; 2 Hardiness and 7 Deva HLA's. Almost recovered the lost experience given to Aesgareth and keen to greet Saladrax (not so keen to greet the demi-lich).

Reloads : 1 SoA imprisonment.
SCS Ascension Reloads : 4 (1 this session).

#268
BBMorti

BBMorti
  • Members
  • 142 messages

ussnorway wrote...

BBMorti wrote...

Great work ussnorway

I love your run so far.
...


Thanks BBMorti:

Spider form (available from level 7 onwards) gives her STR/ DEX of 16 and 11 CON **  as well as 6 attacks with poison effect and haste!

Advantages;
The high DEX helps your AC (-3) and the haste DOES stack with items like “Boots of Speed”... your base THAC0 can get as low as 6 for a standard Avenger (4 with items) and whatever special abilities are held in the offhand still apply. This form just decimates peons or casters because of the continuous poison damage... typical tactic is to only attack for one round then move on the next target while the poison finishes the previous one off.

Disadvantages;
No casting from your book but wands/ items are fine and something of a glass cannon i.e. extremely easy to get cocky/ killed by mass spells or range weapons.

I assume you mean Earth/ Fire Elemental Transformations? :wub:

These two forms are both HLA (any Druid) and seriously outperform most other melee options because you can rest while in them i.e. not on a timer. They both set your THAC0 to 2 (less with items) and do 2d10 damage in melee... Fire splits this as half crushing and half fire and is generally considered the better or more offensively minded form because it has 23 STR (E= 20) and is fire immune while the Earth does get one extra attack, 3 for Earth and 2 for Fire but I like them both especially in the hands of a Druid/ Fighter character like Jaheira.

p.s. I think most people whom complain about the lack of Druid weapon choice have not seen/ used these forms... Going into or out of both these forms gives you a nice bonus heal.

I assume that DEMOGORGON can be whittled down with ‘Energy Blades’ (untested) but the tight quarters will limit my options if he decides to overwhelm me with (what he thinks of as) peons and the lack of potions/ scrolls * makes me fragile... the fight would be ran/ snipper/ heal before various bad things kill me, I skipped it for RP reasons only but you could just SK a Druid (or any other caster) and try it out if you want?

* A personal choice on my part i.e. a normal Druid could certainly use say a scroll of magic protection here.
** Health is only affected by CON if you have Fighter levels as well which is not normally an issue with the Spider.


As Gate mentioned it was the resistances I was wondering about, yes. I figured that you might have slightly different ones, since I remembered your house rules druid thread.. But you use the standard shapechanges, I see.

:)

Thank you for taking the time to present a thoughough elaboration in any case, appreciated.

You know the way around the druid better than me, so I was mainly interested in your thoughts on the fight. Thanks for sharing ussnorway, I have little knowledge about end game pure druids, it is a nice run to follow.

#269
BBMorti

BBMorti
  • Members
  • 142 messages

Gate70 wrote...

BBMorti was asking about resistances & immunities, presumably buffing before switching forms can be used to counter the anticipated hostile activities.

As for dropping my XP down to 3m, I decided not to do ToB with a capped character. I intend using the same HLA's (and will reload whenever a Deva is imprisoned so could be my main reload reason). I didn't really notice much difference with 3m xp so far so maybe the levels are less important than bringing the right equipment along.


Understood. I must admit I am a bit nervous about how it will work out.. I sure would prefer GWW over Summon Deva charges in certain late game fights. :lol:

#270
Gate70

Gate70
  • Members
  • 3 208 messages
Moot point; unlike my BGT install this one (BG2 with Ascension and SCS II) has stopped after 7 Deva's. I don't need many Hardiness HLA's so will be adding a WW, some GWW's and a few of Power Strike/ Critical Strike / Smite. Anyway, yesterdays update.

Vhorl the Cavalier
Saladrax is dropped fairly easily, apart from managing to wing-buffet me away several times. I'm near-death by the time he perishes though. The demi-lich causes four more reloads (slow learner...) before I use my only protection from undead scroll; must buy some more). The machine of Lum the Mad is accessed for various enhancements and then I descend towards the final seal.

A Helmite Ghost has three challenges for me. The Horde is the first, trivialised by my immunity to non-magical weapons and a supporting Deva. A green dragon is no match for 3 Improved Haste Carsomyr attacks with a Bladed Deva perfoming a pincer movement. The third challenge is to out-think an imp and deja-vu-metagame is used.

Once this is done the skull of the Eternal Warrior is used (slight mistake, used the wand against the ghost by pressing the wrong key) to clear a table-top game and I take a break near four coloured pillars (expecting futher reloads here).

Reloads : 1 SoA imprisonment.
SCS Ascension Reloads : 8 (4 this session).

#271
Gate70

Gate70
  • Members
  • 3 208 messages
Vhorl the Cavalier
A Deva is imprisoned in a Timestop (but un-summons before time restarts so a reload avoided). An Elder Orb, Death Tyrant and Hive Mother manage to imprison a Deva though (can summon one elsewhere but this means I cannot summon any more in this part of Watchers Keep so I reload). At the second attempt my three skeleton warriors are treated to a Death spell so I'm alone. Two Carsomyr GWW's drop the Hive Mother, a third has the Elder Orb down and also the Death Tyrant (cavalier with Carsomyr is far easier than a monk against these three then).

Turn undead clears the next set of skeleton warriors, shades and vampires. No deal against two liches though so I use Carsomyr to complete the task.

