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-   -   Help please with Grominir (sp) and the mages!!!! (http://www.ironworksforum.com/forum/showthread.php?t=18320)

Graywolf 11-24-2001 09:40 AM

Help! I'm trying to beat Grominir and the two mages and all the fighter guys. I've tried everything and they just massacre me. Any tips or hints would be appreciated! Thanks in advance!

Sharpedge 11-24-2001 11:34 AM

Welcome to Ironworks Graywolf.

Most standard practices for beefing up your party apply to this fight. This includes casting Haste, Chant, Defensive Harmony, True Sight etc. It helps if you have these spells stored in spell triggers so that they are cast instantly.

Distract Gromnir with a low AC high HP character and have your other combat characters engage the mages as soon as you can. You may be able to kill them before they get their various magical protections up. If not, be sure to have some spells like breach and ruby ray of reversal handy.

The other NPC's that attack will most likely target your mages, so make sure they are protected with fireshields and stoneskins. Again, spell triggers help. A reasonably competent combat character or a good missile weapon should keep these NPC's busy until you can bring your full force to bear on them.

Once the mages are dealt with, hit Gromnir with everything you've got. He should go down pretty quickly. Once he's gone, mop up the rest of the NPC's.

Keep your belts well stocked with potions, and don't forget to use your new high-level abilities like whirlwind attack.

I haven't done this fight in a while so I've probably missed some crucial detail...

NB: If you give more specific details on your party composition then we can probably come up with some more directly helpful tactics.

Tiamat 11-24-2001 11:57 AM

I think take out the mages that cast timestop as their first attack. Spell Immunity: Invocation or Necromancy can protect you from any cloudkill, or AbiDalzim's Horrid Wilting that they might throw at you. The mages, like Sharpedge said, should have fireshields and stoneskins. I think you should also summon monsters (monster summoning 2 always was my favorite) Gromnir should be not a problem, if you have 2 fighters (like Sarevok and Minsc) hittin' him hard all the time. Your druid (my emphasis on a druid) should summon a fire or Earth Elemental to help bash the little theives and warriors.

Tom 11-24-2001 02:29 PM

This may seem kinda cheesy, but this is what I do. I go up, kill one guy, go downstairs, heal, repeat. If someone dies, I just reload.

Barry the Sprout 11-24-2001 03:33 PM

That is an eeency bit cheesy really, but heh... who's checking!

The fight gets a lot easier if you cast haste first as I recall. Also move a powerful fighter or something similar to the stairs where the group with missile weapons appears. That should stop them disrupting your spell casters.

Gromnir is not the real problem, so just distract him for a while. The mage on the right is a real pain iirc. Send in a couple of tough guys to beat him over the head until he gives up the ghost. So mages with Breach etc are very, very, important in this fight.

frudi_x 11-24-2001 07:20 PM

if you're having problems with the two Gromnir's pet mages, just hurl an Abi Dalzim's right in between them. with a little luck it will take both of them out right away, if not just cast another one, or maybe follow with a Fireball.
you might also consider using a mage with Protection From Magical Weapons as a distraction to draw enemy fire. it's fun watching Gromnir waste his Greater Whrilwinds on a protected mage [img]smile.gif[/img] .
also, a Planetar and/or an Elemental Prince do a real nice job at distracting the rest of Gromnir's thugs.

cloud88 11-24-2001 07:22 PM

hahaha i used the same method tom
and i think its not cheese the thing is to kill those
guys not how you do it right
i say:just as long you get it done it dosent matter how

Dundee Slaytern 11-25-2001 02:02 AM

Behold! The power of cheese.

Project Image + Robe of Vecna + Amulet of Power + Time Stop + Improved Alacrity

I think I will call this the PRATI tactic. I managed to shoot out 6 Magic Missiles, 8 Melf's Acid Arrows, 7 Lightning Bolts, 3 Lower Resistances, 4 Animate Deads, 3 Greater Malisons, 4 Spider Spawns, 1 True Sight, 8 Finger of Deaths, 1 Chain Contingency filled with 3 Adi-Dalzim's Horrid Wilting, 4 Planetars and 4 Abi-Dalzim's Horrid Wiltings. All within the frame of the Time Stop. [img]smile.gif[/img] :D [img]smile.gif[/img]

Project Image ignores the summon limit in case you are wondering. This was a battle against Improved Gromnir with my solo Sorcerer on Insane Difficulty.

Previous case of a RATI( no Project Image).

Sir ReGiN 11-25-2001 02:19 AM

MINOR SPOILER
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Dundee, while looking at your screenshots, I can't help noticing that you carry the upgraded Horn of Valhalla...
Do you really think it's worth it??
I mean, it only summons a level nine berserker..
or am I wrong?

Sharpedge 11-25-2001 08:30 AM

<blockquote>quote:</font><hr>Originally posted by Dundee Slaytern:
I managed to shoot out 6 Magic Missiles, 8 Melf's Acid Arrows, 7 Lightning Bolts, 3 Lower Resistances, 4 Animate Deads, 3 Greater Malisons, 4 Spider Spawns, 1 True Sight, 8 Finger of Deaths, 1 Chain Contingency filled with 3 Adi-Dalzim's Horrid Wilting, 4 Planetars and 4 Abi-Dalzim's Horrid Wiltings. All within the frame of the Time Stop.
<hr></blockquote>

[img]graemlins/jawdrop.gif[/img]

Dundee, you never cease to amaze me. That's quite the biggest magical nuke I've ever seen.

I don't know whether to congratulate you or be afraid...


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