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Assassin 06-18-2003 02:00 PM

Party lineup for a Solo NR Party:

Self made MP game:
Ranger/Cleric
Archer
Sorcerer
Fighter/Mage
Swashbukler
Cleric/Mage

That's just my suggestion, of course. Or, if you want some NPC's, try this out:

PC: Swashbuckler
Mazzy
Anomen
Kelsey
Solaufein
Aerie

Meh. Good job, though [img]smile.gif[/img] Congrats. Thinking of solo'ing Ascension, on Insane, with that F/M/T now?

Alson 06-19-2003 06:16 AM

Quote:

Originally posted by Rataxes:
So you finally did it. Congrats!

Managed it myself a few days ago, though I believe my Fighter/Thief Garwinn saw the interior of Irenicus dungeon a few more times than anyone would consider healthy (Aerie was fortunately spared that part)

You too?! Hats off & kudos to you, then. [img]graemlins/thumbsup.gif[/img]

Quote:

Never really used Imp Invisibility to counter Mages before, now I simply don't know why I didn't. The likes of Cowled Enforcers, Gaius and Yuan-Ti Mages actually used to be an annoyance, now they're a walk in the park.

I don't use it much, either, but I'm certainly aware of its potential - Improved Invisibility is mighty. I prefer the "buff with long duration spells up the wazoo" modus, but both are solid.

Quote:

The Hit and Run and Hide tactic with Thieves is simply unbeatable.
And it's even worse if you have the SotM!

Quote:

Death Ward is the single most important spell in a Party NR game. The reason? It prevents all forms of permanent death. A person with Death Ward on him could take a 400 dmg backstab and still not have his picture removed.
Yeah, I'm counting on it. Actually, this is about the only reason I'm taking a priest with me on my next PNR game - this, and Greater Restoration. [img]smile.gif[/img]

Quote:

Just watch out for Dispel Magic when relying on the above.
Spell Immunity: Abjuration and/or Boots of the Ritual for the rescue! Dispel's also less of a problem in SNR, as your level (with respect to the enemies' level) is higher. Question: How does the game engine treates Dispel Magic (and variants) when casted on Multis? Probably "take the highest level". And idea? [img]graemlins/1ponder.gif[/img]

Quote:

Aerie got permanently fragged once when a Remove Magic was instantly followed by a Chain Lightning (you guessed it, Lich Spell Trigger), oh that hurt!
Ouch! Talking about bad luck. And Liches are certainly a pain.

Quote:

A few numbers, this is for the entire project, not just the final attempt:
Wow, you actually kept record? Some interesting numbers, I must say. Just a few small comments:

Quote:

Number of restarts caused by Charm, Chromatic Orb, or other useless, completely harmless disabling spells of your choice: 7
What, no Chaotic Commands?

Quote:

Number of restarts caused by screwing up the plot: 3
Heh. Can you be more specific? Such things tend to be funny. :D

Quote:

Number of times Valygar saw his intestines fly through the air when he got hit by a boulder thrown by the Adamantine Golem in the golem head room in the Planar Sphere: 4
?! Why was Valygar in your party? You can dismiss him after you open the door.

Quote:

Party suggestion, don't leave home without someone capable of providing the entire party with Death Ward. Really don't ;)
Noted.

My current plan:
</font>
  • PC, Half-Orc Fighter/Thief multi. Beginning: Ages + Harmony. Later: Foebane + DoE. Aiming for high physical resistances.</font>
  • Jaheira, Ranger/Cleric multi. Beginning: Blackblood (?) + Belm. Later: Fulcrum + Crom (or Belm, I'm undecided).</font>
  • Solaufein, Fighter/Mage multi. Ages + something.</font>
  • Imoen, Fighter/Mage multi. Fury + Sanchuudoku.</font>
  • Kelsey, Sorcerer.</font>
  • Korgan, Berserker. Beginning: Rifthome + Shield. Later: K'log + Shield or Unyielding + something.</font>
As you can see... mucho fighters. I reckoned many fighters would be needed for two reasons:
(1) I *really* don't like using summons. Really.
(2) I'm trying your arcane philosophy for once - as in, Kelsey is a buffer/disablers rather than a deliverer of mass destruction. I'll see how that goes. [img]smile.gif[/img]

Feedback is appreciated.

