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The Nightmare Mode (Legacy of Bhaal) Thread

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  • FinneousPJFinneousPJ Member Posts: 6,455
    @Lord_Tansheron You might be right...
  • Enchanter255Enchanter255 Member Posts: 12
    edited October 2016
    Report on BG2EE LoB/SCS/Ascension playthrough.
    I finished most of Chapter2-3 quests including tough encounters like Firkraag, Kangaxx, and Twisted Rune.

    My setup is as follows.
    - Legacy of Bhaal Difficulty
    - SCS (almost all components except some item tweaks (notably Robe of Vecna and Carsomyr ones) and "More Resilient Trolls")
    - Ascension
    - Tactics for EE (Few new encounters and Improved Irenicus, btw I've never tried this yet)
    - BG2 Tweaks (No XP cap, Triple-Class HLA Tables and some convenient tweaks)

    My party is FMT(Bhaalspawn) and FMC.
    FMT is imported from BGEE LoB/SCS final save.
    FMT got a lot of HP from familiar. Apparently, familiars also got LoB HP boost.
    They currently have about 7M XP each.
    FMT's weapon proficiencies are Long Swords(**), Long Bows(**), Two Weapon Style(**), War Hammers(**) and Two-handed Swords(*).
    Long Swords are really good. In BG1, we can easily get +2 one and in BG2, Daystar and Dragon Slayer are especially good against tough enemies.
    Specialization in War Hammers is for future Crom Faeyr, and proficiency in Two-handed Swords is for Carsomyr.
    FMC's weapon proficiencies are Flails(**), Maces(**), Slings(**), Two Weapon Style(**), and Quarterstaffs(*).
    FMC usually uses Flail of Ages and Defender of Easthaven dual wield.
    FMC can DR tank with Armor of Faith, Defender of Easthaven, and Hardiness, so maybe FMC is better for Bhaalspawn because of extra HP from familiar.
    However I don't usually use FMC as DR tank, because defensive spells are so good and it only works after 3M XP.

    I'm not sure about next proficiency points for FMT.
    I'm thinking Bastard Swords for Foebane +5.
    Do you have any advice?

    My usual tactic in BG2 is pretty simple. Buff up, summon, haste, then kill enemy.
    It works well in LoB.
    With Stoneskin + Sprit Armor + Mirror Image + Blur, we are safe enough against usual fight.
    After we got Mislead and Improved Haste, I never worried about usual fight.

    Considering Dispel/Remove Magic never work, dealing with mages is bit tougher than usual, but my party doesn't rely on that anyway. Detect Illusion by FMT, spell protection removal spells if needed, then Breach.
    However, liches who cast Spell Trap are basically unkillable before we get Ruby Ray.

    Spirit Trolls are really annoying, even without SCS "More Resilient Trolls" components.
    They have like 300 HP in my setup, drain STR, relatively low AC, invisible, and regenerate... soooooo annoying! :( 

    I use SCS "Smarter dragons -> Dragons have a substantial hit point increase" component, so Firkraag has about 550 HP without LoB, which means, with LoB, he has over 1700 HP.
    However, my FMT and FMC killed him surprisingly easily.
    I summoned Deva and Skeltons, buff up, surround him, Breach, then attack.
    After first skeltons were killed, I used Mordenkainen's Sword.
    While summons were tanking, FMT and FMC kept attacking him under Improved Haste. FMT dealt a lot of damages with Dragon Slayer.
    It didn't take so long to kill Firkraag, and my FMT and FMC were completely safe.

    As for Kangaxx, I lost once because of Wish Breach.
    I think there are no way to protect against that.
    But Kangaxx and liches are not particularly harder than non-LoB SCS one.
    However, gated demons are pretty tough, and lich's undead friends are also tough.

