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#1
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
Welcome.
Playing like it was planned to be played. As I have some time on my hands until the end of January and it's like a lockdown here in Finland, what else am I going to do? ( I could ... read books, finish school or something else but ... oh well) The rules - No non-protagonist-related drops (no Necro's stuff etc.). - Our Custom Characters get 90 points to divide among attributes. - We have the tomes from bg1 to spread among our crew - Simplified economy + we'll console in the trinkets we need - No personal stuff, except for the NPC's we are using (EDIT: - We learn all spells (so we lower difficulty when scribing scrolls) (EDIT2: - Forging restrictions in place as well) The exceptions - We will most likely give our sorcerer (sorceress) the same bonus spell slots as other mages get. I don't get why sorcerers spell slots are not developing in later levels where as every other arcane caster's slots will. Though this will be at such a late stage that it doesn't probably matter at all. - We have a few supplementing items we'll use throughout the game (described below). **** Thoughts on the crew I think I have this figured out. We are not looking to survive the mod. We are looking to obliterate all opposition and in every and all possible encounters to milk away as many summons as possible to max out our rewards. Our plan is to once again do the demogorgon fight as fast as possible and then just dominate the rest of the way. Demogorgon with my style requires enormous spellcasting capabilities up front while enormous H2H capabilities throughout the fight. We'll try to construct our crew so that every character will be completely and insanely OP once they are fully developed.That's the way we like it. That's the plan. I'm not sure how it will work out. The 2nd thing is that we like characters who can fill out multiple roles, even though in some cases we lose out on some uber-powers. For Chapters 2-3 we'll just take on rotating crew members so we'll ave as easy time as possible as we want to maximize fun while minimizing endless reloads & trying to figure out tactics. Or our tactic boils down to maximize strengths, enter, obliterate, repeat. Since we are playing with a Vagrant we won't have a Necro with us. That means we could be somewhat more powerful in chapters 1-5 as plethora of characters are much more powerful than a Necro throughout chapters 1-5 (think: Berserker/Mage, Auramaster, Thief/Mage or even Nalia or especially Edwin). Edwin can easily wipe the floor with a Necro until chapter 6 (+2 spells per level, mirror images, II's). However, since we'll still need 2 spell casters and we absolutely need a sorcerer for early access to all lvl 9 spells, we won't bring Edwin along to spellhold. Most likely. And we want our supporting arcane spellcaster to be able to do something else than just casting, so Edwin won't fill that spot either. **** Composition We have our "tank" covered in Vagrant, who by chapter 7 will be better at tanking than any other character in the game. So no DD this time around though we will take one for chapters 2-3 but we most likely won't bring a DD around for spellhold so our tanking capabilities there will take a big hit. Gladly warrior HLA's won't be that far away once in chapter 4 but for a few key fights we'll need a way to survive. As the fights in chapters 4&5 are dominable with 2,5 fighters (that means 2 full fighters +a dual classed / multi-classed one), our plan of bringing along 3-4 full fighters (or characters who count as such under buffs) means we should be more than equipped to handle those encounters. We are quite set on Vagrant obviously. After that it's Jaheira and Neera. Those are the locks. Neera because of the nice extra quest in ToB and also because she has great stats & personal item. Jaheira because we've never played it and we need healer. She's supposed to be great and she can fill out both "healer" spot as well as dish out huge amounts of damage in H2H (while buffed). Vagrant is the best tank in the game and can deal & absorb an insane amount of damage as well, but we do need some help up front so we'll take either one of the ultimate damage dishers, so either Riskbreaker or a Kensai. I can't wrap my head around why RB is better than a Kensai, but I've had a Kensai / a version of a Kensai with previous runs so I'm really too familiar with it - I've done everything I wanted with it. Riskbreaker would be a nice change. That's the only reason we are leaning towards a RB. We need a supportive arcane caster, so we'll do a custom thief/mage, who'll join in Spellhold. This character will fill out a number of roles, it can support in h2h and will fill out the role of supportive arcane caster. It can also hide in shadows and backstab. Yay! Then it's just the last slot. We have 3 fighters already in Vagrant, RB ( or Kensai) and the Avenger (so 3 chars who can critical strike already). We have our arcane spell casting covered in Neera + Thief/Mage. We have "only" Jaheira as a healer so we have quite the doubts about our healing capabilities, as we are lacking a Necro & Cernd. So we would likely be looking into healing as well as H2H capabilities. Pure Cleric's are out of the question because the dual classed version is superior in every way, even getting a 7th level fighter dualled to cleric pumps the cleric to a whole new level. So our choices boil down to dual-/multiclassed fighter-cleric characters where a character like Dwarven Fighter/Cleric would probably fit perfectly. Normally we would be looking into Fighter/Druid combinations, since it's easily and by far superior to the cleric-combinations but ... we already have that in Jaheira and I don't want two very similar characters. Also various Paladin's (or a blackguard for it has permanen NPP + immunity to fear) would be a possibility but since they are quite terrible as healers and lose out to a regular fighter in H2H, it will most likely be a smoother ride with another type of a character on board. And last but definitely not least is the Ranger/Cleric combination, enabling the OP version (where the char will