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Frustration at undead in the fortress of the Shadow King


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#1
RobotXYZ

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I am in the place with the mists after the bone spiders.  I don't know the name of the place.  I have the default difficulty setting which is one lower than core DnD.  No friendly spell damage and no crits among others.  I've done character building for awhile and my player character (PC) is ripped.  He has 6 levels of fighter not 8 in order to push the fighter feats as epic in MotB.  9 levels of ranger for evasion and favored enemy undead + improved power attack undead.  He started with 20 strength (wood elf) and has 5 levels of frenzied berserker to combine improved power attack with enhanced power attack and favored power attack.  He does around 50-60 damage each hit on undead.

 

But it is still not enough.  The undead are like meat bags that take so much time to kill.  The big problem is that the floor plans are designed so that the party gets all split up.  My PC hits hard but not hard enough for these meat bags and the avatars and lich and things do some damage.  I gave up on the fight with the Lich and avatar.  Reloaded a lot.

 

My party has Ammon Jharro and Zheavre and Elanie and Grobnar.  If I don't give up I will try using Elanie buffs such as barkskin so that is an area I can improve.  And I can use the direct damage spells to help with the Avatar.

 

It throws me for a loop because so far in the game I usually haven't taken ANY damage and maybe sometimes heal.  I feel that it is hard because the control of the party is so tedious and they all get lost. 

 

Any other suggestions than buffing with barkskin etc?

 

Elanee and Zhaevre each have heal skill maxed and I have over 100 heal kits in my backpack.  It's just such a pain having the party get separated and slaughtered.  I've beaten the game before with a worse PC.  From what I read I am missing a lot of gear such as the thieves hood??

 

Also I am looking ahead to the 3 reaver fight.  Can Zhaevre cast ethereal jaunt and do the name spell herself?

 

What spells should I use for:

 

Grobnar

Elanee

Zhaevre

 

?

 

I gave Grobnar a fireball wand and have a necklace of greater missiles.

 

I have little motivation to play since I have already beaten it and it is so frustrating.  I've played MotB a long time ago and gave up because it is too hard.  I think I must be horrible at high level characters probably because I don't know tactics and spell picks for casters.  As I said my PC is a beast with 2 handed falchion with favored enemy favored power attack both undead and fey.  He deals brutal damage.

 

I don't mind just giving up and playing a different game because I have already beaten OC years ago.  But I am just wondering if MotB is going to be a similar head ache.  This might just be the game to ininstall?

 

 



#2
Tchos

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Zhjaeve's a cleric, and clerics are best against undead.  Try using Zhjaeve's "turn undead" ability to start with, on as big a group as you can.  Just run into a group of them and turn undead.  It should kill or stun a good number of any lower level undead.  Also avoid using any "cause wounds" or "harm" spells on undead, since those heal them.  Use healing spells on them instead.

 

Also, use slashing weapons on fleshy undead, and bludgeoning weapons on bony undead.


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#3
Dann-J

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Having a fighter with the Blind Fight feat also helps against incorporeal undead that have 50% concealment. It's just a pity that the Faerie Fire spell was never implemented in the game (although I've reactivated it as a druid spell).

 

Having a dedicated non-bard arcane caster (ie. wizard or sorceror) in the party is always a good idea. They laugh at creatures with concealment, physical damage reduction, immunity to sneak attacks / critical hits, etc.


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#4
Arkalezth

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Any other suggestions than buffing with barkskin etc?


Let me get this straight: Is barkskin the only buff that comes to mind in a party with a bard, a cleric and a druid? Buffing properly first and then fighting is generally a better strategy than not buffing at all and then trying to heal yourself as you get killed.

#5
Dann-J

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I'd have thought barkskin would have been useless at level 19/20. The armour bonus doesn't stack with amulets of natural armour, and it's likely that most of your party (the tanks at least) have some sort of amulet of natural armour by that point in the game. Anyone with a +5 amulet won't benefit from barkskin at all.



#6
RobotXYZ

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My melee characters all have blindfighting.

 

Arkaleth:

I was worried to cast my spells because I might need to save them if they wear off.  So I didn't buff =  dumb idea but still the game is frustrating with the party getting lost in the floor plans they have in the ending.

 

But if my party is grobnar, elanee, thug PC, Zhaevre, and AJ

I buff with to begin each day:

 

barkskin whole party, prot evil versus poor will saves characters, greater heroism for 2hander thugs, heroism for minor melee such as elanee.  protection from energy and stoneskin on casters (so no disrupted spells), Owl's insight for elanee,  If I know I am in for a fight I do things like mass bear's strength, bless, mass aid, song of heroism on tank, body of fire (druid spell... I don't have friendly fire on my difficulty setting), death ward, energy immunity if I know what element to protect versus.

