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The Party of Spiders: No-reload SCS2 run

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  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I think you just need SI: Evocation to keep yourself safe from the Fire Giants' endless fire spells. I'll double check before I face them.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Let's not underestimate fighters. A good player with a single-classed Kensai can do much the same thing. And Stworca's highly successful run of the Improved Irenicus battle, on Insane mode no less, was based on a very melee-heavy party (although the party's make up was non-vanilla, featuring an Archer/Druid and I think either a Blackguard or some unique weapon or class that allowed Dispel Magic on hit with an unenchanted weapon).

    Fighter types might not have many tools at their disposal, or ways of fixing bad situations, but their raw power tends to keep battles very short, and therefore minimize risk.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @DreadKhan: It's not a solo fighter necessarily. Now, in vanilla BG2, a Kensai can break through basically any defense, since Improved Mantle only covers up to +3 weapons, and both the Flame Tongue from the Druid Grove and the War Hammer +1, +4 vs. Giantkin strike as +4 weapons. With an Oil of Speed and Belm, a 13th-level Kensai takes down 5 Stoneskins per round, 4 of which bypass Improved Mantle. Vanilla mages aren't very aggressive spellcasters, so the Kensai can likely survive a bit longer, and at some point the mage is going to run out of weapon immunities and Flail of Ages can disrupt every spell, despite Stoneskin.

    As for SCS2, a party of fighters is still viable, though it's not well-equipped to deal with mages. Admittedly, a party of fighters in Chapter 2 is not going to break through SCS2 Improved Mantle unless they get Carsomyr or the Sling of Everard. But Improved Mantle isn't a complete trump card, and once it goes down (and not all SCS2 mages use it; some use Mantle or PFMW), then a party of fighters is basically guaranteed to take the mage down. That's 18 APR unbuffed, without dual-wielding or speed weapons. The mage might have weapon immunities, but Stoneskin and all their other magic won't be sufficient.

    And if five members of the party can't hit the mage, they fight its summons or allies, or just spread out to make sure they don't get hit by area effect damage. Breach is not the only way to get through weapon immunities, and mages only memorize so many of them.

    To answer your question, an all-fighter party is not going to be able to take down a mage faster than a more balanced party could. Not if weapon immunities are part of the equation. But the fighter party will be able to break through Stoneskin and Mirror Image a lot faster, and most enemies, thankfully, do not use Improved Mantle in SCS2.
  • WowoWowo Member Posts: 2,064
    @semiticgod‌ "nightmare mode" is in the .ini file for bg2 1.3 but isn't working properly yet (I think one of the biggest issues is that recruitable NPCs get the buffs too).

    Hopefully it'll be working soon?
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I think that's only for BG2:EE. I only have the original BG2, and I actually want to keep it that way. I've grown attached to the original.
  • BlackravenBlackraven Member Posts: 3,486

    @Blackraven: I'm not offended. As far as those "nasty disabling abilities" go... well... I didn't actually have the buffs necessary to protect myself from those things in the first place, so I don't consider the great power of buffs to be a discredit to my run.

    It's the part I underlined that made me decide to reply to your post. Let me repeat that you did a fantastic job in an extremely difficult battle! :sweat_smile: So there's absolutely nothing imo to "discredit" your run.
    Please note that I wasn't referring specifically to your playthrough, but rather to your examples in your previous post. In your specific case I think you had some but not all of the desired buffs at your disposal. For example, you coped well with those level drains, for which you were indeed ill-prepared.


    Mages do have a lot of defensive and debuffing abilities, but mostly I fought through Improved Irenicus without either. It speaks to the power of Time Stop and Shapechange that it was possible to take them down without pre-battle buffs. In fact, I think the only buffs I used in that battle were Stoneskin and PFMW.

    Perhaps I should have used the word 'debilitate' rather than 'debuff'. Warriors can't render a battlefield full of enemies helpless by freezing them in time with a Time Stop and take them on one by one, or use Shapechange to deal with an otherwise almost untouchable creature in a few rounds.

    In general terms, that's what I was referring to. It's very easy for a warrior-heavy party as opposed to an arcane-heavy party to be insufficiently quick in dealing with the various foes and to get overwhelmed by the enemy.

    Anyway, keep it up in ToB man. Your journal contains a wealth of useful information for the forum community and surely for lurkers as well :)
    As I've told you before, you're a highly intelligent player, you can make it all the way. If you're unfamiliar with ToB, and if you can be bothered, you might consider doing a test run first with another party, so as not to see your no-reload run end due to something silly you could easily prevent.

    Re: your question on the HoF mode, @Wowo is right, but the information he gave only applies to the EE-edition (which you aren't playing atm).
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Blackraven: For the "discredit" thing, I was mostly just trying to reassure myself, more than anything else.

    I appreciate your support.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @hispls: I don't know the exact mechanics, but I was fairly certain you have to kill the Egg Guards to escape safely. That was the implication of the guide I read. Perhaps a completely stealth-based approach, with no attempt at fighting, would have worked. But the moment I opened the door, when the party was entirely invisible, the Egg Guards turned hostile, and it wouldn't surprise me if they alerted the other drow shortly after. You're guarding the treasury and the door opens by itself, in a world where invisibility is a known (and low-level) ability? That's a major red flag. An intelligent guard would immediately shout out, and it wouldn't surprise me if SCS2 made exactly that kind of change to the Egg Guards' behavior.

