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Posted

RIP Belranga! I kept Vatnir brilliant and used it a couple of times on my Assassin and on Aloth. Konstanten continuously summoned ogres as cannon fodder and eventually she died, when she had 84 wrath.

 

For whatever reason, even though she kept getting closer, in the end she couldn't damage my party that much.

 

Most of the damage was done by my Assassin and Aloth's missiles, but I don't remember if he successfully hit her with Salvo even once. Serafen shot the spiderlings to recharge his focus and Vatnir alternated from healing to buffing (and Salvation of Time ;)).

 

 

 

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Since I read some posts in this thread and I'm playing on Veteran, this is no big deal, but I didn't use figurines or empower. Well, actually my Assassin and Aloth did use their empower, but they both missed because I assumed they would hit and she still had high defences. :banghead:  :facepalm:

  • Like 3

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Posted

 

I killed her with Pallegina as paladin tank, Konstanten as chanter, Tekehu as druid and Serafen as cipher. Didn't use summons, actually tanked the boss. Watcher took a nap :)
 
So her consume attack is dodgeable and indicated by "explosion" icon. She will start using it at hurt or below.
 
Couple tricks I learned the hard way - you have to wait till she starts actually casting it before moving out, if you start runing early she will follow you, I got cornered, but if you time it right she won't move an inch. You can come back in as soon as the animation of first jump plays, she will do second one and the icon will stay, but she won't do any damage.  Usually she will do and attack or screech - recovery time - another attack or screech or consume. The dodgy part is that she sometimes play out her recovery time and won't do anything for couple seconds and afterwards her new action will be instant - giving you little time to react. You can still dodge her consume, but at least I needed to slow my combat time. I ended up binding combat speed up and down so I could go max speed when she is just going trough her normal rotation and slow down when I needed to dodge. I scripted druid to heal, seraphen to attack and feed ancestor's memory, konstanten just auto attacked and provided heal and acc vs beasts buffs. So the only thing I needed to do is watch her actions and dodge consume.
 
Oh and resistance to dexterity afflictions is not enough, without immunity you will still get paralysed.
And if you try to use pause when enemy cast spell - pause will come too late, your tank will already be mauled by a spider.
 
How do I upload an image? 

 

 

Tnx great info!

Posted

I tried to use the Sawbones ability from the Bone Setter's Torc to avoid injuries from Belranga's attack but it didn't seem to work. Has anybody else tried that? I run a heavily modded game so I'm hesitant to report this as a bug without double-checking.

 

What are your main sources of resistance to Resolve afflictions (excluding food, since Shark Soup is the everybody's main meal against Belranga)?

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Posted

It doesn't prevent injuries, just clears them, worked for me on unmoded steam version, but adra potions are better, you don't get -5 deflection penalty.

  • Like 1
Posted

It doesn't prevent injuries, just clears them, worked for me on unmoded steam version, but adra potions are better, you don't get -5 deflection penalty.

Best source for luminous adra dust is Belranga and one costs, with BB reduced costs, 2800 gold to craft. I would not really want to take much of them, if there are easier methods to do the fight.

Posted

Fair. I just loaded my pre end game save file and had enough mats for 16 potions (without doing any dlcs). I used 8, but that was with a lot of experimentation, in theory you can do without injuries if you pay enough attention or just use summons to tank.

Posted (edited)

Well, i beat her solo with Hulks Thaumaturge build on first try and you can beat her after that again and again it seems. It s a new game, so that means, it s probably for everyone like this.

Edited by baldurs_gate_2
  • Like 1
Posted

I'm always like--full buff, you've got 45 seconds to kill everything xD. 

 

Can't live without extra penetration. 

Ye, god bless salvation of time. She should really not have more HP, 4,4K are enough xd

  • 2 weeks later...
Posted (edited)

I'm having a ton of problems on this fight... I'm on POTD with upscaling and haven't had a single problem until I tried this fight today. Did the recent patch change anything?

 

started out with:

Pellagrina: Herald (Healing wall tank)

MC: Nez Monk

Tekehu: Druid Chanter

Aloth: Wizard

Eder: Swash

 

All level 20.

 

Then changed out Aloth for Seph as a cipher, which worked slightly better. Kill loads of spiders, keep them between me, then start to hit her when they get low. I am equipped with luminous adra potions, shark fin soup, etc. I keep on getting her down to 75% then she kills a char and I have to reload, I've tried a bunch of the strategies on her but they don't seem to be working. It kind of seems like she's regenerating throughout the fight. My main problem is penetration--I don't seem to be doing a lick of damage to her on anyone but my monk. I've tried switching out my gear to include more crush/corrode stuff, any suggestions for weapons/chants/necessary buffs? I have not had a single fight trouble me much in this game until now,  but this one feels like I'm ramming my head into the wall. 

