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voiceless anal fricative
May 6, 2007

DeathChicken posted:

It's not really Demogorgon that's difficult so much as that infinite supply of demons he tosses around. Smashing him early would take of that problem.

Demogorgon becomes a walk in the park if you tank his minions with a few Mordenkainen's Swords. Since I clicked to this I don't think I've died to him, even on solo runs.

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voiceless anal fricative
May 6, 2007

BAILOUT MCQUACK! posted:

Are familiars the same in BG2:EE as they were in original BG2? I remember them balancing the familiars for BG1:EE, didn't know if this was a permanent re-balance or what.

BG2EE familiars are what they were in vanilla BG2, with a few tweaks.

voiceless anal fricative
May 6, 2007

Why bother when after a few playthroughs you know where all the enemies and traps are anyway? I find the trap finding system too cumbersome to bother even for some kind of RP reason.

voiceless anal fricative
May 6, 2007

Bouchacha posted:

I'm barely past the starting dungeon in BG2 and already totally overwhelmed by the number of spells available. I feel like I'm just picking things haphazardly, especially since most encounters are "novel" (as in it involves new types of enemies) so I don't really know what strategies work with that, especially since a book change requires resting. Is there any way I can make it over that hump?

These are the spells to check out at each level for a mage:

Level 1
Magic Missile
Chromatic Orb
Identify
Find Familiar (one-off)

Level 2
Mirror Image
Melf's Acid Arrow
Glitterdust

Level 3
Skull Trap
Melf's Minute Meteors
Dispel Magic/Remove Magic

Level 4
Stoneskin
Minor Sequencer
Improved Invisibility

Things start to get a bit more confusing beyond here because spells become much more situational - check out what it says in the link moot the hoople posted above.
Level 5
Chaos
Breach
Spell Immunity (immunity to Abjuration is v. useful against Liches)
Lower Resistance

Level 6
True Sight
Improved Haste
Mislead
Contingency

Level 7
Mordenkainen's Sword (far and away the best summon in the game, other than Planetar)
Project Image
Limited Wish
Spell Sequencer

Level 8
Abi-Dalzim's Horrid Wilting
Spell Trigger

Level 9
Chain Contingency
Time Stop
Wish

High Level Abilities:
Summon Planetar
Improved Alacrity


Clerics/Druids I think are a bit easier as all the buffs and heals are good.

Spells not to miss on a Cleric are Remove Fear (level 1 - cast this before every fight, seriously), Holy Smite (level 3), Chaotic Commands (level 5 - once you get enough level 5 spells cast this on the whole party before any fight with a magic user), True Sight (also level 5) and Aerial Servant (level 6).

On a Druid don't overlook Insect Plague and Iron Skins (both level 5), Conjure Fire Elemental (level 6) and Nature's Beauty (level 7)

voiceless anal fricative
May 6, 2007

Bouchacha posted:

Thanks for the spell info, it's been really useful. Is it worth installing scripts that are meant to cast day-long spells after rest?

Up to you, theyre useful but I always feel like I'm cheating if I use them. Most of the challenge in BG is in how much you preparation you do - most fights are won or lost based on the extent to which you prepare for them rather than how well you execute them, particularly later in the game.

voiceless anal fricative
May 6, 2007

Bouchacha posted:

If it address tedious spellcasting that's cool, I can take care of the rest. What's the recommendation for scripts?

Don't really know as I haven't used them for ages. I think SCS has some? Be careful of the other components though, its not a mod for beginners.

voiceless anal fricative
May 6, 2007

BadAstronaut posted:

So an Undead Hunter is not a bad character to go with? I'm going to start one now then on my Android tablet. I'm trying to think but can't see anything better for weapon proficiency for this class than longsword and longbow?

I'd go for 2H swords even in BG1. You can switch easily between 2H and bow (unlike sword&shield and a bow) and one of the best weapons in BG1 is a 2H sword. Then the downright best weapon in BG2 is a 2H sword.

voiceless anal fricative
May 6, 2007

DeathChicken posted:

Tee hee, my party going into the fight with Korgan's friends in the Slums ended up with some combination of me (a Thief), Hexxat, an Aerie who couldn't cast magic without pissing off the Cowled Wizards and Korgan. So I hid the two thieves up above, triggered the enemy dialogue with Korgan, then backstabbed everyone to death while they were piling off to get him. That kind of made me reconsider never bothering to roll with two Thieves (although I guess I could accomplish the same thing by grabbing Valygar).