    Twisted Rune was the most difficult fight for me.
    There are two powerfull mages and Elder Orb.
    Vampire and fighter are not a problem.
    SCS Beholders are insane because they can basically cast Spell Strike every round.
    Elder Orb in Twisted Rune cast Protection from Magic Energy previously, so Skull Trap does nothing to him, and he continuously casts Protection from Magical Weapons. Can I recruit him?
    My tactics here was kill mage with Staff of Magi first, while let Lich and Elder Orb deal with summons.
    I managed to clear Twisted Rune, but I should consider more reliable tactics.

    Now, my party is in Spellhold and all my items are taken thanks to SCS.
    I'm quite sure my party can deal with most fights in BG2.
    However, I'm really worrying about Improved Irenicus from Tactics and Ascension final battle.
    JuliusBorisovFinneousPJgorgonzolaGotural
  • Enchanter255Enchanter255 Member Posts: 12
    Another report on BG2EE LoB/SCS/Ascension playthrough.
    I've finished SoA part with my uncapped FMT+FMC.

    In chapter 4-7, I didn't have any problem with any fight other than Tactics contents.
    As for Tactics Improved Irenicus, fisrt part was really hard, but later parts were easy for me.
    In general, dealing with one enemy is not so hard even in LoB.
    However, dealing with multiple enemies at once is significantly harder, which is exactly we have to do in fisrt part of Tactics Improved Irenicus and Ascension final battle.

    I decided to put FMT's proficiency points into Axes for throwing axe.
    In Ascension final battle, Illasera and gated fallen Solar always trouble me, so I think ranged weapon and Reflection Shield would be the safest choice for this.

    Outside of Tactics contents, I probably reloaded less than 10 times in SoA.
    So it's absolutely doable to complete BG2EE LoB/SCS/No-Reload run.
    JuliusBorisovFinneousPJGotural
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    This is why I very much prefer larger parties in LoB. The extra damage + extra targets for monsters to chase work wonders. If you're going with a 2-person party only, you're effectively reducing your damage output by 2/3rds compared to a 6-person party, since none of the enemy stats actually scale with party size.

    The XP penalty is fairly negligible at endgame ToB.
    gorgonzola
  • Enchanter255Enchanter255 Member Posts: 12
    edited November 2016

    This is why I very much prefer larger parties in LoB. The extra damage + extra targets for monsters to chase work wonders. If you're going with a 2-person party only, you're effectively reducing your damage output by 2/3rds compared to a 6-person party, since none of the enemy stats actually scale with party size.

    The XP penalty is fairly negligible at endgame ToB.

    I agree that large party is batter at endgame.
    FMT+FMC 2 person party has more than enough damage output for non-LoB game (and enough for most of encounter in LoB).
    However, in LoB Ascension final battle, small party is easily overwhelmed.
    Post edited by Enchanter255 on
    FinneousPJ
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    LoB definitely comes with parameters that change some of the established paradigms. I'd really love more time to test out some of my ideas. Maybe some aliens reading this would like to abduct my husband for a bit? I'm sure he's got lots to teach you, and then I'd finally get to play again... (LOVE YOU, HUN).
    FinneousPJ
  • Enchanter255Enchanter255 Member Posts: 12


    She gates in 10 demons at once and each demon has at least 600 HP.

    Apparently I was wrong.
    Melissan actually gates in 20 demons at once.

    For your reference, that battle looks like this.




    semiticgoddessJuliusBorisovFinneousPJ
  • PteranPteran Member Posts: 388


    She gates in 10 demons at once and each demon has at least 600 HP.

    Apparently I was wrong.
    Melissan actually gates in 20 demons at once.

    For your reference, that battle looks like this.




    Ummm.....I guess you hide behind a rock and pray for Ao to have mercy on your soul. That's a ridiculous amount of demons to fight at one time!
    semiticgoddessJuliusBorisovFinneousPJ
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    To be fair, you also gain special abilities during the fight that are ridiculously overpowered.
    gorgonzolasemiticgoddessFinneousPJ
  • FinneousPJFinneousPJ Member Posts: 6,455

    LoB definitely comes with parameters that change some of the established paradigms. I'd really love more time to test out some of my ideas. Maybe some aliens reading this would like to abduct my husband for a bit? I'm sure he's got lots to teach you, and then I'd finally get to play again... (LOVE YOU, HUN).

