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Everything posted by baldurs_gate_2
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For the ironclad transformation fight, I just went back to the Inn at the arena and used some standard companions that focused on auras (pally, chanter). If the game is going to turn you into a mob that has no powers you spent all game getting on your toon, you shouldn't feel bad about no soloing 1 fight. Impossible, Magran's Fires solo challange. It's only hard on potd or potd upscaled. On classic, you breeze through that one.
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I took at look at your pic and you are showing buffed skills of 31/28/26/20/25/24 ... can you explain or post pics showing what's behind those? Are those values shown with holding full wounds to get +10 might (Hellwalker) and +10 CON? Curious what gear you're using to get to 18 AR and if that includes any armor buff from Iron Wheel. I am messing around with a spreadsheet to track no-rest buffs and can see my way to something like 20/20/15/24/20/22 using Shark Soup, before gear. It would be relatively easy to use gear to boost that by a few points around each attribute -- especially if we use Eviee pet (as suggested above) to free up head-slot (Eviee gives you the resolve affliction resistance, instead of needing Horns of Bleak Mother). Any suggestions on the final stats to shoot for? I guess the benefit of taking Enlightened Agony is that you can shrug off afflictions relatively fast and get +5 Int (which would put you at 35 if you use Turning Wheel instead of the CON buff from Iron Wheel, and if that stacks with Enlighted Agony) - is that worth it? Not sure what to adjust - could sacrifice resolve for more DEX, or even lower PER for a few points elswhere before gear (no-rest build carries the nature's resolve +10 accuracy buff, and I know certain monk abilities increase it further like Enduring Dance and Razor's Edge). Is the high Will from high resolve really necessary on an SC solo monk to avoid Arcane Damper (it feels like there's not much to be dispelled here - does Damper cancel the self-buffs or only potion-based buffs in an SC monk build?) Lots of investment in stats ... For armor, I've seen suggestions raising from High Harbinger Robe (which seems to squishy, but was in the OP), to Patinated Plate (I assume with the -recovery enchant), and I've thought about using DoC breastplate enchanted vs. intellect afflictions (for more resources too). I tried using Contender's Armor and stacking athletics (for -recovery), but it didn't seem to really do that much vs trade-off of using other armors. Race everyone seems to be going human, I assume because of near-death/bloodied buffs (this being hellwalker) -- vs. going pale elf for the +4 fire/cold AR? I see Boeroer talk a lot about Torment's Reach and Stunning Surge ... in my quick testing so far, I couldn't see a good time to use either - it felt like spammming WoW was basically the thing to do (WoW also hitting stacks on Grave Calling quickly). Worth taking both or giving one up in order to go for other powers like Crucible of Suffering, Long Pain, or the Bulls Will talent? Last question: abilities ... saw a suggestion here of stacking arcana to 13 to use Avenging Storm scrolls (I assume the rest goes into athletics), given a no-rest build can't really use the Heaven'e Cacophony helm (1x/rest Av Storm). I suppose that would also let you use Pull of Eora scrolls to try to group mobs (and maybe if you hit yourself, it becomes an affliction you can clear to get Enlightened Agony). What about any other sweet-spot spread into Alchemy or any other actives? For passives, have to stack religion to get the shrine bonuses first, but after that, any suggstions on helpful passives? Thanks team. I show the buffs in my video at the end: Of course it is with max wounds and nemnok's cloak's ironskin + spirit shield, what seems to still stack. But you can not really use that item in a no rest run anymore. In the Auranic fight, 180+ will are a safe bet, to receive non of the afflictions (except for arcane cleanse), but that does not really matter. And in SSS, it would be good to have a high will, in that cipher team fight at the end.
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*not my video btw, but the guy here pretty much got his inspiration from what we talked about in the threads here. Yeah that is my video. But with this character, i dumped con and resolve, what makes the Auranic fight very hard, if not impossible, because of the low WILL. With my current build, i never got stunned / terrified, even without food bonus or any immunities and made the fight a cakewalk. Appreciate the response and video! Is this the build? 10 MIG / 10 Con / 10 Dex / 16 Per / 16 Int / 16 Res Can I assume this works against the other megabosses and DLC challenges in addition to the Sigil Master? The important thing is that you have berath's blessing with +2 attributes and 16 per, because i don't like it, not to be able to see all traps and i believe you need at least 18 per to see em all. 16 resolve because you need a high will for auranic. Int can be lowered a bit, you will still be able to reach over 30 with turning wheel. It works against alle megabosses, but i did not do any of the DLC yet, because if you can solo a megaboss, the other things should be much easier, excpet for that ironclad hunt in SSS, what seems to be doable with a holy slayer, but i doubt that you can do it with a sc monk.
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*not my video btw, but the guy here pretty much got his inspiration from what we talked about in the threads here. Yeah that is my video. But with this character, i dumped con and resolve, what makes the Auranic fight very hard, if not impossible, because of the low WILL. With my current build, i never got stunned / terrified, even without food bonus or any immunities and made the fight a cakewalk.
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I could get the shrine bonus to stack with 1 food bonus if I trigger the scripted events - I wrote about it in the no-rest thread. But if there's multiple food stacking or multiple shrine stacking, I can't get that to work. Even doing 1 shrine scripted event after the first one, the second one still overwrote the first shrine buff (but not the food buff). You should get Rikuhu's Blessing first and Ngati's does not overwrite it later, when you sing along with the people in the scripted event there. At least for me it worked.
