Ch 8: Evil is as evil does
FrdNwsm
Member Posts: 1,069
[I posted part of this in another folder, as a reply to a slightly different theme. But the last post in that thread was 18 months old, and it might be dead so I figured I'd repost here for some more current responses. ]
I understand that there are supposed to be quests for some characters in ToB? Neera for example? I can't seem to find them. Everything seems pretty linear so far, although I have only finished the Sara's Tush part and am heading out into the woods, so maybe they occur later on?
Also, I am trying doing two run throughs side-by-side. The good guys, whom you all know by now, and an all-evil run through, wherein I constituted the group by summoning a bunch of low lifes to the pocket plane. I have MC, Dorn, Sarevok (whom I dualed over to a mage ... doh!), Hexxat, Edwin and Viconia. BTW, that bit back in SoA where you have to choose a core group for two entire chapters is a really bad bit of game design, IMO. It totally screwed up my plan of rotating between good and evil groups, which was essential to MC's role as a schizophrenic Bhaalspawn. Anyway, the ones who were left out are way behind in development. Importing them into Ch 8 pumps them up a bit, but still leaves them short a few levels. Oh well, I can deal with that.
And bad to the bone they are. We rescued some merchant from a bunch of Yag-Sothoth's soldiers, earning us yet another dubious reputation point ... up to 18? Ack! However, MC managed to offset this, and forestall any grumbling, by coming back later and killing him just to be perverse; party rep dropped by 9! And there was great rejoicing. No, there really was! Everybody in the group gave MC a pat on the back and had a congratulatory comment. Also, the group dynamics and interactions are rather a bit different from the good party. Sarevok and Dorn trading insults? Worse yet ... Edwin putting the make on Viconia? Oh please!
However, the Bad Boyz have run into a snag with their career of criminal deeds. The problem lies with the fact that a Planetar of Justice is after Dorn. Well, ahem, one can hardly blame her, I suppose. Anyway, we killed off her crusader toadies and drove her away with heavy damage, but now we have to invade Heaven (or Arcadia, or Elysian Fields or some such goody-two-shoes spot) and erase our names from the Scroll of Justice, otherwise there will be more and more such attacks. Huh? Seriously? Is Torm or Tyr or whoever's in charge up there going to be fooled by such a ridiculous ploy?
I'm not quite sure what to make of this development.
I understand that there are supposed to be quests for some characters in ToB? Neera for example? I can't seem to find them. Everything seems pretty linear so far, although I have only finished the Sara's Tush part and am heading out into the woods, so maybe they occur later on?
Also, I am trying doing two run throughs side-by-side. The good guys, whom you all know by now, and an all-evil run through, wherein I constituted the group by summoning a bunch of low lifes to the pocket plane. I have MC, Dorn, Sarevok (whom I dualed over to a mage ... doh!), Hexxat, Edwin and Viconia. BTW, that bit back in SoA where you have to choose a core group for two entire chapters is a really bad bit of game design, IMO. It totally screwed up my plan of rotating between good and evil groups, which was essential to MC's role as a schizophrenic Bhaalspawn. Anyway, the ones who were left out are way behind in development. Importing them into Ch 8 pumps them up a bit, but still leaves them short a few levels. Oh well, I can deal with that.
And bad to the bone they are. We rescued some merchant from a bunch of Yag-Sothoth's soldiers, earning us yet another dubious reputation point ... up to 18? Ack! However, MC managed to offset this, and forestall any grumbling, by coming back later and killing him just to be perverse; party rep dropped by 9! And there was great rejoicing. No, there really was! Everybody in the group gave MC a pat on the back and had a congratulatory comment. Also, the group dynamics and interactions are rather a bit different from the good party. Sarevok and Dorn trading insults? Worse yet ... Edwin putting the make on Viconia? Oh please!
However, the Bad Boyz have run into a snag with their career of criminal deeds. The problem lies with the fact that a Planetar of Justice is after Dorn. Well, ahem, one can hardly blame her, I suppose. Anyway, we killed off her crusader toadies and drove her away with heavy damage, but now we have to invade Heaven (or Arcadia, or Elysian Fields or some such goody-two-shoes spot) and erase our names from the Scroll of Justice, otherwise there will be more and more such attacks. Huh? Seriously? Is Torm or Tyr or whoever's in charge up there going to be fooled by such a ridiculous ploy?
I'm not quite sure what to make of this development.
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Comments
The Scroll of Justice is a magical item, btw. An artifact, actually. Once you're name is taken out, it cannot be re-written. Gods don't remember this stuff, they just hand out orders and forget about them.
