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Originally posted by Alson:
There's an old saying: "Best way to block a punch - not be there".
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Sounds familiar, sensible though [img]smile.gif[/img]
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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.
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So 4 out of 6, well good enough. Just move away with the character that got targetted by the dispel magic, then it'll only affect that one character, and the odds are with you that this character will be immune anyway.
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Tip of the day: Spell Immunity: Alternation will nullify that annoying Teleport Field o' Doom effect.
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Yep, though ironic that the one character that needs to get close to the Lich to be useful, is the one who cannot get SI. Does SI also protect you from being recalled?
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Hate that thing. BioWare should've come up with something more creative than Arkanis & his other MINHP1 friends.
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[/qb]I actually never met Arkanis, not even when I attacked Aran
after he had turned hostile, but I couldn't talk to Aran all the same, so there was no way to get to Brynnlaw after that.
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Do you restart after bugs!? If I would've restarted after every bug or crash, I would've despair long ago.
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Depends really, I would've benefited a lot from reloading after that incident. I got a lot of useful information that I really shouldn't be entitled to have. It was the same deal with the first time I met Firkraag, I
did actually restart after that one, despite what I said. I gained so much useful information from that failed attempt (he became untargetable after using the MR spell on him), that I got a big advantage in the next attempt, an advantage I shouldn't have had according to these self-imposed rules [img]smile.gif[/img] So it felt a bit like I cheated by reloading instead of restarting after those bugs, since they gave me such a big advantage. Most bugs and crashes don't give those kind of advantages though, so I do of course mostly reload if I'm struck by a bug or crash.
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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?
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You're thinking of the spirit animals? Aren't the really tough moments in the earlier stages the ones where your enemies will be equipped with highly enchanted weapons anyway? Granted, I'm not very experienced with totemic druids, but I don't think they'll help much vs anything that you can't easily take down yourself. A few things about the weapons, your Ranger/Cleric will definitely not need Belm once he's got Fulcrum. With the GM it grants you'll already have 9/2 ApR at lvl 13+, which you could raise to 5 with the gloves, no Belm needed [img]smile.gif[/img] Also, I noticed two of your guys are going to wield Ages. But you'll get Sola before Foebane (or will you?), so someone's going to be left out in the cold for a while there [img]smile.gif[/img] Also, I think the reason you're going with a throwing axe is to have a shield as well, but the Throwing spears you have access to are just that much powerful, their superiority will outbalance the advantage a shield gives you I think. Just think... Bloodbane [img]smile.gif[/img]
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Not as it may seem. Till Chapters 4-5, this will be a 4 men party (ever seen Jaheira without armor? )... 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.
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Ah, well that helps a bit I suppose. But you're still going to gain most of your total XP after you've picked up Imoen and Sola. I was mostly speaking of the beginning though, so that might not be very relevant.