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(Nightmare difficulty) Current class, Ranger.

I just defeated Raze so no problem there. I had difficulty doing so as a ranger than as a melee. But from what I gather, he was supposed to run to his healing stations.

Weird thing happened, there are 2 healing stations, I'll designate them 'Left' and 'Right'. I just shutdown the 'Right' so it's on a cool down and have to watch over the 'Left'. So Raze is on the 'Right' healing station (why? he tried to approach it and I was able to shut it down before he could heal). Now he's body blocked by my creature. So I thought:

"He'll have to run from the 'Right' station to 'Left' once the 'Left' station becomes active. But I'm at the 'Left' healing station killing him with my ranged attacks. Surely, I'll have to see him run to me. Enough time to pull the 'Left' station lever."

Ok, here's what happened, 'Left' station behind me became active, instantaneously my target Raze disappeared from the 'Right' and immediately he's behind me being healed (cue cutscene). Note: Right healing station is still inactive.

So, is Raze supposed to teleport to the healing stations? If so then I rest my case. I was just surprised since I thought I read all around that he was supposed to run to them.

Sorry, I refrain from spamming a forum with New Topics but I just can't find a recent thread about Raze.

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Yes, in DKS General Raze can teleport to healing chambers if he is blocked, etc, or even in the middle of a Thousand Strikes attack. I once had him run to a healing chamber, still slumped over from the effect of a Stun Arrow. In the original release of D2:ED you could use your creature and the walking armours to block his path, and could defeat him that way even without disabling the chambers. In DKS I tried some of the same techniques with my ranger that I used in D2:ED with my warrior, with little effect. I had to quickly disable both chambers, fire off an explosive arrow and then jump in to finish him off with close range Splitting Arrows before the chambers reactivated.

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Reactivated : do they reactivate over time or is it General Raze who activate them again by using the lever(s) ?


On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin,
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I believe it's over time, as sometimes I had him cornered with both chambers deactivated.

Probably the most tedious fight in the game.

(On a side note, Raze explaining how to kill Raze, how ironic)

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I believe it is time based. The first time I went through and disabled both chambers I then killed a couple walking armours (that were in my way) before hitting the general with Splitting Arrows, which left a tiny sliver of life left, at which point he ran for the first healing chamber, with subsequent attacks ineffective. I had my back to him for a bit, but when I turned around he was pretty much in the same spot. The next try I jumped over the walking armours (that came up behind me as I pulled the second lever), and was able to easily end the fight (which I did another couple times checking for loot).
Also, if he gets an instant teleport, and protection from further damage once he starts running for a chamber, it doesn't make sense to require an action on general Raze's part to reactivate the chambers.


Raze explaining how to kill Raze, how ironic

Try going through the game the first time with a character named Raze and getting to that point...

silly

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It's been a while since I fought raze. IIRC there is some information out there on the cooldown for the reactivation. I think that I got that information back then when I played since I remember timing exactly when to approach the healing stations.

I also deactivated both in quick succession so that the cooldown of both stations are close together. This will simplify things instead of tracking two different cooldowns.

wait... got the info it's supposed to be 15 seconds.


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