Quote:

Single class suggestion, Swashbuckler, probably the most flexible single class character there is. The early game will be hell though
Heh. I had a feeling you'll vote for the Swashbuckler, seeing your enthusiastic posts about Temora (?). ;)

Thanks for the informative reply, by the way. [img]smile.gif[/img]

[ 06-19-2003, 06:21 AM: Message edited by: Alson ]

Raistlin Majere 06-19-2003 07:43 AM

what components of the tactics mod did you use?(basically: did you use the "always toughest spawns", improved MF's and Smarter beholders?

Xen 06-19-2003 07:50 AM

Quote:

Originally posted by Raistlin Majere:
what components of the tactics mod did you use?(basically: did you use the "always toughest spawns", improved MF's and Smarter beholders?
I belive that is safe to assume that he did install those. Wouldn`t be much of a challenge without it don`t you think? [img]tongue.gif[/img]

Alson 06-19-2003 08:09 AM

Quote:

Originally posted by Raistlin Majere:
what components of the tactics mod did you use?
The whole deal - including the ones you mentioned.

Rataxes 06-19-2003 08:20 AM

Quote:

Originally posted by Alson:
You too?! Hats off & kudos to you, then.


Many thanks
Quote:

I don't use it much, either, but I'm certainly aware of its potential - Improved Invisibility is mighty. I prefer the "buff with long duration spells up the wazoo" modus, but both are solid.


Like those better too. I guess the real reason I only began using it now is that it's just about the most fail-safe mage counter there is, and one really can't afford to let a mage run loose in a NR game.
Quote:

And it's even worse if you have the SotM!

[/qb]Ouch! Yes I can certainly imagine that, no need for running either [img]smile.gif[/img]
Quote:

Yeah, I'm counting on it. Actually, this is about the only reason I'm taking a priest with me on my next PNR game - this, and Greater Restoration.


Both are as good a reason as any, and I'm sure the Ranger/Cleric will be able to be of a lot more use than that ;)
Quote:

Spell Immunity: Abjuration and/or Boots of the Ritual for the rescue! Dispel's also less of a problem in SNR, as your level (with respect to the enemies' level) is higher. Question: How does the game engine treates Dispel Magic (and variants) when casted on Multis? Probably "take the highest level". And idea?

Probably does take the highest level, yes. Never saw anything that proved otherwise. The problem with SI is that only 1/3 of your party will have it, so they're gonna have to make sure to absorb all of them theirselves, not always possible though.
Quote:

Ouch! Talking about bad luck. And Liches are certainly a pain.

Yep, even more so because they see the invisible and the only way to escape their spells once they begin casting them, is to exit the whole area. Spellcasters immune to illusions were overall the biggest pains in the early/mid game.
Quote:

Wow, you actually kept record? Some interesting numbers, I must say. Just a few small comments:
Well, things like surviving with 1 HP and screwing up the plot tend to stick pretty well in your head anyway ;)
Quote:

What, no Chaotic Commands?
Nah, this was in the very beginning of the project, when I was still playing with solo F/T's and F/T/M's. Had no CC to save me then :(
Quote:

Heh. Can you be more specific? Such things tend to be funny.

Two of the restarts were caused by me managing to get someone hostile in the Thief Guild complex. Back then I didn't know that Mae'Vars guild hall was connected to the main guild, so I didn't think it'd do any harm to pick-pocket anyone there. As you know, the entire thief underworld turns hostile after doing something like that, including Aran. The second time I accidently( :mad: ) used the "steal" option when I was going to buy a scroll from that black market dealer in the guild. It failed, and the whole guild turned hostile again. The third time was in Brynnlaw, I had already managed to get the town boss hostile and killed him, so getting the Wardstone was my only shot. He's a pretty dangerous mage though, and I run back and forth through his front door a lot, then all of the sudden he just disappeared! I do hate that bug! No mage, no Wardstone, no Spellhold, no plot progression :(
Quote:

?! Why was Valygar in your party? You can dismiss him after you open the door.

Well my party was of good alignment. I tried to roleplay a little even in this type of game, helping him to clear that thing with his great, great, great, great, great grandfather seemed like the right thing to do ;) Can't say it cost me much in terms of XP. He got permafragged quite early on mostly, as the numbers show.

Quote:

My current plan:
</font>
  • PC, Half-Orc Fighter/Thief multi. Beginning: Ages + Harmony. Later: Foebane + DoE. Aiming for high physical resistances.</font>
  • Jaheira, Ranger/Cleric multi. Beginning: Blackblood (?) + Belm. Later: Fulcrum + Crom (or Belm, I'm undecided).</font>
  • Solaufein, Fighter/Mage multi. Ages + something.</font>
  • Imoen, Fighter/Mage multi. Fury + Sanchuudoku.</font>
  • Kelsey, Sorcerer.</font>
  • Korgan, Berserker. Beginning: Rifthome + Shield. Later: K'log + Shield or Unyielding + something.</font>
As you can see... mucho fighters. I reckoned many fighters would be needed for two reasons:
(1) I *really* don't like using summons. Really.
(2) I'm trying your arcane philosophy for once - as in, Kelsey is a buffer/disablers rather than a deliverer of mass destruction. I'll see how that goes.