Azamantes the lich and his burning skulls are tedious thanks to multiple teleport fields and PfMW. After a few minutes they are gone though.

The many Ferrumach Rilmani facets don't last long and I join a Deva and skeleton warrior against Aurumach Rilmani. A single Carsomyr hit removes his buffs but he instantly turns invisible, meaning only the deva can attack. He starts casting so I Carsomyr dispel, he contingencies and I Carsomyr dispel again.

The Final Seal Guardians force a crash, so I re-create the starting sequence.
Posted Image

At the second attempt I kill kill the Hive Mother with GWW 1-2, Xei Win Toh with GWW 2-3 and retreat to the Eternal Warrior table where I summon a second Deva. Nalmissra and Ameralis Zauviir die here as does the Deva. I kill the Huntress and an Aerial Servant before returning to the seal to cast Lay on Hands and Hardiness. Y'tossi arrives just in time to have Carsomyr de-buff her several times.

Demogorgon has much to say so I send Odren and his gang in before returning to die painfully (although a Timestop then Roranch + Hardiness + AoF delay my end. Carsomyr strips away a few enemy buffs as I wait to expire).
Posted Image

Hang on, who-ever wrote the script must have overlooked Carsomyr...
Posted Image

It feels good to get Tougher Demogorgon this way, despite his Timestop. Just need to check if there is something in SCS-II (other than tougher demons) that I could also have added.

Reloads : 1 SoA imprisonment.
SCS Ascension Reloads : 9 (1 this session).

#272
ussnorway

ussnorway
  • Members
  • 2 365 messages
Death by 'Dispel'... how embarrassing for DEMOGORGON but well done Gate70. :wub:

I like your experence roll-back idea... I should have dualed * Casta at 20 for Fighter or 22 for Thief so that she'd get some altha-attack but I want to see if she can take down a dragon, as is?

* Almost made her human back in BG1 but talked myself out of it.

Modifié par ussnorway, 06 novembre 2012 - 12:35 .


#273
Gate70

Gate70
  • Members
  • 3 208 messages
Good luck, will be interesting to see the results. Dispel then melee with a cavalier is making dragons a lot easier for me than last time...

Quick update, hit the level cap in the swamp. Turning, combat and final abilities shown in screenshot as slightly too large to embed clearly.

Followed by a silly death against Berenn (hemmed in and more importantly wearing wrong helmet, I RP'd not being able to switch mid battle). 2nd time went very smoothly, and Brimstone was very easy (Carsomyr plus Brilliance Helm, Red scale armour, ring of fire control). Same for Imix.

Now have Carsomyr, Ravager, Wave, FoA +4 and Axe of Unyielding +5 so something for every enemy (I think). I have at least as many other weapons (e.g. Purifier, Foebane, Dragonslayer, iMoD, Dragons Breath, Spectral Brand) that are effectively wasted on Vhorl but are in a bag just in case they are needed.

Reloads : 1 SoA imprisonment.
SCS Ascension Reloads : 10 (1 this session).

Modifié par Gate70, 08 novembre 2012 - 10:43 .


#274
ussnorway

ussnorway
  • Members
  • 2 365 messages
TUd6:

Posted Image  Posted Image  Posted Image

I put on some Sousa (Bullets and Bayonets) to set the mood before visiting the Giants. Human form for the front door then spider form against the Giants and Rock form for the rest... I was having such a good time that I forgot that Berenn has mind effect spells. [reload]

Take 2;

Posted Image  Posted Image  Posted Image

I stayed in human form and let the F-Deva do all the heavy lifting this time... once bitten and all that but I did need spider form in order to finish off the mounds.

Casta ` 0 Yagga... how hard could it be right?

Posted Image  Posted Image  Posted Image

I start in spider with my new fire club in the off-hand... not very practical against Fire Giants but good for peons and as an added bonus the screenshots are pretty. Tactics wise I like to fight mods in a corner because druids work best at short range and it limits the incoming damage to manageable levels. The basic idea is to go ‘invisible’ then use safe spells like ‘Nature's Beauty’, ‘Creeping Doom’ and ‘Chain Lightning’ (Avengers only)... for the third – sixth rounds I started popping ‘Web’ (Avengers only) backed up with ‘Fire Storm’s & then various pets but I forgot about the mind effect spells again. [reload]

Posted Image  Posted Image  Posted Image

Q; Does SCS (Ascension) give Yaga endless troops? I might need to rethink this stratify attack... the biggest issue I’m having is the fact that they all start invisible which is somewhat surprising since Casta normally bypasses that with self-targeting but there is this one annoying mage right at the back, and she can’t reach him.

@Gate70, What 'Turn' level are you?

Note to self, ‘Chaotic Commands’... Dur!

Death count 1&2 = the black battle mage i.e. Gromnirs’ peons.
3&4 = ‘Domination’s from Berenn and that lurking Yaga Mage... 3 Death by peons, O the shame. :wub:

#275
The Potty 1

The Potty 1
  • Members
  • 476 messages
I blew through the marching mountains in one go with no reloads. Some of the side creatures made me sit up, the fire lich with his time stop dragons breath comet incendiary cloud etc took me from 210 HP down to 30, but he failed to follow me when I ran away, so I finished the fell cats, healed up, and bashed him until he said uncle.

I levelled up twice here, so now L35. I did have to leave the red dragon alive, I'd get him to injured and then he'd wing buffet me away and when I got back he would be fully healed. I'm not sure how I'll fare against the dragons ahead of me. Perhaps more summons would prevent the heal, OK just one more try with the simmy as backup.