Opening with two or even three backstabs even feels like cheating sometimes, especially when its a big Lich fight and you kill it before any protections go off. The only challenge is to position them right.

voiceless anal fricative
May 6, 2007

KingKapalone posted:

I haven't dropped Hexxat yet. I can't do her quest because I only have 5 people in my party and no mage.

I found Aerie but left her behind. Should I get her as my 6th? I'm a fighter, then Minsc, Korgan, Hexxat, Jaheira. The only other person I've talked to is Anomen. I'm wondering if there is somewhere else I should go quick to get another person that doesn't require some tough fights.

Aerie would complement that team really well, mechanically.

voiceless anal fricative
May 6, 2007

ChiTownEddie posted:

So last night I killed the Bandit Camp in BG1. The first time I went into the main tent I got unlucky and died. Fine, reload, better setup, retry. I go in and accidentally immediately clicked my team out.

...Only to realize that they slowly trickle out to fight me, basically, one vs 6!
HOW DID I NOT THINK OF THIS BEFORE?!

There are all kinds of ways, like this, to cheese the game. Another example is jumping between rooms when a mage starts casting at you. I'd recommend against doing it, it somewhat removes the fun from a lot of encounters.

voiceless anal fricative
May 6, 2007

The Enhanced Editions were written by a professional (as in published) author who was being paid to write the content as part of a development team, under creative direction. It's not really fair to compare the EE NPCs to community NPCs which are, essentially, passion projects for individual fans.

voiceless anal fricative
May 6, 2007

Probably a lot of them are, but the writer isn't. Regardless, its a professional game development situation vs. individual hobbyists.

voiceless anal fricative
May 6, 2007

Its been about 10 years since I played with any mod NPCs but from what I remember the EE NPCs are a step up, at least in terms of attempts to make them fit with original content.

voiceless anal fricative
May 6, 2007

My main problem with Hexxat is that she doesn't need to be a vampire. Her writing is good and her quest is fun, a straight graverobbing theif NPC would've been great and would've fit really well with the original content. I haven't played the ToB portion of her quest but in SoA her vampirism isn't very central to her story at all and in most ways it just makes her stick out and not mesh with the original game content.

Given that the other vampires in the game aren't very far above mindless ghouls, having a vampire NPC who is more or less human in her actions doesn't work very well. And if she had to be a vampire it would also make so much more sense for her to be involved with Bodhi/the vampires already there, like every single other vampire in the city. The way she's almost entirely separate makes her feel like she's been tacked on (which she has). If she has to be a vampire, why she couldn't have been chilling in Bodhi's lair, or even outside Bodhi's lair, I don't know.

If you were to strip out all the vampire stuff I think she would've been a really great NPC.

voiceless anal fricative
May 6, 2007

Factor_VIII posted:

The reason she works for her employer is to escape vampirism. Though, to her creators' credit, they didn't give her a happy ending.

Ahh I see. Still, there are a whole range of motivations for her to work for mysterious guy.

voiceless anal fricative
May 6, 2007

zedprime posted:

1a. Run around in circles to make maximum use of your missile weapons until someone learns crowd control magic.

1b. If you're playing a mage then the best crowd control magic in BG1 is available at level 1 via the spell Sleep.

voiceless anal fricative fucked around with this message at 00:59 on Jul 22, 2014

voiceless anal fricative
May 6, 2007

Both enhanced editions are totally playable and relatively bug-free now, making the vanilla experience pretty objectively better in the EEs than in the original games. Some mods still dont (and maybe never will?) have EE ports though so if you like to mod your game to poo poo I'd still go with the originals.

voiceless anal fricative
May 6, 2007

The new evil NPCs have legitimately evil quests which you can maximise by taking the evil routes. The original quests remain the same.

voiceless anal fricative
May 6, 2007

The problem with Rasaad is a problem with a lot of the writing style of the EEs in general. The PC's dialogue choices nearly always fall into one of three categories (good/sarcastic/evil), none of which make any real difference to the outcome of the NPC's quest or choices. It's not like with some of the original NPCs where the wrong dialogue choice can actually cause them to attack you, or can change their alignment and their future party interjections.

voiceless anal fricative
May 6, 2007

I'm the opposite - I love the open world feel of BG1. It gave such a feeling of actual exploration, and if they'd crammed each area with a bunch of quests and NPCs it would've hardly felt like wilderness. It wasn't really done well again until Morrowind.

voiceless anal fricative
May 6, 2007

Dual classing from fighter, ranger or a thief to a caster is better than multiclassing because fighters and thieves have diminishing returns at higher levels whereas the casters get stronger. Pretty much the only multiclass that's better than a dual class is mage/cleric. This applies only to BG2.

