I agree, and I already suggested it in my first post in this tread EDIT: Let me add that when Jaheira cast it she must weld the shield from adv mart that reflects ranged attacks to the attacker, so she will not be disrupted by Tarnor and the other ranged attacker.
I agree, and I already suggested it in my first post in this tread EDIT: Let me add that when Jaheira cast it she must weld the shield from adv mart that reflects ranged attacks to the attacker, so she will not be disrupted by Tarnor and the other ranged attacker.
Why do I never think of small things like this? Mind if I barrow your brain next time I play?
I agree, and I already suggested it in my first post in this tread EDIT: Let me add that when Jaheira cast it she must weld the shield from adv mart that reflects ranged attacks to the attacker, so she will not be disrupted by Tarnor and the other ranged attacker.
If you want to be mean (and safe) cast the insect plague from out of sight. With Tarnor's group that can be done on one of the enemies while they are neutral - then just move into sight and trigger the conversation while the insect plague is en route. More generally you can cast the insect plague at one of your summons - moving them among the enemies just before it hits.
Why do I never think of small things like this? Mind if I barrow your brain next time I play?
If you want we can eventually arrange for a telepathic connection, but I need it And bOrrowing other brains ( @semiticgod anyone?) probably you get a better deal
More generally you can cast the insect plague at one of your summons - moving them among the enemies just before it hits.
That is much better! I am not 100% sure, but I think that you have to turn your summon hostile before the spell hits, a ranged attack is perfect to do it.
That is much better! I am not 100% sure, but I think that you have to turn your summon hostile before the spell hits, a ranged attack is perfect to do it.
You don't need to turn the summon hostile - insect plague only affects hostile creatures, but it will spread to nearby hostiles after reaching a non-hostile target. Also, if you are playing Enhanced Edition your summons are now permanently non-hostile, so you can't make them turn on you even if you want to ...
That is much better! I am not 100% sure, but I think that you have to turn your summon hostile before the spell hits, a ranged attack is perfect to do it.
You don't need to turn the summon hostile - insect plague only affects hostile creatures, but it will spread to nearby hostiles after reaching a non-hostile target. Also, if you are playing Enhanced Edition your summons are now permanently non-hostile, so you can't make them turn on you even if you want to ...
Are you sure about that? I'm currently playing EE (1.3) and skellies definitely turned on me when I made a mess of one fight. It was quite a nasty one, the four dwarf guardians, in Durlag's Tower.
Why on earth would they implement something like that?
So you can also cast IP on a party member that has low saves without affecting him but affecting nearby enemies? It would open new tactics like casting the IP on a party member that wears boots of speed, maybe a thief with cloak of not detection, have him hide immune from TS, when the cast is ended but the insects have not still reached him, and run near to te enemies. Much better than using a summon. Having that tactic working potentially trivializes half of the hard battles. I remember that I took down the shadow dragon many years ago only with Jaheira casting some IP and then a single magic missile. If the tactic does not work and a summon must be used than something is bugged, both the summon and the party member are not hostile, but I will not report in redmine as I don't like to see completely optional tactics nerfed.
I did not know that in EE summons are permanently non-hostile, my long time habits with original prevented me to use summons in situations where they can turn hostile, like dropping AoE spells. It should make the things a lot easier in many situations as now is possible to distract the enemies with summons while your mages drop spells and your fighters use ranged weapons.
The more I play EE and learn about it the more I discover that tactics and things that I like have been nerfed there and tactics that I seldom use because I find them cheap are almost promoted or anyway made more easy. After a couple of months of not gaming I had a couple of sessions and just discovered that not only UAI don't allow the use of some NPC only items (ANY... ), but the enhanced bard song now works with a very little AOE and permits to have all the party benefit from it only in some tactical situations, that are not my typical ones, basically a group of strong fighters fighting all in a very small area. No more enhanced backstabs for me, no more cast and enhanced attack for my casters. Probably I will quit to use my beloved bards, I prefer it than change completely my playstyle to make them still useful.
That is much better! I am not 100% sure, but I think that you have to turn your summon hostile before the spell hits, a ranged attack is perfect to do it.
You don't need to turn the summon hostile - insect plague only affects hostile creatures, but it will spread to nearby hostiles after reaching a non-hostile target. Also, if you are playing Enhanced Edition your summons are now permanently non-hostile, so you can't make them turn on you even if you want to ...
Are you sure about that? I'm currently playing EE (1.3) and skellies definitely turned on me when I made a mess of one fight. It was quite a nasty one, the four dwarf guardians, in Durlag's Tower.