Edited by Carnifexus
Posted

On the very worst, what you can do is have a Cleric and a Cypher in the party and just infinitely extend Barring's Death's Door. 

 

If you're willing to consider it, you could make a custom scroll-using Helwalker and equip Deltro's Cage Helm. Then use Barring Death's Door on top of that and blast away with Maelstroms, while keeping the rest of the party away. 

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m0x5eY5.pngtBxm170.png

Posted

I'm having a ton of problems on this fight... I'm on POTD with upscaling and haven't had a single problem until I tried this fight today. Did the recent patch change anything?

 

started out with:

Pellagrina: Herald (Healing wall tank)

MC: Nez Monk

Tekehu: Druid Chanter

Aloth: Wizard

Eder: Swash

 

All level 20.

 

Then changed out Aloth for Seph as a cipher, which worked slightly better. Kill loads of spiders, keep them between me, then start to hit her when they get low. I am equipped with luminous adra potions, shark fin soup, etc. I keep on getting her down to 75% then she kills a char and I have to reload, I've tried a bunch of the strategies on her but they don't seem to be working. It kind of seems like she's regenerating throughout the fight. My main problem is penetration--I don't seem to be doing a lick of damage to her on anyone but my monk. I've tried switching out my gear to include more crush/corrode stuff, any suggestions for weapons/chants/necessary buffs? I have not had a single fight trouble me much in this game until now,  but this one feels like I'm ramming my head into the wall. 

Gouging Strike with a rogue adventurer and hide at the entrance with scroll of withdraw, so she gets de-aggroed. Or with a Priest and BDD + Greater Maelstrom scrolls when she is low on reflex.

Posted (edited)

 

I'm having a ton of problems on this fight... I'm on POTD with upscaling and haven't had a single problem until I tried this fight today. Did the recent patch change anything?

 

started out with:

Pellagrina: Herald (Healing wall tank)

MC: Nez Monk

Tekehu: Druid Chanter

Aloth: Wizard

Eder: Swash

 

All level 20.

 

Then changed out Aloth for Seph as a cipher, which worked slightly better. Kill loads of spiders, keep them between me, then start to hit her when they get low. I am equipped with luminous adra potions, shark fin soup, etc. I keep on getting her down to 75% then she kills a char and I have to reload, I've tried a bunch of the strategies on her but they don't seem to be working. It kind of seems like she's regenerating throughout the fight. My main problem is penetration--I don't seem to be doing a lick of damage to her on anyone but my monk. I've tried switching out my gear to include more crush/corrode stuff, any suggestions for weapons/chants/necessary buffs? I have not had a single fight trouble me much in this game until now,  but this one feels like I'm ramming my head into the wall. 

Gouging Strike with a rogue adventurer and hide at the entrance with scroll of withdraw, so she gets de-aggroed. Or with a Priest and BDD + Greater Maelstrom scrolls when she is low on reflex.

 

Alright, thanks for the tips, I'll play around with that today. I had hoped I wouldn't have to use scrolls excessively as I like to try and do fights with my regular comp, but this fight looks like it's just going to beat my ass if I don't do some major respeccing. I can't find enough materials to make adra potions...or any materials, so it looks like I'm out of luck with this playthrough. Serves me right for saving the hardest fights for right before I do the final missions, I guess.  EDIT: Tried it again today and got her down to bloodied...I'm just going to have to respec my entire team if I actually want to kill her. Or something. The other mega boss feels a lot easier, but I failed to get him past bloodied in my attempts today. When I first tried the Adra dragon, I had this problem too, but then I bought White March Part II my team leveled enough to beat her just fine. No idea on these two fights, I really dislike the idea that the only way to beat her is to spam scrolls and such, that's no fun at all.

Edited by Carnifexus
Posted

 

 

I'm having a ton of problems on this fight... I'm on POTD with upscaling and haven't had a single problem until I tried this fight today. Did the recent patch change anything?

 

started out with:

Pellagrina: Herald (Healing wall tank)

MC: Nez Monk

Tekehu: Druid Chanter

Aloth: Wizard

Eder: Swash

 

All level 20.

 

Then changed out Aloth for Seph as a cipher, which worked slightly better. Kill loads of spiders, keep them between me, then start to hit her when they get low. I am equipped with luminous adra potions, shark fin soup, etc. I keep on getting her down to 75% then she kills a char and I have to reload, I've tried a bunch of the strategies on her but they don't seem to be working. It kind of seems like she's regenerating throughout the fight. My main problem is penetration--I don't seem to be doing a lick of damage to her on anyone but my monk. I've tried switching out my gear to include more crush/corrode stuff, any suggestions for weapons/chants/necessary buffs? I have not had a single fight trouble me much in this game until now,  but this one feels like I'm ramming my head into the wall. 