voiceless anal fricative
May 6, 2007

I've played through BG1 and 2 countless times but never got to either IWD games. I'm planning to go through IWD1 now with the following party:

Paladin
Fighter (dual to Cleric at level 3)
Mage
Bard
Fighter/Thief multiclass
Fighter (dual to Druid at level 3)

Couple of questions:
What weapons should I go for on the Fighter/Cleric? Since IWD does randomised drops I'm assuming it doesn't matter too much so long as they're usable after I dual class.
Is there a mage specialisation that is clearly better than the others like Conjurer in BG? I figure a specialist mage doesn't matter too much since I've got the Bard to cover anything the mage can't cast.

voiceless anal fricative
May 6, 2007

Ive also assumed Druids (from Fighter) need the same as in BG1&2 - 15 Str, 17 Wis, 17 Cha.

voiceless anal fricative
May 6, 2007

Deltasquid posted:

Hmm, I've never heard of anyone dual-classing Shar-Teel to thief before.

She's perfect as an offensive thief, I've always thought that if you don't dual her to thief you're using her wrong. Her high strength gives her some amazing backstab damage.

voiceless anal fricative
May 6, 2007

Arivia posted:

So the new BG:EE NPCs have quests even in BG1, right?

Yes, and BG2 style quests so they stand out a bit from the other NPCs.

voiceless anal fricative
May 6, 2007

Rookersh posted:

~stuff about dual classing~

I know you wanted a plain fighter dual class, but the Berserker kit has no restrictions at all. You just gain the berserking ability, which is great.

Also for the people complaining about dual classing at level 9, the XP from Irenicus' dungeon alone (and assuming you take all three others with you) is enough to bring most classes from level 1 up to level 8. So if you start in BG1 (which allows fighters to hit level 9) and then dual class at the start of BG2, you're (arguably) the best class for all of BG1, then get to switch to (not arguably) the best class in BG2. Even starting in BG2 just do the copper coronet/slave ship quest straight from Irenicus' dungeon and you'll hit level 9, then be back to level 10 on your new class within one or two new quests.

Dual classing at level 13, on the other hand, is dumb unless you're doing a solo run.

voiceless anal fricative
May 6, 2007

Rookersh posted:

I get what you are saying, and when I go through Temple/Icewind/Neverwinter I'll probably do a Barb/Mage. Didn't make enough sense for my Candlekeep raised character to be big on Barbarian rages though, and the benefit looks like it peters out by the end of BG1 anyways. It's not like BG1 is very hard when you have a 18/96 str, 17 dex, 17 con, 17 int character though ( first roll! ).

The best thing about the rage is that it makes you immune to just about everything in the game and can't be dispelled. Its probably the best kit-based ability, maybe second to Offensive Spin that Blades get.

But ya play whatever you want, straight fighter is still great

voiceless anal fricative
May 6, 2007

You will have encountered cobold commandos elsewhere, if you can deal with them fine then you can deal with Firewine. The only other tricky bit is a mage fight which is definitely manageable at level 5, particularly if youre using ranged weapons. And if you can't beat the mage normally then you can always enter Firewine from the basement of that dude in Gullykin's house and pop out right on top of the mage.

voiceless anal fricative
May 6, 2007

He never actually leaves. I think they tell you he does just to make him look more suspicious.

Because, of course, he is suspicious.

voiceless anal fricative
May 6, 2007

Mr. Neutron posted:

Abazigal/Draconis? Those assholes love to Haste themselves, even with that DR you could have problems.

By then your barb will have Hardiness, which brings it up to 80% damage reduction. They'll still be hitting for something like 6-10 damage, probably three or four times a round, but it certainly increases your chances!

voiceless anal fricative
May 6, 2007

Totally agree. Probably one of the easiest runs I did was

fighter/cleric, (Flail of Ages/defender of easthaven)
Keldorn (Carsomyr)
Imoen,
Korgan (axe then FoA once he had enough pips/Crom Faeyr)
Valygar (Celestial Fury/Belm),
Haer'dalis (his sword then Angurvadal/Kundane).

very little strategy needed

voiceless anal fricative
May 6, 2007

So is there a legit way to kill Yxunomei in IWD without losing most of your party? Her MR was too high for her to get stuck in my web/entangle/grease trap or to be affected by any of the various debuffs I threw at her, and she tore through both my -6 AC ~70HP tanks in about 20 seconds. I ended up reloading and just kiting her/whittling her down with ranged.

voiceless anal fricative
May 6, 2007

Her support mobs died in my entangle/web trap just fine, I guess I should've tried just maximum damage output on her since she didn't seem to have that much HP.