 

 

Dannj: I use different amulets other than natural armor.  For example a scarab of protection +3 saves.  A druid has oodles of level 2 spells and it's not like you will use them much otherwise. 

 

I'll have to try with quara or sand.  they can help with the nightstalkers.  Still the game is still a headache with the party members getting lost :(  Did they plat test the game (end of whining ha),



#7
Dann-J

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One way to make the game ridiculously easy is to craft a Weapon of Disruption, and give it to your best melee fighter. Undead won't know what hit them. In one playthrough I managed to one-hit-kill the nightwalker that shows up at the keep.

 

The description for the disruption property says that undead have to make a DC14 will save to avoid being destroyed, but I think I read somewhere that the game actually does a fortitude check instead. Undead all have constitution scores of 10, so their fortitude saves tend to be low.


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#8
Arkalezth

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Arkaleth:
I was worried to cast my spells because I might need to save them if they wear off.

You should be level 20 or close at that point. That's plenty of time, at least for minute/level buffs.

If I know I am in for a fight...

Sounds like you are, and most of those are long buffs, so I don't know why you hesitate to use them. Add flame weapon to the list, mirror image, and maybe others I can't remember right now. Stoneskin can be cast on meleers as well, and I assume Grobnar has an active inspiration. Tortoise's shield is better than barksin, but you may not be able to cast it on everyone. Zhjaeve and Elanee should be able to take care of all your healing needs between regenerations, heals and mass heals. If nightwalkers blind you, use restoration to fix it.

I haven't played the OC in ages so I don't know if you need any particular strategy for that area, but try the basic buff + fight one first.
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#9
Jfoxtail

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You may not be using Grobnar to fullest effect.  His Bard buffs alone make a huge difference. Use two rows of quick slots i.e. 2, and 3 - to separate out Grobnar's Inspirations from Bard Songs. Click on Grobnar's character sheet - feats section and drag down the appropriate type. By level 19 Inspire Regeneration and Ironskin Chants should last a great long while and be enough for the most common undead.

 

The Cleric and Druid are full of spells to be of huge assistance. Off the top of my head. Death's Eternal Foe (Cleric 9). Memorize it a few times for Z and cast it on party. It alone is almost the perfect major buff.

 

I suspect you are your own worst enemy always charging ahead and scattering your own party. Learn patience and "stand your ground". Draw enemies to you then "attack nearest".  Due to the walk mesh you will find them fighting near you as opposed to mopping up one on one behind you.

 

Its not about easy or hard - its about "tactics" and more importantly "party tactics". i.e. Use doorways and narrow passages to tactical advantage.

 

-- 

 

MOTB is hard frankly but mostly due to the impact of the spirit meter. Some love the role play impact but other hate it. There are sufficient resources for free on the vault  to over ride or minimize its effects to suit your game style. 

 

However the quality of the story is well worth while i/m/h/o


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#10
RobotXYZ

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I wish there was a command to attack nearest opponent but not run off of the area.  That wouldn't be too hard to code in or no?



#11
RobotXYZ

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Anyone know off of the top of their head what point you can rest and level up characters or change spell picks?  I have various saves such as before going to merdalaine.  That is the point where resting spawns enemies.  I also have saves before the battle on the battlements and I think before going down by Collum in his death.



#12
I_Raps

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This whole question came up exactly six months ago.  See the thread here for more:  http://forum.bioware...the-first-time/

 

Some specifics - these undead have a lot of hit points, they swarm in great numbers, and there is no fast way for your fighter/ranger to kill them, so you just have to stay alive and alert and do a steady stream of damage and be patient.  You really aren't expected/intended to one-hit your way through this.  They're also pretty high level and Zhjaeve is not optimised, so don't expect them to be turned often. 

 

There is no good place to rest until you've fought past all of the opponents (some help, eh?), but on the other hand, there is no place you can't rest.  You just have to try again and again - eventually you'll get through the eight hours (I think after three or four encounters).

 

As for folks running hither and yon - learn to use the X key.  This selects all your characters, so the next enemy or spot on the ground you click will be the target for every one of them.  This is the best way to keep them together  (it's X on my system, and I'm reasonably sure that's the default if you haven't changed it).  Of course, you're also supposed to trip over traps willy-nilly to get you in the mood for Neeshka Appreciation Week.


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#13
Tchos

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I believe by default, X is the key to control the rotation of the camera.


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#14
Arkalezth

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Yeah, the default key for "toggle group selection" (in game options -> keymapping -> misc.) is "mouse button 5". Just change it to some other key if you don't have a 5-button mouse (I happen to have it on X as well).
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#15
Tchos

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I made mine the = key, to match the Baldur's Gate setup.



#16
RobotXYZ

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Thanks for all the help.  So far I have ditched the game and exploring Two Worlds Two