Gouging Strike with a rogue adventurer and hide at the entrance with scroll of withdraw, so she gets de-aggroed. Or with a Priest and BDD + Greater Maelstrom scrolls when she is low on reflex.

 

Alright, thanks for the tips, I'll play around with that today. I had hoped I wouldn't have to use scrolls excessively as I like to try and do fights with my regular comp, but this fight looks like it's just going to beat my ass if I don't do some major respeccing. I can't find enough materials to make adra potions...or any materials, so it looks like I'm out of luck with this playthrough. Serves me right for saving the hardest fights for right before I do the final missions, I guess.  EDIT: Tried it again today and got her down to bloodied...I'm just going to have to respec my entire team if I actually want to kill her. Or something. The other mega boss feels a lot easier, but I failed to get him past bloodied in my attempts today. When I first tried the Adra dragon, I had this problem too, but then White March Part II came out and my team leveled enough to beat her just fine. No idea on these two fights, I really dislike the idea that the only way to beat her is to spam scrolls and such, that's no fun at all.

 

You don't need scrolls, just ranged weapons.

  • Like 1
Posted (edited)

I tried ranged weapons+cipher mind control spider block/summons to keep her at bay but found that even after bringing her defenses down significantly by killing the spiders that I couldn't really hurt her that much before my resources ran dry, bloodied was the best I did with my current group. I am also having a hard time finding crafting materials for potions at this point in the game. That tells me I need to tweak my composition and do a bunch of respecs (or hire some people)...I neglected to level the other companions, I really only used the ones I wasn't interested in for a couple of missions. 

 

So, uh, unless I want to do the scroll methods, I will probably need to buy some ranged weapons that'll actually hurt her, because mine sure weren't (any tips?). That, or just try her with a fresh brain, I was pretty exhausted from work today.

I was hoping to keep my group the way it is because it had worked so well up until this fight, but since it leans very melee heavy, I'm just going to have to take the time and figure out some better specs. I have these two fights and the last two plot missions left and then I'd planned to start a new game when the next DLC comes out. Since I'm so damn close to being done and relatively low on resources for potions and such, I may just decide to wait until the DLC comes out to finish any of this. 

Edited by Carnifexus
Posted

If you fight her near narrow path where you start, you can back away enough where she can not melee you. If you don't want to cheese like that, her attack that gives you wounds is dodgeable, run away from melee range  once she does action indicated by explosion icon (you might need to enable combat tooltips for that, I don't know, I have it enabled always). For cipher I used Spider Silk Robe for immunity against paralyze, Saint Omaku's Mercy bow with decisive shots enchant and hot razor skewers food to get 17 penetration. Animancer's energy blade can be good option for melee as it does raw damage. 

  • Like 1
Posted

If you fight her near narrow path where you start, you can back away enough where she can not melee you. If you don't want to cheese like that, her attack that gives you wounds is dodgeable, run away from melee range  once she does action indicated by explosion icon (you might need to enable combat tooltips for that, I don't know, I have it enabled always). For cipher I used Spider Silk Robe for immunity against paralyze, Saint Omaku's Mercy bow with decisive shots enchant and hot razor skewers food to get 17 penetration. Animancer's energy blade can be good option for melee as it does raw damage. 

That worked awesome, thanks for the tips.  I respecced my healing wall tank to double as a summoner (she needed it anyways) and brought a cipher with Saint Omaku's and gave my monk windsong. Healing wall Pellagrina stood in front of the entrance chanting and summoning to keep a wall between the boss and my team, she only occasionally attacked mobs that came close while summoning skeletons and weapons. Tekehu chanted the ranged chant+mercy where she walked and spot healed/summoned. Monk and Cipher stayed at the back and auto-attacked the boss once she got down low (cipher used Driving echoes and Mindweb, Monk used only Thunderous blows+ranged auto attack). Aloth kept her paraylzed with Wall of Many Colors and helped DPS her down with various Minoletta's spells. Cipher abilities were definitely key in keeping the group up while the summons tanked, and I found staying in the entrance is ideal. Rested with Razor Skewers on my cipher/monk, mohora wraps on tank, shark soup on the two casters. Just a matter of getting her down to the point where she can be paralyzed and the fight was easy after that. Now onto the slime! 

  • Like 1
Posted

 

If you fight her near narrow path where you start, you can back away enough where she can not melee you. If you don't want to cheese like that, her attack that gives you wounds is dodgeable, run away from melee range  once she does action indicated by explosion icon (you might need to enable combat tooltips for that, I don't know, I have it enabled always). For cipher I used Spider Silk Robe for immunity against paralyze, Saint Omaku's Mercy bow with decisive shots enchant and hot razor skewers food to get 17 penetration. Animancer's energy blade can be good option for melee as it does raw damage. 

