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#1
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Forum Member Posts: 117 Joined: 7-April 15 ![]() |
I've enjoyed the interesting aspects of this mod relative to vanilla BG2 and other difficulty mods. After a few run-throughs though, using a standard or semi-standard party isn't too much of a challenge. With this mod, a low-level challenge, no-reload challenge, and/or poverty challenge are all out of the question. So the only other challenges I can think of are a "no arcane magic challenge" (which frankly I think is quite do-able thanks to Iron Skins and Greater Restoration and Auramasters), or perhaps a party entirely composed of the types of classes and kits that people tend not to use (at least from what I can see in the journals here).
Some classes I am considering: Archer The major issue here is that so many monsters have extra resistance to missiles, relative to other damage types (or outright immunity). So this leaves you with essentially the Bow of Gesen's flat 2 piercing damage, or using Arrows of Piercing whenever you have some. Also, I think Tuigan isn't available until somewhere in Watcher's Keep (unless it's randomized?), which hurts the archer in the early game. The lack of Strength bonus to damage, and the Dexterity bonus to Thac0 actually not scaling like it does with Strength (and, to add insult to injury, it is of course much harder to raise Dexterity in this game as compared to Strength). Called Shot is intriguing, but there are only a few encounters in which you're facing just one enemy hitting you, so the Thac0 penalty from it would just impact one of them. Unfortunately the STR loss per hit is too short-lasting to be relied upon to kill something by getting them down to 0 STR, though perhaps in multiples this is more readily achievable? Wild Mage Potentially using high-level spells early in the game is nice, but a Wild Surge on 1 out of 20 spells means you're likely to really get hurt by this in perhaps the majority of battles. I suppose you could reload until at least your pre-buffing goes correctly, and then take fights from there, but that's no fun. Blade Can't cast the all-important level 7 Ruby Ray spell, so he's stuck using scrolls for this. Same with Limited Wish for undead protection. No Alacrity, meaning you're just getting one spell per turn out of him. Use Any Item is still pretty nice and you could make quite a tank out of a Blade, but the offensive capability is really lacking. And without the classical fast leveling of a bard, or the usefulness of the HLA traps, it seems like a Figher/Mage multi is almost entirely dominant over this class. Inquisitor No higher than Specialization really hurts, especially if you're using two-handed weapons - he will max out at 5 attacks under Improved Haste. Would be a nice tweak if paladins could get grandmastery in 2H swords, given it's their signature weapon style and it is so important in games in which the un-nerfed grandmastery is used. Swashbuckler The weapon and armor for this class are underwhelming and very expensive. Lack of Use Any Item hurts a ton, and the HLA of Acrobatic Combat is extremely underwhelming. Still, the possibility for a very low AC could make him a good tank, but why not use a Ranger Cleric for this purpose and get more offensive output and more defensive capabilities? Thief dualed to a Cleric Level a thief to 23 to get Use Any Item, then dual him to a Cleric. I believe he can then get 105% physical resistance (40% hardiness from Wish, 25% from Jan's armor, 10% from Defender of Easthaven or Warblade upgrade, 5% from Master of Disciplines, 10% from Armor of Faith, 15% from Scarlet Ioun Stone if PC is a necro). And he could use Scarlet Ninja-to in offhand to get 6 attacks under Improved Haste, and cast spells from scrolls. Not great, but pretty useful. Alternatively, I think you could take a Cleric and dual immediately to thief. Armor of Faith gives you the 10% resistance right from level 1, and likewise the 15 round duration. You lose out on higher-level cleric spells, but it would be an interesting character for sure. Without the Scarlet Ioun Stone, he loses a lot of appeal as a tank, and I think would be forced to aim for low AC route for damage prevention. Viconia The 65% magic resistance is very tempting, especially with the Human Flesh armor being available pretty early. But from a weapons perspective, she's just no help in combat with a poor Thac0 and limited weapon selection that maxes out at 4 APR. Still, Greater Restoration is pretty awesome. Monk A better Viconia in some ways, ending up with more magic resist in the mid to late game. But maxing out at 5 attacks per round is still a bummer here, not to mention the inability to really do piercing or slashing damage. I am also curious why their Thac0 doesn't get better than 5. If I remember correctly, they used the fighter Thac0 progression in vanilla. Wizardslayer Again, intriguing for the magic resist. It appears they use the 1% per level growth up until level 20 or so (as defined by the manual, though in the actual original ToB game it was 2% per level until level 20). At least, unlike every other character here, they can attain the all important grandmastery. But lack of magic rings and cloaks is going to make for some terrible saves when spells do sneak through. There's basically severe penalties to this class throughout the entire first half of the game; 20% magic resist at level 20 means you're still going to get chunked 80% of the time when you fail your saves. Beastmaster Clubs and Quarterstaves are pretty good in this mod, so the weapon restrictions aren't as bad as they'd be in a typical BG2 difficulty mod. And the extra HP from Find Familiar would be pretty nice. Relative to most of the above kits, this actually wouldn't be too bad. But it feels a lot like a subpar ranger, rather than an entirely new kit or class decision. Any cool strategy ideas for the characters above that I am missing? Curious to hear people's thoughts. This post has been edited by blastermaster: Apr 7 2015, 12:34 PM |
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Post
#2
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Forum Member Posts: 117 Joined: 7-April 15 ![]() |
The Sphere is proving to be a challenge at this point. With only three castings of level 6 spells available, I am forced to use one for Improved Haste and two for PFMW. The Greater Bone Golem and 2xGem and 2xCoin golems in the time machine ended up taking a lot of my potions and scrolls. I am down to one PFMW scroll, one Improved Mantle (which I'd really like to save to scribe in my spellbook, but haven't yet because I need another level before I could cast it from there), and one Absolute Immunity. I have three superior healing potions, one extra healing potion, and two oil of resurgences.
Lavok was challenging, due to his ability to PW:Kill once he finds a good opportunity. I am not used to multiclass FM and their lower HP than a dual class. Eyeballing my health bar, I'd think I was OK and then would hear the spell being cast and by then it's usually too late. Oil of Resurgence, which I almost never use in other runthroughs, was actually quite key here. It allowed me to recover from Lavok's intermittent damage spells (Vampiric Touch and Acid Arrow, I think) without using too many one-per-round actions. So I could refresh Haste and Stoneskin while recovering from his spells and staying out of PW:Kill range. It's always cool to find uses for things I never have before (see above with Protection from Normal Missiles). I am terrified of the engine room of the sphere, because IIRC it has TWO groups of Greater Bone, 2xGem, 2xCoin, and they tend to come to each other's aid when you engage with one of them. EDIT: I am at level 14 mage, almost level 15, which brings no growth in level 6 spells (nor access to level 8 spells). I may have to revert back to pre-Sphere and level up before coming back. I don't see how I can manage the engine room otherwise, unless those groups are able to be battled separately. Or perhaps I can just go in there invisible and avoid them entirely; their loot and experience isn't terribly necessary given I'm only leveling up and equipping one character. This post has been edited by blastermaster: Apr 28 2015, 12:38 PM |
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