Why on earth would they implement something like that?
Latest patch, I would assume. My fire elementals have nothing against me throwing in some ice storms.
Are you sure about that? I'm currently playing EE (1.3) and skellies definitely turned on me when I made a mess of one fight. It was quite a nasty one, the four dwarf guardians, in Durlag's Tower.
Why on earth would they implement something like that?
@UnderstandMouseMagic As RelSundan says this is a fairly recent change in the EE. In the v2.3 Release Notes the change is described as a Bug Fix. I assume this was done in response to concerns expressed about summons that went hostile from attacks that couldn't hurt them (such as fire elementals being fireballed). Personally I agree that to have all summons permanently non-hostile is going too far the other way, but I don't think the engine allows a halfway house.
It works because half your enemies will fail their save, and the other half will come charging at you to die foolishly. So don't use too much web. I used two for the bandit group before dominating one of the dwarven fighters to set upon his own fellows. I used three for the high level variant of torgals group, and even drow with all their resistances are suspectible, and you should have a high armor tank with items that make you immune to web by that point letting the tank run free through the webs.
Heh, and people like to whine that low level mages of BG1 are sucky. Several of my top 10 spells in the game came from BG1.
Are you sure about that? I'm currently playing EE (1.3) and skellies definitely turned on me when I made a mess of one fight. It was quite a nasty one, the four dwarf guardians, in Durlag's Tower.
Why on earth would they implement something like that?
@UnderstandMouseMagic As RelSundan says this is a fairly recent change in the EE. In the v2.3 Release Notes the change is described as a Bug Fix. I assume this was done in response to concerns expressed about summons that went hostile from attacks that couldn't hurt them (such as fire elementals being fireballed). Personally I agree that to have all summons permanently non-hostile is going too far the other way, but I don't think the engine allows a halfway house.
Its a fair change for us SCS users, but yeah, I agree. If it bothers one you can Always avoid abusing it.
Comments
EDIT: Let me add that when Jaheira cast it she must weld the shield from adv mart that reflects ranged attacks to the attacker, so she will not be disrupted by Tarnor and the other ranged attacker.
And bOrrowing other brains ( @semiticgod anyone?) probably you get a better deal Shame on you! That is a very cheap tactic, not because is not fair, but because it make things too easy and spoils the fun. That is much better! I am not 100% sure, but I think that you have to turn your summon hostile before the spell hits, a ranged attack is perfect to do it.
Are you sure about that?
I'm currently playing EE (1.3) and skellies definitely turned on me when I made a mess of one fight. It was quite a nasty one, the four dwarf guardians, in Durlag's Tower.
Why on earth would they implement something like that?
If the tactic does not work and a summon must be used than something is bugged, both the summon and the party member are not hostile, but I will not report in redmine as I don't like to see completely optional tactics nerfed.
I did not know that in EE summons are permanently non-hostile, my long time habits with original prevented me to use summons in situations where they can turn hostile, like dropping AoE spells.
It should make the things a lot easier in many situations as now is possible to distract the enemies with summons while your mages drop spells and your fighters use ranged weapons.
The more I play EE and learn about it the more I discover that tactics and things that I like have been nerfed there and tactics that I seldom use because I find them cheap are almost promoted or anyway made more easy.
After a couple of months of not gaming I had a couple of sessions and just discovered that not only UAI don't allow the use of some NPC only items (ANY... ), but the enhanced bard song now works with a very little AOE and permits to have all the party benefit from it only in some tactical situations, that are not my typical ones, basically a group of strong fighters fighting all in a very small area. No more enhanced backstabs for me, no more cast and enhanced attack for my casters. Probably I will quit to use my beloved bards, I prefer it than change completely my playstyle to make them still useful.
Please excuse me for my rant.
As RelSundan says this is a fairly recent change in the EE. In the v2.3 Release Notes the change is described as a Bug Fix. I assume this was done in response to concerns expressed about summons that went hostile from attacks that couldn't hurt them (such as fire elementals being fireballed). Personally I agree that to have all summons permanently non-hostile is going too far the other way, but I don't think the engine allows a halfway house.
always web
when web doesn't work, use two webs
It works because half your enemies will fail their save, and the other half will come charging at you to die foolishly. So don't use too much web. I used two for the bandit group before dominating one of the dwarven fighters to set upon his own fellows. I used three for the high level variant of torgals group, and even drow with all their resistances are suspectible, and you should have a high armor tank with items that make you immune to web by that point letting the tank run free through the webs.
Heh, and people like to whine that low level mages of BG1 are sucky. Several of my top 10 spells in the game came from BG1.