That worked awesome, thanks for the tips.  I respecced my healing wall tank to double as a summoner (she needed it anyways) and brought a cipher with Saint Omaku's and gave my monk windsong. Healing wall Pellagrina stood in front of the entrance chanting and summoning to keep a wall between the boss and my team, she only occasionally attacked mobs that came close while summoning skeletons and weapons. Tekehu chanted the ranged chant+mercy where she walked and spot healed/summoned. Monk and Cipher stayed at the back and auto-attacked the boss once she got down low (cipher used Driving echoes and Mindweb, Monk used only Thunderous blows+ranged auto attack). Aloth kept her paraylzed with Wall of Many Colors and helped DPS her down with various Minoletta's spells. Cipher abilities were definitely key in keeping the group up while the summons tanked, and I found staying in the entrance is ideal. Rested with Razor Skewers on my cipher/monk, mohora wraps on tank, shark soup on the two casters. Just a matter of getting her down to the point where she can be paralyzed and the fight was easy after that. Now onto the slime! 

 

This is great to hear, a solid strategy.  When you say "getting her down to the point where she can be paralyzed" - is that at a certain health level?

 

I did this once, the old-fashioned way - land a Gouging Strike, run and hide behind a pillar near the entrance and alt-tab for 20+ mins.  I'd prefer to figure out how to do it with a real party like you did, just seems like a lot of consumables are needed.  Once thing that surprised me was that she seems to be able to paralyze at range?

  • Like 1
Posted (edited)

 

 

If you fight her near narrow path where you start, you can back away enough where she can not melee you. If you don't want to cheese like that, her attack that gives you wounds is dodgeable, run away from melee range  once she does action indicated by explosion icon (you might need to enable combat tooltips for that, I don't know, I have it enabled always). For cipher I used Spider Silk Robe for immunity against paralyze, Saint Omaku's Mercy bow with decisive shots enchant and hot razor skewers food to get 17 penetration. Animancer's energy blade can be good option for melee as it does raw damage. 

That worked awesome, thanks for the tips.  I respecced my healing wall tank to double as a summoner (she needed it anyways) and brought a cipher with Saint Omaku's and gave my monk windsong. Healing wall Pellagrina stood in front of the entrance chanting and summoning to keep a wall between the boss and my team, she only occasionally attacked mobs that came close while summoning skeletons and weapons. Tekehu chanted the ranged chant+mercy where she walked and spot healed/summoned. Monk and Cipher stayed at the back and auto-attacked the boss once she got down low (cipher used Driving echoes and Mindweb, Monk used only Thunderous blows+ranged auto attack). Aloth kept her paraylzed with Wall of Many Colors and helped DPS her down with various Minoletta's spells. Cipher abilities were definitely key in keeping the group up while the summons tanked, and I found staying in the entrance is ideal. Rested with Razor Skewers on my cipher/monk, mohora wraps on tank, shark soup on the two casters. Just a matter of getting her down to the point where she can be paralyzed and the fight was easy after that. Now onto the slime! 

 

This is great to hear, a solid strategy.  When you say "getting her down to the point where she can be paralyzed" - is that at a certain health level?

 

I did this once, the old-fashioned way - land a Gouging Strike, run and hide behind a pillar near the entrance and alt-tab for 20+ mins.  I'd prefer to figure out how to do it with a real party like you did, just seems like a lot of consumables are needed.  Once thing that surprised me was that she seems to be able to paralyze at range?

 

After you kill a certain amount of spiders, her defenses get low enough to the point that she can be CC'd/paralyzed. The way to avoid her paralyze is poison resist (rest with shark fin soup/ paladin talent that gives poison immunity/spider silk cloak) anything that blocks dexterity afflictions, I think. I actually didn't use any consumables that I recall other than the food bonuses (when I beat her, anyways...took a lot of trys), if you have your herald specced healing wall (IE, paladin heal aura/chanter healing chants+lelandra's shield+blackened plate armor+healing gear) with some summons, they will keep your group up while Belranga is busy with their summons, she cannot get to you if you simply stay right in the entrance. The key was getting bows that can actually pierce her armor, that and aloth's minoletta spells were almost all of my DPS. Now that I've figured out this strategy, I can say absolutely none of the same tactics are used on Huani...he murders my tanks.

 

EDIT: Oh, and to start the fight I cast Tanglefoot so as to not aggro the boss to my group immediately, the spiders then kind of formed a mob wall that I sent the summons through to whack at her once she got close enough. If there isn't room in the mobs for summons, clear the way with your ranged dps but don't clear too many because otherwise Belranga will be able to box you in and melt your face with her ranged.

Edited by Carnifexus
  • Like 1
Posted

Quick question: I tried this again, and I landed a few Concelhaut Crushing Doom on Belranga, but (a) she seemed to take no damage from them (immune?) and (b) they had a timer (seconds remaining) showing in the effects window.  I thought this spell kept hammering the target until the target died - is that wrong, or was it changed to have a duration?

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