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Self-Deafness vs Harpies

I just tested it in TotL and, in principle, it works: casting the Deafness spell on members of your party seems to protect from Harpy cries. The main problem is to bypass your own saving throws. LoL 😹

Any comments / ideas / suggestions ? 😎

Comments

  • HermeticsHermetics Member Posts: 25
    Are harpy wails save or die? I don't remember what they do. I remember that room being a nuisance but not exactly the details besides the infernal ones spamming a lot of spell damage very quickly, was always my clerics getting pounded if I don't keep them back for a while. the answer always seemed to be rush the infernal ones down and the rest are just mooks. What's your party consist of? Are you playing hof or regular?

    You can try something with your sorcerer/mage or his project image where you group them up with your tanks then cast time stop, cast 2 spells then cast another time stop before the first time stop wears off, there should only be a small gap where the time stop cancels before the next one activates and you can basically stunlock an encounter to death by using your 3rd round of timestop to pre cast another one instead of some other spell. I've seen vids where people cast another time stop after theirs ends and it leaves a big window for the enemy to do some damage or even cancel your cast, no reason not to neatly layer them. you can spam horrid wiltings once they bunch up or wail of the banshies even, the latter running out faster since it's all lvl9 slots. Otherwise you can put some summons into a spell trigger to wall off a side and grab mob agro, maybe spell sequencer an emotion+hope+haste if you want to buff them up quickly to be useful for some damage that's a 2 round play. That's not something I do cuz I don't like mage summons preferring the cleric ones but it sounds like an appealing play that can work in rooms like that where mobs don't follow into other rooms. My clerics start bigger fights off with trying to cast recitation+prayer+chant since it stacks up everyone's saves+hit+damage and reduces all of the enemies to the same degree, affects summons too they actually get insanely strong when they're as buffed up as your party. think all 3 together is basically another +4 to your hit and save and -4 to theirs, and +2/-2 to everyones damage. Add on malison that's -8 saves plus the penalties from your spell itself and pretty much anything you wanna cast should go off, slows, stuns, whatever. Now that I think about it mage/cleric multi in the late game sounds kinda insane in this game so you can sequencer all those cleric buffs to save time and avoid spell interrupt and get all those combat buffs up in 1 or 2 rounds.

    Deafness to immune to enemy sound based attacks is some genius shit not gonna lie lmao, bravo. Reminds me of the old blind rogue to imitate hips since him being able to use stealth depends on what he can see rather than what can see him. That was corny level cheese that takes advantage of flaws in the game code though while yours is more of an intelligent and clever use of a mechanic that you could actually use in a "real life" dnd scenario if you knew your enemy was using fatal sound based attacks.
  • YigorYigor Member Posts: 811
    edited November 2023
    @Hermetics Thanks a lot for your detailed answer! 😉 I will take some time for me to react to all your interesting remarks and ideas. 😉

    I made a special test in TotL with my cleric/illusionist + a fighter of level 30 on HoF difficulty. After that, I restarted my current project with a solo cleric/illusionist. In this current playthrough, my invisible character just stood watching as harpies and wyvernes kill each other LoL 😜 and then proceeded to Watchknights Crypt. I'm planning to eliminate remaining harpies later. 😎
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