    Wait, @Lord_Tansheron is a woman (or a gay)? What a revelation.
    semiticgoddess
  • Enchanter255Enchanter255 Member Posts: 12

    @Enchanter255 Have you tried to use the JimFix mod? It has, among others, a component

    --- Remove Entourage from Ascension Fallen Solars ---

    In the original Ascension version of the first fight at the Throne of the Bhaal, you must fight two Fallen Solars. As of SCS v25, the Smarter Celesitals Component causes both of these Fallen Solars to additionally spawn with two
    Mariliths, a Succubus, and an Alu-fiend. While it has not been officially confirmed, there is significant evidence to suggest that these extra demons are unintentional. This component removes them.

    The mod can be found here - https://forums.beamdog.com/discussion/comment/817394#Comment_817394

    No I haven't.
    That mod will make that battle more reasonable. I'll definitely try that.
    Thank you for your information!
    JuliusBorisov
  • [Deleted User][Deleted User] Posts: 0
    edited November 2016
    The user and all related content has been deleted.
    FinneousPJsemiticgoddess
  • Enchanter255Enchanter255 Member Posts: 12
    edited November 2016
    chimaera said:


    How is their resistance to magic damage? With that many demons spawned, you could try wishing for horrid wilting (which is a low wisdom option). Melissan herself has something like 95% initially, but that should be reduced once you kill the five, which you've already done. Considering wish spawns a horrid wilting for each creature/npc present, and they all stand close to each other...

    (disclaimer:I have actually no idea if this can work)

    Unfortunately, Melissan has over 100 magic damage resistance even if you kill all The five.
    So ADHW does no damage to Melissan.
    Powerful demons like Fallen Solar, Marilith, Balor etc have very high Magic Resistance, so ADHW is not effective against them without Lower Resistance.
    But it might be good way to slay Alu-Fiend (still have 30 MR).
    Thank you for your suggestion.
    Post edited by Enchanter255 on
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    On LoB, Horrid Wilting is barely going to make a dent in their HP I'm afraid. Probably need something like 5+ Horrid Wiltings or something.

    While I can't speak from experience as I haven't gotten to Ascension yet on LoB, my guess is that priority single-target damage combined with some form of crowd control is likely the best bet. Doesn't have to be hard CC, things like kiting etc. should also work. Damage output at that point in the game should be quite high, so thinning the herd should not be too difficult.

    IIRC don't you get a Control Demon ability? Sounds like something useful for the Mariliths or so.
    FinneousPJ
  • [Deleted User][Deleted User] Posts: 0
    edited November 2016
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
    FinneousPJsemiticgoddessgorgonzolaGotural
  • Enchanter255Enchanter255 Member Posts: 12
    edited November 2016
    I've finally done it!
    I won LoB/SCS/Ascension final battle with Jimfix mod.
    Jimfix mod makes that battle totally reasonable, and still challenging.

    As soon as The five arrived, 6 Time Traps triggered, and FMT made all of them "near death" with Mislead.(I used scroll to extend Time Stop)
    I decided to kill Illasera first, then Sendai, Abazigal.
    At the moment when Melissan gate in demons, my FMT and FMC cast Improved Alacrity, re-buff, activate Focus (Ascension-added ability to grant Time Stop immunity for Bhaalspawn), then FMC casts Time Stop.
    In this way, I can control both of my characters under Time Stop.
    While Time Stop, FMT destroyed both Fallen Solars with Ravager+6 Vorpal hit!
    Then I cleaned up all The five and demons one by one.
    My characters kept PfMW and Spell Immunity, and finally beat Melissan.

    I really appreciate people here.
    Thank you.

    On LoB, Horrid Wilting is barely going to make a dent in their HP I'm afraid. Probably need something like 5+ Horrid Wiltings or something.