    Viconia's abilities wouldn't have added as much to the party. The greatest strength of clerics is their large number of long-duration buffs, and we already had two divine casters in the party, even without Cernd. She could tank okay if she stacked Armor of Faith spells and used the Girdle of Fortitude, but she wouldn't bring much to the table in terms of new spells or physical power. Haer'dalis, at least, would bring the Improved Bard Song in ToB, even if he was mostly dead weight up until then.
  • hisplshispls Member Posts: 166

    @hispls: I don't know the exact mechanics, but I was fairly certain you have to kill the Egg Guards to escape safely. That was the implication of the guide I read. Perhaps a completely stealth-based approach, with no attempt at fighting, would have worked. But the moment I opened the door, when the party was entirely invisible, the Egg Guards turned hostile, and it wouldn't surprise me if they alerted the other drow shortly after. You're guarding the treasury and the door opens by itself, in a world where invisibility is a known (and low-level) ability? That's a major red flag. An intelligent guard would immediately shout out, and it wouldn't surprise me if SCS2 made exactly that kind of change to the Egg Guards' behavior.

    Viconia's abilities wouldn't have added as much to the party. The greatest strength of clerics is their large number of long-duration buffs, and we already had two divine casters in the party, even without Cernd. She could tank okay if she stacked Armor of Faith spells and used the Girdle of Fortitude, but she wouldn't bring much to the table in terms of new spells or physical power. Haer'dalis, at least, would bring the Improved Bard Song in ToB, even if he was mostly dead weight up until then.


    Well you have used many "exploits" that deviate from true role playing. I can't honestly remember how I did that part years ago but I got the idea of just slugging down potions from you using invisibility to "escape" from combat.

    Assuming hostile creatures just stand there at other points of the game when you suddenly vanish I'd have no reason to believe that they wouldn't react the same way in the treasury.

    Of course from a pure role playing POV, it may go down like this:

    The guards have their backs to the door. They likely have been standing there for years with absolutely NOTHING happening. They know that nobody in the underdark would have the stones to even think about messing with the treasury. Now enter your thief who is invisible AND has excellent move silently. Cracks the door open (really shouldn't even blow his invisibility since everyone is looking the other way). Now enter the room. Golems are dumb robots. Once you disappear they don't know what happened and aren't thinking about invisibility.... they're not thinking period. So then the guards come in to see why the golems are moving around but by that time the switch is made, you're invisible, and already running out the door. The guards check the treasure, notice that everything is in it's place and think what they may, but you're long gone by then. Really if you're a good thief, you can grab an item, swig a potion and be 20 yards off by the time they could react and get off a true seeing spell... assuming door guards even had that level spells.

    Certainly in my game ONLY the door guards turned hostile and they all remained in the treasury with the golems after I disappeared and slipped back out the door.

    I totally understand that you don't NEED Viconia, really the only thing she would have brought to the table for you is faster access to HLAs and a thicker priest spellbook. I just like her and find it difficult to not bring her along after how helpful she was in BG1, and I was sort of hoping you'd pick her up after Cernd was lost just to see another character I like in the narrative.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I write fiction, so there's not so much need for roleplaying in games, exactly. As for exploits, mostly I was thinking of refraining from clones using quick items and some other things I don't remember. I've been gradually moving away from them lately, but I don't really have anything against them. After having seen almost everything there is in BG2, the stuff left to discover is mostly oriented around fighting rather than roleplaying.

    A lot of the time, what I do in BG2 is try to find out the limits of a particular exploit. So, for an insane solo poverty run of TOB (and an aborted one of SOA), I wanted to find out the limits of Nahal's Reckless Dweomer hotkey trick. For a Tactics run, I wanted to find out the limits of Greater Werewolf Tokens. For another Tactics run, I wanted to find out the limits of song stacking. For a restless run, I wanted to find out the limits of the Wand of Lightning trick (though that got excessive really quick). For a Fighter/Mage/Cleric run, I wanted to find out the limits of the Shapechange trick. And for this run, I wanted to find out the limits of Jan's flashers, spider form, and a Cleric of Lathander in Iron Golem form.

    NRD trick: more or less invincible
    GWW Tokens: more or less invincible, if you do hit-and-run techniques to deal with especially tough critters
    Song stacking: all enemies can be killed in one round
    WoL trick: ridiculously overpowered
    Shapechange trick: not quite invincible, but capable of soloing the game with just about any character
    Flashers: not always effective, but quite vicious when the enemy is not immune
    Spider form: very powerful, but inflexible
    Cleric of Lathander in Iron Golem form: extremely tough, but not invincible
  • BlackravenBlackraven Member Posts: 3,486
    Solid start maestro! Keep it up.


    In Ascension, the critters are mostly the same as normal, but the last enemies are Sarevok (not the same Sarevok we met before; it's a duplicate), Irenicus, and Bodhi, who all attack together. They're not quite as nasty as they were in their original forms, but they're still pretty bad. I decide to use the Wand of Lightning trick on Sil, just to see how she fared. Check out her resistances after one casting of Armor of Faith:

    image

    The fire resistance is from Protection from Fire, though, and the MR is innate.
    Those stats are amazing. Two questions.
    One: did you do anything to increase Sil's hitpoints? Items? A new familiar in ToB? 169 HP is huge.
    Two: How did Sil get 50% innate MR?
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