Feedback is appreciated.

Nice! Looks like an excellent setup. Fighter-heavy parties is a thing I've always favoured, though you will have very low levels and progress extremely slowly with so many multiclasses.

Quote:

Heh. I had a feeling you'll vote for the Swashbuckler, seeing your enthusiastic posts about Temora (?)

Thanks for the informative reply, by the way
Teonora ;) But this aint bias talking, it really is the most flexible single class in the game.

[ 06-19-2003, 08:21 AM: Message edited by: Rataxes ]

Alson 06-19-2003 10:05 AM

Quote:

Originally posted by Rataxes:
Like those better too. I guess the real reason I only began using it now is that it's just about the most fail-safe mage counter there is, ...
There's an old saying: "Best way to block a punch - not be there". [img]smile.gif[/img]

Quote:

The problem with SI is that only 1/3 of your party will have it, so they're gonna have to make sure to absorb all of them theirselves, not always possible though.
I'm trying to come up with ideas as for how to counter dispellers. The Sorcerer and the Fighter/Mages are protected by Spell Immunity. The Ranger/Cleric gets the Boots. PC Fighter/Thief... I guess I'll just have to take the punch in normal battles (in which buffs aren't crucial), and save every possible Spell Immunity scroll for the Big Guns - Improved Irenicus, Eclipse, Improved Abazgial & Ascension. Korgan can hang at the back with K'log if any there's a danger of dispelling.

Quote:

Yep, even more so because they see the invisible and the only way to escape their spells once they begin casting them, is to exit the whole area. Spellcasters immune to illusions were overall the biggest pains in the early/mid game.
Tip of the day: Spell Immunity: Alternation will nullify that annoying Teleport Field o' Doom effect.

Quote:

Two of the restarts were caused by me managing to get someone hostile in the Thief Guild complex. Back then I didn't know that Mae'Vars guild hall was connected to the main guild, so I didn't think it'd do any harm to pick-pocket anyone there. As you know, the entire thief underworld turns hostile after doing something like that, including Aran.
Hate that thing. BioWare should've come up with something more creative than Arkanis & his other MINHP1 friends. :rolleyes:

Quote:

The third time was in Brynnlaw, I had already managed to get the town boss hostile and killed him, so getting the Wardstone was my only shot. He's a pretty dangerous mage though, and I run back and forth through his front door a lot, then all of the sudden he just disappeared! I do hate that bug! No mage, no Wardstone, no Spellhold, no plot progression :(
Do you restart after bugs!? :eek: If I would've restarted after every bug or crash, I would've despair long ago.

Quote:

Nice! Looks like an excellent setup.
I'm thinking of replacing Korgan with a Totemic Druid, to ease the earlier stages a bit. What do you think? Any criticism about the weapon selection?

Quote:

Fighter-heavy parties is a thing I've always favoured, though you will have very low levels and progress extremely slowly with so many multiclasses.
Not as it may seem. ;) Till Chapters 4-5, this will be a 4 men party (ever seen Jaheira without armor? :D [img]tongue.gif[/img] )... so the advancement won't be that bad - both Sola & Imoen adjust thier level to the party's quite well. I'm intending to do the errand-quests, and some of the "mildly dangerous" ones, and head off to Spellhold.

Quote:

Teonora ;)
Darn! Well, I was close.

[ 06-19-2003, 10:08 AM: Message edited by: Alson ]

RoSs_bg2_rox 06-19-2003 10:23 AM

Just wonderin alson. What level wer u when u finished soloin?

Raistlin Majere 06-19-2003 12:09 PM

Quote:

Originally posted by Alson:
but then came Rataxes, my saviour, with his Imp Ilyich walkthrough. Worked like a charm. :)
and where is this walkthrough located? ironworks?

Xen 06-19-2003 12:14 PM

Quote:

Originally posted by Raistlin Majere:
</font><blockquote>quote:</font><hr />Originally posted by Alson:
but then came Rataxes, my saviour, with his Imp Ilyich walkthrough. Worked like a charm. :)

and where is this walkthrough located? ironworks? </font>[/QUOTE]Yes...do a search button


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