    While I can't speak from experience as I haven't gotten to Ascension yet on LoB, my guess is that priority single-target damage combined with some form of crowd control is likely the best bet. Doesn't have to be hard CC, things like kiting etc. should also work. Damage output at that point in the game should be quite high, so thinning the herd should not be too difficult.

    IIRC don't you get a Control Demon ability? Sounds like something useful for the Mariliths or so.

    I have Control Demon ability and it's very useful.
    The downside of Control Demon is main character can't do anything while attempting to control demon.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    chimaera said:

    That's the point of using the wish version.

    My bad, didn't see the Wish part. Certainly an option, possibly even going for the full Bunny Bomb.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    edited January 2017
    There are about 20 enemies in the cluster in that screenshot, which means a mass Horrid Wilting Wish spell option would do 20d8*20 magic damage with a save for half. If a target has 90% MR and makes its save, it will suffer 100 damage on average. That might not seem much per enemy in LoB mode, but it is over 2000 damage overall.

    The best option, however, would be the intoxication Wish option, which imposes 100 intoxication on everyone on the map. This effect bypasses magic resistance, but it can be dispelled, cured by Slow Poison or Heal, and blocked bySI: Enchantment and possibly MGOI. Having 100 intoxication will impose -12 luck, which amounts to a -12 THAC0 penalty, huge penalties to attack damage, and extra damage from incoming spells--namely, 78% more damage from Horrid Wilting.

    And it lasts 200 rounds. If you have strong AC, the enemies would all need natural 20s to land a hit on you.
    Post edited by semiticgoddess on
    GoturalJuliusBorisov
  • The user and all related content has been deleted.
  • gorgonzolagorgonzola Member Posts: 3,864

    chimaera said:

    That's the point of using the wish version.

    My bad, didn't see the Wish part. Certainly an option, possibly even going for the full Bunny Bomb.
    I reported in an other topic how limited wish is actually bugged. The rabbits should bypass the 5 summoned creatures limit but they don't. I have still to report it in redmine, but now we get 5 bunnies if no other ally summon is present. If someone want to test the thing and report it is welcome as in this period I am not at home so I have no access to the EE game and I don't know when it will be possible for me to do it.
    chimaera said:



    you could try wishing for horrid wilting (which is a low wisdom option).

    afaik is an option not dependent on wisdom, you can randomly get it both with wis10 and wis25.


  • PteranPteran Member Posts: 388


    The best option, however, would be the intoxication Wish option, which imposes 100 intoxication on everyone on the map. This effect bypasses magic resistance, but it can be dispelled, cured by Slow Poison or Heal, and blocked SI: Enchantment and possibly MGOI. Having 100 intoxication will impose -12 luck, which amounts to a -12 THAC0 penalty, huge penalties to attack damage, and extra damage from incoming spells--namely, 78% more damage from Horrid Wilting.

    And it lasts 200 rounds. If you have strong AC, the enemies would all need natural 20s to land a hit on you.

    Imagine the look on Mel's face when she realizes her army of demons is completely plastered! "What in the Nine Hells guys!? Are you all drunk?"
    gorgonzolasemiticgoddess
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    Can't speak to SoD as I've never played it, but if it's anything like IWD in terms of massive amounts of enemies then my guess would be it's all about having a proper tank, and getting it into the right position. Collision is true for enemies as well, which means that choke points etc. can be of tremendous use. Provided, of course, that the terrain allows for it. IWD is rife with narrow spots, I have no clue about SoD's layout. Party composition may also play a role, low level BG1/SoD probably works quite differently in that respect.
    FinneousPJ
  • MyragMyrag Member Posts: 328
    edited June 2017
    @Lord_Tansheron Nice to see you getting back to LOB/SCS custom party runs

    Myself I'm in middle of SOD right now playing through entire trilogy. So far, I've tried couple of classes.

    Let me say what I run at this moment


    #1 DD

    New thing I'm trying... simply said shorty saves with 93% undispellable damage reduction. I just want to see how it works. I usually don't spend potions too much so with pots this guy might be almost unkillable. Time will tell.

