03-14-2002, 06:37 AM | #1 |
Ma'at - Goddess of Truth & Justice
Join Date: January 9, 2002
Location: Mt. Gambier, Australia
Age: 37
Posts: 3,337
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Has ne1 else tried a game of IWD with HoF mode on from the start with new characters... that is one of the HARDEST things ever.... I have been trying for 2 weeks now and I still havent got to Kuldahar [img]graemlins/biglaugh.gif[/img] the goblins at the start had to be lured 1 by 1 out and then ambushed... SO hard... and the Orc cave... Almost IMPOSSIBLE... AHH So hard... has ne1 else tried this?? The XP gain is AMAZING
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03-14-2002, 09:45 AM | #2 |
Drow Priestess
Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 54
Posts: 4,037
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Right now I've got a solo fighter in HoF mode; she just made it to Kuldahar and is 6th level. I must say, though, that running around taking pot-shots at goblins with her composite longbow works but it's boring! She didn't finish the orc cave, but she did talk to Hrothgar about it for the xp.
I think a fighter/cleric would have been better; at least then I could have used the Hold Person spell. Oh, well....
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03-21-2002, 06:18 AM | #3 |
Dungeon Master
Join Date: August 28, 2001
Location: Milton Keynes, UK
Posts: 82
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I've been playing HOF with a brand new party for some time. I don't know what I would have done without my clerics summon undead and my druids animal summoning spells.
These were the only way I could consistently take out the hordes of goblins and orcs on the early levels. In fact its almost worth having three druids or clerics or multiclass combinations thereof. It does get a bit easier later, the big problem is that your fighters armour class takes ages to improve and the HOF monsters dish it out in a big way.
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03-21-2002, 08:21 AM | #4 |
Ma'at - Goddess of Truth & Justice
Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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Glorfindel,
I agree totally. Playing HOF from the begining with a totally new party is incredibly challenging. The goblins are just NASTY!!!!! [img]smile.gif[/img] Summoned monsters are a fantastic resource early on, and don't forget spells like web, entangle, horror, dominate. Its tough going at the beginning - very tough. But the xp rewards are incredible - with a full party of six, i managed to cap out a bard before I ever hit chapter five! Your clerics will totally devastate undead when you reach the idol room in LDD and later on at burial isle in HOW.
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03-21-2002, 01:45 PM | #5 |
Zhentarim Guard
Join Date: March 5, 2001
Location: The leafy, green forests of Wisconsin
Posts: 315
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I've played IWD through more times than I'd like to admit. Thus, i am quite skeptical when people say they have managed HOF mode with a new party with no cheats. I sat down and tried to attack this challenge a few times and found it impossible to kill all of the Orcs in the cave outside of Easthaven. One or two orcs are doable with much team work; but the first large room invites a group too numerous to defeat. Since HOW seems to make creatures smarter, the typical "lure tactic" doesn't work here.
With a small party of adventurers, the advantage in increased level does not seem to help. Summoned creatures are quickly and easily killed by the Orcs. The only effective strategy seemed to be using "chromatic orb" to paralyze a foe, then target him with Bow specialists. But Cromatic orb is not 100% reliable, and the duration is short; not a reliable strategy for 4 or more Orcs. I challange anyone who truly created a party from scratch, with no imported or created items; to describe their party makeup and the strategy they used to defeat the Orc cave. Please be detailed; i want to be convinced. (and to try it for myself) A thought just occured, now. I'll have to assume no one is actually clearing the Orc cave, merely entering then running back to Easthaven to report; missing out on a spell and a random magic item and the Caravan Note. I suppose that's one way through i never thought to try. [ 03-21-2002, 01:57 PM: Message edited by: Leafy ] |
03-21-2002, 05:29 PM | #6 |
Red Wizard of Thay
Join Date: October 5, 2001
Location: In front of my computer
Age: 33
Posts: 860
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Rangers are best since they can cast healing spells at high levels
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03-21-2002, 06:08 PM | #7 |
Avatar
Join Date: October 4, 2001
Location: NYC Forever!
Age: 50
Posts: 520
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I tried this after reading this thread. The experience was ... educational.
To survive at all my party was forced to create some very innovative tactics, and got into the "throw EVERYTHING you have at this b*****d IMMEDIATELY" style of play. After giving up on that group and on HoF for low-level characters, I went back to playing normally. The tactics lessons paid off, though: I'm using every party member's skills as much as possible now. -- Nifft |
03-21-2002, 07:59 PM | #8 |
Ma'at - Goddess of Truth & Justice
Join Date: November 15, 2001
Location: Asheville, NC
Posts: 3,253
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Okay Leafy,
Here is what a friend and I did playing TWO characters in HOF mode (both created from scratch). The characters are: Elven fighter/mage/thief Half elven ranger/cleric We cleared the orc cave by using hit and run tactics. Enter the cave, take out the first group of orcs, regroup, go outside, heal, re-enter .... repeat as needed. We used ranged weapons (bow/arrows for me; sling/bullets for the r/c). We made copious use of web, horror, chromatic orb, entangle, hold person, animate dead, and monster summoning 1 as well as every defensive spell (blur, shield, protection from evil, etc.) we could muster. That's as detailed as I can get given that it's been while since we did that.
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03-21-2002, 10:18 PM | #9 |
Ironworks Moderator
Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
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Party,
Paladin, Fighter/Druid, Fighter/Cleric, Necromancer, Illusionist/Thief, Bard Three spells for the Orc Cave, veerrryyyy useful. Chromatic Orb, Hold Person and Charm Person/Mammal. Alicorn Spear, Magic Stone and SunScorch were useful too. 1 Orc, no problem. 2 Orcs, a bit hard. 3 Orcs, feeling lucky today? 4 Orcs, tactical retreat! Anything exceeding 3 Orcs, I hit and run. I target one Orc and blast everything I got at it. When any party members get reduced to yellow life, I hualed my skinny little ass and retreat back to Easthaven to rest. The Ogres... all four( five?) of them, were the same story. Concentrate on one, took a whack? Retreat, rest, repeat. So far... my party is standing at the entrance of Dragon's Eye right now. I'm still gathering the courage to enter it. [img]tongue.gif[/img] PS: Later on, multiple Static Charges and Invisibility = cheesy and tedious but effective method to wipe out hordes of enemies. Outdoors is even better, multiple Call Lightnings and Static Charges = an electrifying scene. [ 03-21-2002, 10:21 PM: Message edited by: Dundee Slaytern ] |
03-22-2002, 01:54 PM | #10 |
Zhentarim Guard
Join Date: March 5, 2001
Location: The leafy, green forests of Wisconsin
Posts: 315
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Sorry Micah, but your strategy involves using spells that are not attainable by this point without cheating. I also used those exact characters in my first attempt (later adding another archer) and found the Orc numbers overwhelming. Perhaps a larger party is the key to HoF.
Dundee, so you attack, run away and rest outside. Ok, it sounds plausable. I tried that tactic as well. In my experience, if i had 3 orcs chase me back to the entrance of the cave as i ran out, then reseted and returned, I found the orcs still waiting by the entrance to swarm upon my crew. Question: if the party hurts an orc severely before fleeing and resting, does the orc heal as well? Hmmm, i'll have to double check that. If they don't heal, then this might just be the key tactic to clearing the Orc cave in HoF mode. I also agree with those spells; Alicorn Spear being of of the most important; in HOF mode, a specialist in bow needs to roll about 18-20 to even hit the darn Orcs. |
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