Larian Banner: Baldur's Gate Patch 9
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Joined: Jan 2017
tee Offline OP
journeyman
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journeyman
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Radeka the Witch



+ Radeka is the real threat , she cast strong spells that can easily break your magic armors and CC you or potentially two-shot you. So having magic shields up for your front-line fighters is recommended.

+ Break the chain and position your ranged on high ground pre-battle.

+ Try creating Oil below her just before the fight , i started the battle so fast that my fossil strike animation didnt finish yet. If you manage to do that, she will be slowed , giving you the advantage.

+ The rest of her minions are weak to magic in general , so if you got atleast one mage in your team , you should be fine at CC-ing them.

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Bishop Alexandar and Voidwoken Drillworm



+ Let your fighter ( or tankiest character ) go in first and engage a conversation with Bishop. The rest can freely move into position you prefer for the battle. Backline on highground and other fighter near key threat of the battle.

+ Start the battle with your strongest attack then go back to talking. Do that they will start with a dead or atleast injured magister and Alexandar will be pushed back to the next turn , giving you a full round to gang up on him with the other 3 companions. He's the key threat of that battle.

+ Once hes down , focus next on the enemies rogue/ranger or mage. The warrior and gheist are just bruiser and tank , although dont get your armor too low or they may knock you down.

+ When there are only ~3 enemies left , the Void Worm will come up. Thats when you focus on the worm , because the magisters usually change aggro and gang up on it.

+ They probably recognize the common threat and temporarily ceasefire with you. You can still hit them in thier back if you want to though..they are going to die anw.

+ It seem the worm only deal magic damage and true damage (ignore armor) so healing and magic shield will be good against it. While the major of magisters deal physical damage , only 1 mage so physical armor will be useful against them.

Quicklook at the used gears/skills build at the end of both videos.

Joined: Jan 2017
tee Offline OP
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journeyman
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Here's an optional boss fight in Act 1:

- You will meet Dallis really early in game , to fight her , all you need to do is engage on the magisters but that would be suicide with lvl-1s party against a bunch of lvl-5s and lvl-8s. So you need to avoid triggering the conversation by using the ladder on the right to get into the Fort.

- This way Dallis will stay there while you are going through the game and get strong.Keep in mind that once you leave the Fort into the swamp, Dallis will leave the area so make sure you dont.

- The quests , guards and enemies at the Fort/Beach Area should give you enough exp to reach level 5. Come back when you are ready.


+++ Preparations +++
- Armor spells for your fighters ( specially the earth armor ), they will need them to survive enemies attacks. Dallis and Bishop hit HARD , around 100~200+ dmg per attack.

- Because your fighters already have Geomancer , might aswell get Fossil Strike and Impalement too as they slow enemies and ignore magic armor.

- Hailstrike and Freeze arrows are pretty smiliar to Oil slow effect when create ice surface on target , and will knock them down as they walk through it while it ignores physical armor.

- Both Ice and Oil surfaces are good to kite enemies while completely ignore thier armors.

- Learn teleporation for your mage , one book can be found in Magister room , give the teleportation glove to any other party member. So you can have 2 teleportation skills to put enemies where they needed to be.


+++ Combat +++
- Let your fighters get as close as you can with Battering Ram to make sure they pull and hold as many enemies as they could.

- Bioshop will be the first to engage , use teleportation to push him back then let mage rain spells on him , ranger should be shooting magic arrows as well. That should be enough to bring Bioshop magic armor down in one turn. You can toy with him however you like once his armor is depleted.

- At the second turn , your fighters should be surrounded by alot of enemies. Try to kill as many as you can. From now on your party main goal is to kill magisters and dallis pets.

- Dallis and Bioshop wont give exp on deaths as both will run away at 0 HP or at low HP because they are supposed to be boss fights later in game xD. Although make sure you dont tank to many attacks from them , kite when you can , keep them in check or you will get smashed to bits.

- You will get a decent chunk of exp from this optional boss battle by killing 2 lvl8 dallis pets and on battle completion. You also get Dallis's 2-handed warhammer.

EDIT: See updated strategy for recent "Al 2.0" Patch here

Last edited by tee; 04/02/17 04:00 PM.
Joined: Jan 2017
tee Offline OP
journeyman
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journeyman
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It is not a boss battle but its a tough fight for a normal encounter because you are put in a bad spot and surrounded by 5 skeletons + 1 voidwoken deep dweller once you are deep into the area.

♦ What you need to do is activating stealth mode on all four characters. Then put them all up on the high ground on the left , by doing this you wont trigger the ambush until you're out of stealth mode.

♦ Dont stay too close at the edge so enemies wont have a clear line of fire. Any enemies who cant hit you from afar will try to climb up and fight at close range instead. All you need to do is hold up there and kill any skeletons that come close.

♦ The voidwoken drillworm will be unable to use it Chain Lightning , it will try to go around and reach you instead, usually take it 1 turn. Once the Dweller is near , use Earth spell to reduce it AP so it cant blink to your spot and spit Chain Lightning at the same time.

♦ You can also send your fighters and hold the Dweller down there. It doesnt have alot of physical armor (~ 100+) so your fighters should be fine.

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Because my ranged characters were having Glass-Cannon so i use a slightly different approach in the video, its also quite effective.

♦ Send your archer and mage to stay far away from the area and remain in stealth mode throughout first turn of the ambush, only to join the battle once all skeletons finished thier actions.

♦ While your fighters pull the skeletons to thier location, ranger and mage flank the Voidwoken Deep Dweller, a Snipe would destroy it physical armor then an Impalement follow up after by the mage should render it useless for that turn (Crippled & Slowed). Finish it next turn then proceed to aid your fighters.

Joined: Feb 2017
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Battlefield management + barrel placement + high ground. You can run a transport train with magic pockets!

Collect exploding barrels from around non-combat areas and place them in a fun-zone pre-battle. Magic pockets lets you shuffle the transportation gloves around so put them on your first character with highest initiative, transport an enemy to the fun-zone (that won't walk away before you're done), then send the gloves to your next in line character before your turn ends and on that characters turn equip/transport enemy to fun-zone, send them to your next character, equip/transport to fun zone, until you have a nice stack of baddies and barrels, then flesh sacrifice and an exploding arrow from high ground to start the party. If they don't die from the initial explosion, they walk through flames to damage and death trying to get to you.

Even with the extra 1 AP to equip the gloves, killing 4 enemies at once on your first turn is priceless.


Moderated by  gbnf, Monodon 

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