    New silver dragon armor with HP regen in TOB will be nice addition. I wonder if equipped with foebane could offset any damage that anyone could possibly deliver by healing from it + armor.

    I'm also surprised by him dual wielding with -11AC in BGEE he scored 22% of all kills. In general, my kill distribution is quite equal among the members.

    #2 F/Illusionist Protagonist

    This character is something new to me. I've spent weeks closely analyzing Kensai->Mage vs F/M Multi. No conclusions yet but it might be stronger later game but will report as we go. I do know my combat capabilities will not match to those of kensai in bgee but because of access to spells it might be more damage from entire party. For instance, blindness which is Illusion spell (-2 saving throw for specialist) is landing very often and -4AC and -4Thac0 debuff is very very very nice, it's permanent so makes some things easy once it lands. As you know how thac0 work then it's basically 20% miss chance for enemy and 20% more hit chance for my characters. It is also having nice side effect because mages/archers will have to come close to attack your back line. Indeed, blindness is very strong spell for bgee. Of course, this will be offset by true sight in bgee.

    Going for dual & scimmis in bgee then katanas and finishing at bastard swords for smooth power curve from drizzt swords through celestial fury into all mighty foebane (8APR foebane will be a sight).

    FM multi is interesting combo and I choose it over F->M dual because 1. late game better thac0, 2. I get 9APR with IH can I can use critical strikes HLA for insane damage or simply 100% hit chance. 3. I get shorty saving throws, so far in BG1 those are insanely good. 4. No downtime for kensai which to get any decent thac0 would have to be dualed at 13. Yes, I also know I can get 10APR with gauntlets but I'm not sure if I will use those on FMT or FM yet. FMT with assassination HLA under 10APR is something I wonder how will work :)

    #3 F/M/T

    Thief is something I usually never liked before but in bgee I find it invaluable to have, some locks are hard to force and can contain some decent treasures but most of all because of pickpocketing. In beregost you can get Algernon's Cloak (cloak with charm person once a day) which comes very very handy with those super strong SCS/LOB buffed enemies, it works quite often too. I was also surprised by the INSANE number of potions you can pickpocket in the game. I barely reached FAI and already got 2 invis pots, 2 oils of speed and many more good ones. FMT will in future be able to wear some nice items with UAI as well.

    Long swords are very nice because you get one more extra +1hit and +1dmg from being an elf which combined with 18/00 strength is highly effective combo. Varscona is achievable quite early too.

    Going for dual & long swords and later to two handed swords. Planning on using mainly varscona in bgee and daystar/blackrazor later. When thief gets UAI I will get few GWW uses for some sweet sweet combos with Carsomyr or Unholy Reaver (against mage vs melee respectively)

    #4 Skald

    All-time favorite second arcane caster. Although in this party I don't really miss out on arcane having two multiclass mages and a sorc but it is still nice. Less resting :). +2Thac0 and +2AC (+10% hit chance, +10% chance for enemy to miss your) early game for 5 party members + affecting summons is simply too good. At 15 it will be interesting with +4/+4.

    Just got bard hat from SOD and must say I think this item is borderline OP. You can summon monsters, rebuff haste, detect illusion while still providing the aura. It is also good in case someone runs out of range he will still be under the effect for 2 more rounds.

    #5 Wizard Slayer -> Druid

    So far, this character completely blew most of BGEE and SOD mage encounters, 3 APR with daggers now using 2APR +3 sling (comparable damage, better with pots and haste).

    Kind of torn here though, other options were dual to thief for UAI and dual wield/ranged combos or dual to cleric. Not sure yet if I made right choice.

    I don't plan on using fire feeds so I might revert to old save and change it to cleric.

    What comes to mind when taking druid are Iron Skins so that smart AI will not rush your ranged WS and natures beauty ... never had that spell before but permanent blindness with no save seems interesting. This spell is something I thought could allow me to win SCS LOB improved ust natha since it has huge range and good saving throw penalty (-4 base, -8 with GM). I wonder if natures beauty is subject of MR since drows are quite stacked on it. It this won't work next time dualing to cleric or thief.