voiceless anal fricative
May 6, 2007

It depends who you want to take with you more than which weapons work best with a Kensai. For example, Celestial Fury is the ideal mainhand weapon for Valygar or Haer'dalis, while FoA is ideal for Minsc. Long Swords are a good bet simply because none of the NPCs use them, you can get that +4 one from the graveyard straight out of Irenicus' dungeon, and Daystar as soon as you're confident enough to tackle that Lich.

voiceless anal fricative
May 6, 2007

Kubla Khan posted:

. The challenge of fighting a powerful mage like a lich lies in being able to reduce his layers of PfMWs, Immunities, Stoneskins etc before your party is overrun by spells. Once the layers/contingencies are down, you've won - all that's left is to lay down the damage (and any damage automatically interrupts spellcasting, as I'm sure you know).

In addition to what was said above, this is not true^. All the high level casters have two contingencies of protections as well, not to mention the various scripted fights that have multiple phases, or dragon's who just have multiple castings of stoneskin. So for any kind of difficult fight you typically need to strip away their protections two or three (or four) times, which means any kind of debuff you can get on them while they're vulnerable (poison, for example) is worthwhile.

voiceless anal fricative
May 6, 2007

Their contingencies are triggered by them reaching a certain %HP or maybe for some just when they get hit.

voiceless anal fricative
May 6, 2007

Iretep posted:

I'm still trying to decide how to do my thief frontliner fighter. It's come down to accepting fighter/thief multiclass and only getting specialization in weapons proficiency but getting ELAs for both or going Thief/berserker dual class for only fighter ELAs but getting high master in weapons. Getting use any item seems tempting but I don't feel great about not getting more proficiency on my chosen weapon.

In my opinion the best thing about Thieves is their backstab, which I think rules out the thief->fighter dual because you wouldn't get the thief high enough for 5x backstabs. Personally I'd suggest the multiclass, since (unless you use the modded weapon proficiencies) there's not a whole lot of benefit to grand mastery over specialisation, whereas the fighter HLAs are much better than the thief's for front lining.

The only time fighter->thief dual is better I think is when you want to make use of UAI later on to remove a Kensai or Wizard Slayer's item restrictions.

voiceless anal fricative
May 6, 2007

Max Wilco posted:

Is there a specific level or strategy you need to defeat everyone on the fifth floor of the Iron Throne HQ?

At the moment, most of my party is at Lvl. 6. I try to start the fight by having Dynaheir by casting Haste on the party beforehand, and then cast an AOE spell (Fireball, Web, & Dispel Magic) when the fight begins. Web doesn't seem to work on everyone, and it seems like Dispel Magic has no effect, since the enemies can still cast spells. Regardless, the mages are still able to take out my party pretty quickly. One walkthrough I read said to send the other half of you party up via the other staircase, but I don't know how much of a difference it makes.

Use Fear, that will take out half of them pretty reliably. You should have some wands of fireball by then as well - hold your party back and nuke the center of the room.

Honestly in BG and BG2 I find spells like Web and Entangle to be more a hindrance than a help.

voiceless anal fricative
May 6, 2007

Max Wilco posted:

So I've made it through the Candlekeep Dungeon, and I still feel like I'm doing something wrong. I decided that I'd go through some of the areas that I skipped earlier to see if I could level up a little before I returned to Baldur's Gate. Everyone in my party is at Level 6, but it still seems like I still have trouble with certain fights. I went to the cave near where you find Safana, and I had trouble fighting the Flesh Golems.

Minsc seems to have the most trouble, since he takes damage pretty easily. I don't know why though, since he has an AC of 1, and the two melee weapons load-outs I have for him (dual Maces & Spider's Bane) shouldn't affect him too much with skills he has (Two points in 2-handed sword; One point in Maces; One point in 2-handed style; and 3 points in Two Weapon Style). Khalid seems to have the same problem when fighting melee (even though when he has a shield equipped, he has a AC of -2).

Minsc has low Dexterity. When you went to the gnoll fortress you would've got the gauntlets that raise your dexterity to 18, so make sure he's wearing them. Also equip a shield. In BG1 you'll want around -6 AC for your tank.

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voiceless anal fricative
May 6, 2007

Max Wilco posted:

I'm nearing the end of BG1.In the last chapter, when you find Duke Eltan and bring him to the Harbormaster, you're are supposed to get an invitation. However, I can't seem to find it anywhere in my inventory. Does it show up as an actual item, or did something get screwed up?

Did you meet Tamoko? She hints as to where you should go (the top floor of the Iron Throne building). If you've done that and didn't catch the next leg in the quest, you need to go to the Undercellars, accessed through the Blushing Mermaid in NE Baldurs Gate.

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