Heh, well I assumed that was the case. It's just that the entire premise seemed rather silly. We hack into Heaven's computer records, erase the data about our criminal activities, and suddenly the Gods, and all their servants, INCLUDING THE PLANETAR WHOSE BUTT WE KICKED AND WHO SWORE REVENGE, suddenly forget all about us? Sounds like a rejected script from the old "Mission: Impossible" show.
As for Neera, she's in the good guys group, as is Imoen. That's why I dualed Sarevok to mage; the Bad Boyz were short on elemental spell power, and with no Bhaalspawn abilities whatsoever, he was just a plain old vanilla warrior type. Korgan would have been a better choice, since he can berserk and has dwarf resistances. Also, Edwin's good but he's only 1 caster. I want a backup in case he goes down during combat. Sarevok's a long term project, of course, but he'll be the healthiest mage around. He's got 150 or so HP already; give him Tenser's Transformation and he'll have what? 300? Probably the only mage around who can make that spell a viable combat tactic.
Which leads me to another question. In the other group, Imoen has been showing signs of developing Bhaalspawn powers, including possibly Slayer form in the future. This sounds like a major plot device; can ToB be finished without her presence? Probably a silly question since I see people talking about soloing the entire thing, but it does sound a bit peculiar to evade a major plot twist like that.
Ah, Jade Empire, if only you'd been a better game.
It's worth noting that Sarevok does have a hidden Bhaal power that synergizes with (but does not require) his fighter abilities. Basically, we'll occasionally (maybe 5% of the time, maybe less) do a Deathbringer Assault when he hits things, dealing 200 damage to the target in addition to his normal damage. It's pretty insane, as very few things in the game can take that kind of damage.
It's also entirely possible to complete the game without Imoen. Her Bhaal powers are more related to her personal character arc than they are to the main plot.
Well, no, actually; no combat yet. The whole concept is that we are on a stealth mission, so I'm keeping a low profile. Well, trying to anyway. That moron Dorn went off, stole a paladin's sword and chopped up a tree? Gah! I parked him and the others back at the entrance, and am scouting the area stealthily alone. No fights, no dragons, no scroll yet.
Ah. No, that was in reference to the original encounter with the Planetar, who wanted to apprehend Dorn, which led to a bit of a fracas.
Justice triumphed in the end and defeated our bad boy, but then MC did his whirlwind thing and Dorn called out his deva; the combination of the two sent Ms. PJ packing. Actually, Edwin had two dark planetar spells memorized, but apparently one can only have one celestial being summoned at a time. Can't have two planetars or one planetar and one deva. Drat.
So, I was wondering what might happen next? Can we simply keep countering the Planetar of Justice with our own parade of Hellspawn, or will they eventually send a whole huge posse of planetars and crusaders after us?
It IS possible to avoid fighting them, I managed to do so, but not by talking. And if you do fight them, they cheat.
A bit cheesy, and missing out on a lot of experience and loot, I am sure, but it worked for me.
And they keep sleeping people; apparently there is no good way to wake someone up once that happens. It's not a spell; is it some sort of breath weapon? I'm reluctant to try dispel magic, since that would leave them awake but de-buffed. Although, I suppose that's better than comatose and helpless.
I really want to whack these guys for being so supercilious ... well, OK, it IS true this group is a bunch of low-life scum, but you don't have to get offensive about it! Any suggestions?
Actually, a thought occurs. You turned down a lot of the feedback in Saradush, yes? Is it possible that some of it's still lower, and that's why the game isn't saying they're casting any spells (or using contingencies)?
How does that work? Don't they just keep protecting themselves from magic weapons?
Sorry, but this is not possible. Their spells and breath attacks outrange my missile weapons, and missile weapons don't do nearly as much damage as melee weapons. The entire party was dead in 8-9 rounds. Viconia got chunked on round 1; she took 87 damage in one shot.
I've done Dorn's ToB quest in three dfferent runs, always in Chapter 8. It can be quite a tough fight, but I've never found it nearly so impossibly-difficult as you describe. I buff up, send my front-liners charging into melee, and chuck a couple of de-buffs to tear down their defences. I don't try to fight on two fronts at the same time - I concentrate on one until dead, and then turn to the other. I've found high-level summonings (devas, etc.) quite useful to absorb some of their attention, but I agree that summoned helpers don't necessarily last very long in this fight.
Are you trying to do this at a relatively low level, perhaps?
The problem is that in order to cast at them, we have to get into range of their breath weapons. They keep putting Edwin to sleep, which takes away our heaviest arcane hitter. We generally have a planetar with remove fear and some skeletal warriors going in to try and distract them, but they aren't too effective. MC has hardiness in effect and uses greater whirlwind, but they keep renewing their protections and his weapon rarely is effective for more than one strike. They have spell triggers and contingencies that go off, so they don't even waste time recasting.
And they have some whacky AOE spell called "divine retribution".
They also seem immune to timestop.