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Even if you don't plan on doing megabosses, seemingly like half the boss fights in FS are against an interrupt-immune target. You'd also want to stay away from Galawain's Challenge become Unstoppable would also make them interrupt-immune and there's a 1/6 chance that Exalted would give them interrupt immunity (via Courageous). Re: weapon: I would recommend Saru-Sichr, even if it's not as much "in theme", because chance of paralyze per tick of damage is even better than a weak effect on an interrupt. Beyond that, just stick with morning stars, since the -25 fort debuff + brute force = lots of crits. an alternate choice is to get the Slayer's Claw from SSS (upgrades might inspirations a tier) and roll either a berserker (their tenacious frenzy becomes energized) or a monk (their thundering blows will grant energized); energized will do the same thing as Interrupting Blows does (50% chance to interrupt on crit). might be hard to get easily on solo though. But you can not soulbind it with a monk or? Can you upgrade it at least to legendary?
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Orlan looks pretty cool. Nature's Godlike is the best, if you could use the helmet slot. Otherwise, human's fighting spirit is nice.
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The pillar is not the problem, it's more or less the one, that gets activated the least. My current build dumped resolve to 4, so i am missing around 20 will anyway, so i can get around 17x with all temp boons etc. The spell reflect potion is too important in that fight. If the pillars would fall rather easy, it wouldn't be such a problem. And second, as i mentioned, the items dont work, so i need high will to prevent terrified and stunned, both target will. have you tried stocking up on potions of the focused mind and quaffing them before she reveals the terrorizing obelisk? you'd need a lot because they'd get cleansed away eventually. have you tried dropping big spells like frozen pillar or bringing along hand of wael and woe? you can drop aoe spells just as soon as you see auranic targeting an obelisk so the obelisks start taking damage as soon as they are revealed. hand of weal and woe does a lot of damage and can heal party members, and if a tick gets reflected back at you it ends up healing you i think. it really shouldn't be that hard to take down the non-dps obelisks real fast if needed. all else fails hire a chanter with the one dozen chant on loop. Nope, i play with a SC Helwalker Monk and the other three megabosses were not much of a problem, only that mage. And i want to do it solo :S then craft some potions and craft some scrolls edit - you being solo would explain why you would have difficulty taking down the obelisks quickly. with a full party of 5 that's a lot of chain lightnings or tayn's orbs that get bounced back to the obelisks. The first cast "misses" always, but the second or third always hits, as would my item stop working somehow.
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The pillar is not the problem, it's more or less the one, that gets activated the least. My current build dumped resolve to 4, so i am missing around 20 will anyway, so i can get around 17x with all temp boons etc. The spell reflect potion is too important in that fight. If the pillars would fall rather easy, it wouldn't be such a problem. And second, as i mentioned, the items dont work, so i need high will to prevent terrified and stunned, both target will. have you tried stocking up on potions of the focused mind and quaffing them before she reveals the terrorizing obelisk? you'd need a lot because they'd get cleansed away eventually. have you tried dropping big spells like frozen pillar or bringing along hand of wael and woe? you can drop aoe spells just as soon as you see auranic targeting an obelisk so the obelisks start taking damage as soon as they are revealed. hand of weal and woe does a lot of damage and can heal party members, and if a tick gets reflected back at you it ends up healing you i think. it really shouldn't be that hard to take down the non-dps obelisks real fast if needed. all else fails hire a chanter with the one dozen chant on loop. Nope, i play with a SC Helwalker Monk and the other three megabosses were not much of a problem, only that mage. And i want to do it solo :S
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The pillar is not the problem, it's more or less the one, that gets activated the least. My current build dumped resolve to 4, so i am missing around 20 will anyway, so i can get around 17x with all temp boons etc. The spell reflect potion is too important in that fight. If the pillars would fall rather easy, it wouldn't be such a problem. And second, as i mentioned, the items dont work, so i need high will to prevent terrified and stunned, both target will.
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Items: Effigy Husk: Armor of Flesh (Immune to Might Afflictions) Sandals of the Water Lily: Buoyant (Immune to Dexterity Afflictions) Cap of the Laughingstock: Village Fool (Immune to Resolve Afflictions) For the Armor and the Boots, both effects do not show up in the character sheet anywhere. Village Fool shows up, but does not work properly, i still get terrified from rym's repulsive visage. I have the issue, at the sigil master auranic fight. Food bonus works as intented. Save Game: https://www.file-upload.net/download-13497793/PwentDeadfireArchipelago2bd3526a-8987-435f-b21c-665f90fdbf31LAX-123ABCDEFGH935305894.savegame.html
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Honestly I can't say for sure because I literally have never let Auranic get down to near death without having killed all the obelisks, but Arcane Dampener is a little weird like that. It will suppress some duration-less effects, but leave others alone. Passive, duration-less item effects should not be suppressed, but I would not be terribly surprised if Horns of the Bleak Mother and/or Sandals of the Water Lily are implemented oddly. I would actually report as a bug in the bug forum, attaching a saved game as well, just in case. It's a bug. The "effects" of the sandals, show up nowhere, same if you use armor of flesh from effigy husk, it does not show up in the character sheet or anywhere.