    #6 Sorcerer

    From my very first playthrough which feels like it was 20 years ago (or maybe it was?) until now I feel like this was always my favorite character. There is no doubt that it's one of top choices for powergamers although some people avoid pure spellcasters because of their subpar fighting capabilities (DPR in non-aoe situation).

    Nonetheless I love having pure spellcaster because early access to spells and ability to shot quite few of them per day. Web pretty much wins most of bgee encounters but having grease, spell thrust, haste etc early on provides more damage for entire party that one additional member would probably do. 2 APR with daggers and 18 str is decent throwing dps in bgee even for a caster.

    Few things I noticed so far is that most of BGEE my sorcs job was debuffing (and still is in SOD). I usually cast greater malison then slow/glitter dust for some sweet APR reduction and -8thac0/-8AC this is amazing. Blindness also is nice to gather ranged although they often run randomly around when blinded.

    In SOD LOB the sheer amount of DPS made sorc skull trapping as opener nice. You can manage to cast two of those babies on 15-20 enemies before they reach you in melee making effective damage of one skull trap like 450... so 900 damages delivered before they reach you in melee... not bad at all

    Other checked characters

    #7 Shaman

    For this awkward playstyle, I've chosen shaman to be my infinite tanking fodder generator. LOB buffs his summons but it's not OP, they have 2*hp+20 formula so they still fall quickly under few mobs but sometimes for some super hard-hitting mobs provide good distractions. I wonder how will it perform later because early it's annoying sometimes as you might not get summon even for long periods of time. Summons get benefit from skald song so the synergy is nice.

    So far throughout mid of the game I was NOT impressed. They can't even stand against single horror. Even after level 6 improved ones seems good but still lack there and there. Overall I think losing entire party member for unreliable quickly dying and close to no dps summons is far from what you want for powergaming playthrough.

    Net net shaman without improved shamanistic dance mod is quite painful to play with on this mode.

    #8 Archer

    Not much to be said here. In entire trilogy, a powerhouse. Sadly, after more and more playthroughs I seem to be able to achieve better kill percentages with FM/FMT/DD than with archer. This is probably due to fact that they reach about same APR as archer but arrows hit for much smaller numbers. After bandit camp, I had 30% on FMT and 36% on FM with only 23% on archer.

    This class is strong especially later on because of called shot but I tested fully buffed characters and I usually get better DPR with F/M multis than archer especially since beamdog added STR to all slings then WS->Cleric will shot sling bullet for 25-30 damage each at 3APR (nice nice I would say especially since it gives party buffs/chant/bless for even nicer numbers).

    I will miss -Thac0 but this is why i have 2h sword style for FMT unholy reaver so with GWW I will get -20 thac0 on enemies in one round.

    Must say that I always wondered if 10APR archer doing -10 cumulative penalty to save vs spell and cleric casting room with sorc casting GM wouldn't allow you to polymorph/feblemind pretty much any enemy in the game. Maybe someday I will test this.

    Ps. I won't use this with vahlior helmet as stat drain from archer kills even dragons in <2 rounds.
    JuliusBorisov
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Lord_Tansheron: Have you considered introducing a sorcerer? Putting aside Wish-resting, Wish can also impose mass intoxication which you can cure on party members. Giving all enemies a -12 luck penalty should force even dragons to roll a 20 to hit your tank.
    JuliusBorisovGotural
  • MyragMyrag Member Posts: 328

    @Lord_Tansheron: Have you considered introducing a sorcerer? Putting aside Wish-resting, Wish can also impose mass intoxication which you can cure on party members. Giving all enemies a -12 luck penalty should force even dragons to roll a 20 to hit your tank.

    Is it luck or thac0 penatly? Wouldn't luck mean they also get minimum dice rolls for damage as well? i.e. 10d6 fireball doing 10 damage (10d1)?
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