get druidic spells as well). We don't really see why if druidic spells aren't enabled would anyone play that class, as losing out grand mastery and/or faster level gains hurts. A lot. We are leaning towards the R/C or the dwarven F/C. The F/C could easily utilize staves until chapter 6 when it gets the warrior HLA's. It won't be any sort of a problem protecting that character unitl then. Also Rasaad could be an option. So we would end up with the following, where last changes will be made in Spellhold. It would be easier if we postpone the last changes until chapter 6, but that feels a little bit like cheating. PC: Vagrant Jaheira the Avenger Neera the Sorceror Custom T->M Custom RB (or a Kensai) And the last slot (most likely) goes to; Custom Dwarven F/C Custom Ranger/Cleric combination Mazzy Fentan Blackguard (possibly Dorn) Rasaad **** Non IA Item's we'll use. I think compliment IA's items quite nicely while not being OP (with the possible exception of Aegis of Torment) Tymora's gift (belt +10MR, +3Luck, ch 3) Black Wolf Talisman (amulet, +10HP, +10Resistance to Cold, +1 AC, ch 2) Clasp of Bron's Cloak (amulet, +5 phys resistance, ch 3) Aegis of Torment (amulet, +3AC, +2CON, +15HP, ch 6) (Edit: we also upgraded the reaching ring to a version that has bonus spells from levels 1-7, instead of levels 5,6 & 7) + possibly Amulet of Ilmater (amulet, +1 AC, +3 Saves, immunity to poison, chapter 6) Sash of the Black Raven (for a monk, +2 thac0, +2 AC, chapter 6) Heaven & Earth (mace +4, +2 str, ch 6) (EDIT: ^We only used amulet of Ilmater) (EDIT: If anyone is interested the item packs are "Item Pack by Daulmakan 1,8" & "Item upgrade mod pack by Westley Weimer v 4.0". In addition to the items up above they do introduce items that are completely OP, which we do not use & new ways of forging (like rings of protection +2 for 5k), which we do not use either). This post has been edited by pekkae: Feb 23 2022, 06:55 AM |
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Post
#2
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
Master Brain
This was NOT fun. Shiish. We suffer, yet again, voluntarily though. So this took 6 hours. Exactly the thing we're not supposed to do. But, dominating is a little bit harder than we thought. All of the time & realoads because we were looking to max out our exp. (well, 6 hours for 2 victories but still) In the end we even don't get all of the 6 spawns, we just get 4 (or 5 as we accidentally pick up the loot at some point & we lose track). It's insanely difficult to get this done with just one hardiness and constant micromanaging of the crew when a small sidestep can cause the whole operation to collapse (as in someone runs to the sight of the master brain and it dispels us). We do have RvE, but if we're lucky we get regen 50% of the time. Anyway. Not much problems, well, besides the obvious. I'm not sure if the extra exp os worth it. But as we've done this "max exp's" thing consistently throughout the game we should be able to achieve something in the end. By something I mean awesome gamebreaking superpowers, where we will be like she-hulk meets superman meets wonderwoman meets he-man meets captain planet meets popeye the sailor-man with spinach injected directly in to the veins. T/M isn't completely useless anymore. She was scouting and cast PfF, PfC & PfA in the fight on Vagrant. That's... something. Jaheira took natural restoral as her first hla, should have taken the smilodon. It's uber in this fight. Dracolich Well, our master plan of using Barad Ding's collar bell doesn't work. Even though it makes characters deaf, they can apparently still somehow hear the wails. (I think it would have been an extraordinary turn of events, had it worked, but sadly no. So. Bummer. ). We make a mental note of it and our plan is to bribe Cromwell to upgrading it to "improved Barad Ding's Collar Bell", so it would make us completely deaf. Being deaf is also the sole condition that the rest of the crew will allow Anomen to join us again. One of my least favorite fights. Takes a number of reloads because our preparations are always off. T/M get wailed. We use 2 RvE regens (which is ok for 4 level 9 spells) because we though it had four PfMW's and it actually has seven or eight or so. We use all of the "spider spawn" scrolls we've gatheded up to this point. Start: whack skins as fast as possible, nullify "death fog's", send in summons to be whacked. Wait out level drains when hit with shadow dragon breath and try to dodge the breath with casters (as you'll lose spells if you are hit) We use maybe 14 scrolls of spider spawn, 5 potions magic protection / shieding and towards the end we are quaffing oils of resurgerence like it's the only good mojito day in an all-inclusive resort in Mexico during the only annual getaway week from the prosaically joyless profanity that is our daily routine we will never, ever, ever, ever, ever-ever get .... why is our life miserable? ** We are not really looking forward to suffering as in "let's milk ancient golem with our completely ill-suited crew for it", so we skip ancient golem for now. (Thanks again to Critto for pointing out there isn't anything chapter specific about that fight). Luckily, we do know of a few fights where milking can be best achieved with our strengths. Then we will have to give a shot to Firkraag & Green Wyrm before we decide to do Kruin. I think the most plausible scenario with Kruin fight is that we'll take out one elemental golem straight away, then we'll milk all 6 spawns out of the 2nd one. We have to wait out Kruin in any case, since we can't dispel him. We'll see how the next fights go, but there's even a small chance to be back with ancient golem before Kruin. We'll see. An elemental is worth 60k. An elemental with 6 spawns is worth (on average) 216k + 12k in gp. There's a big difference. And as alleviated up above, we think this will make a difference in the end (and would like our T/M to level up as fast as possible in any case. That extra exp is really valuable). ** This post has been edited by pekkae: Jan 19 2022, 09:04 AM |
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Lo-Fi Version | Time is now: 16th August 2025 - 12:05 AM |