Page 1 of 1
Hard to tank in SoZ
Posted: Thu Aug 30, 2012 6:04 pm
by Claudius
Even with all 5 possible gears: deflection, natural, armor, shield, and dodge all at +2 (and two of those +3) it is hard to tank the map spawns of humanoids.
Should I reload and make a decoy character?
Bard/PM/DwarvenDefender etc..
I have a strategy however as the tank is a yuan-ti, and his walking bandages cleric is also a yuan-ti I can win the battle by bombing fireballs and icestorms over and over with spell resistance. However the dinos die from the shelling. I picked up 'slow' spell to try a debuff of the sorcerors spell picks.
OC was easier with 5 buffs on each tank.
Posted: Thu Aug 30, 2012 7:12 pm
by Scottg
I'm tellen'ya, archers and sleep..
In truth the humanoid spawns really aren't worth it, even the one with the "blue ring" quest-type . Just avoid them if you are having difficulty. (..honestly though, if you have difficulty with this then try out the Fell Troll in the cave to see what your party is really made of - literally.)
Another thing you can do is set each member on "puppet mode" and use only one member to run-up, draw threat, and then start running back to your party. Usually this will get your dino's to attack, and it should pretty much be all-over by then.
Posted: Thu Aug 30, 2012 7:43 pm
by Claudius
The fell troll by the waterfall? We vaporized him in like 8 seconds with a backstabbing level 12 rogue archer, and an 8th level sorceror, druid, and cleric emptying their spellbooks of direct damage. He did kill the tank though

Posted: Thu Aug 30, 2012 8:16 pm
by Scottg
Claudius wrote:The fell troll by the waterfall? We vaporized him in like 8 seconds with a backstabbing level 12 rogue archer, and an 8th level sorceror, druid, and cleric emptying their spellbooks of direct damage. He did kill the tank though
So, what did the tank look like?
BTW, if that was that easy then what was the problem with the mass humans?
Sleep, Entangle, Gust of Wind, Vine Mine, Spike Growth, etc..
Or just spend time buffing your tank: Barkskin, Shield of Faith, Shield Other, Magic Vestment, Mage Armor/Improved Mage Armor.
Posted: Thu Aug 30, 2012 8:18 pm
by Claudius
What was left of him you mean? He looked like dino food, fresh steak!
Posted: Thu Aug 30, 2012 8:30 pm
by Scottg
Claudius wrote:What was left of him you mean? He looked like dino food, fresh steak!
Ah, well sell him.. err, the steaks in the Market; and if anyone asks the origins - tell them something incredibly exotic from the jungle and charge more!

Posted: Thu Aug 30, 2012 9:09 pm
by Claudius
Check out this tanker I built. It is level 14 which is high squat, but anyways...
46 AC geared up
3rd level bard buffs
http://nwn2db.com/build/?115045
Posted: Thu Aug 30, 2012 10:38 pm
by Scottg
Bard + Curse Song:
1. Luck of Heroes
3. Curse Song
6. Combat Expertise
9. Improved Combat Expertise
12. Extend Spell
15. Extra Music
Run up and Curse to draw threat and lower attack numbers (and other numbers as well as damage later).
http://nwn2.wikia.com/wiki/Curse_Song
Note the damage at level 16+.. pretty nice with NO save/spell resistance to everyone in a 30 ft. radius.
Level 5 Bard Inspiration of Defense (+2 AC for everyone in large radius + 1 for every additional 5 levels, at 15 that's +4 AC - good for the pets).
Don't worry about normal attacks at all. Don't worry about Strength at all (as a result), though see alternate suggestion below. Dexterity only needs to be 14 (..+6 is the max enhancement in-game and that adds with the 14 for a total of 20 Dexterity which is the max for Mithral Breastplate = +10 and still light armor).
Mirror Image is the only Buff really needed (by this character), and even then only at the most difficult fights. (Mental Immunity will occasionally be required depending on the fight - presumably provided by the Cleric in the group.)
Charisma needs to be high to increase Perform and improve Curse Song. 18 starter + every level.
You could also alter Strength to 13, and remove Extend Spell and Extra Music (..neither of which are really required) - swap with Power Attack + Cleave, and then add-on a level of Cleric at the end for the final battle with the boss so that you can select Divine Shield. 22 Charisma + 6 item modifier = 28 or +9 AC for 9 rounds. You can grind pretty easily with those 17 Cl Mega Raptors at the end to get your party up to level 18 (..which would be a good time to select Cleric).
Just my suggestion..
Posted: Sat Sep 01, 2012 1:29 pm
by Claudius
The fell troll couldn't hit my tank. Of course mirror image helped.
Posted: Sat Sep 01, 2012 3:13 pm
by Scottg
Claudius wrote:The fell troll couldn't hit my tank. Of course mirror image helped.
That's good!
Not to many with higher attacks numbers. OoM and the "boss" however have much higher attack numbers.
..forgot to mention Song of Heroism at level 15 for a Bard can also add +4 AC.
Posted: Sat Sep 01, 2012 3:14 pm
by Claudius
I stear clear of One of Many

Posted: Sat Sep 01, 2012 3:29 pm
by Scottg
Claudius wrote:I stear clear of One of Many
You know.. a couple of casters with with something as simple as a Wand of Magic Missles (each) can dispatch him fairly quickly.

(..of course either Issac's can do the job faster.)
Posted: Sat Sep 01, 2012 9:34 pm
by Claudius
What's OoM's attacks like? How do you keep the casters alive? To be honest I was always scared by his voice and never fought him.

Posted: Sun Sep 02, 2012 9:59 am
by Scottg
Claudius wrote:What's OoM's attacks like? How do you keep the casters alive? To be honest I was always scared by his voice and never fought him.
1. They radiate a Fear aura.. so your "kite"/meat-shield needs to have mental immunity or immunity to fear.
2. They have a fairly high "hide" ability with HiPS, so the meat-shield needs a high spot or listen.
3. They can change classes at will, but usually stick to either Rogue or Warlock.
4. For Rogue cast Living Undeath on your meat-shield. Mirror Image, Haste, and Blur are good additions.
5. For Warlock - make sure *all* party members have Blindsight. They like to use Blinding Blast. Keep all other characters as far away from OoM as possible, and make sure they have healing kits.
BTW, not only do they provide good XP, but also drop a very nice helm (..that's even useful for one of the encounters on the south (east) end of the swordcoast map). (..a certain mine.)
Posted: Sun Sep 16, 2012 5:18 pm
by smileycrawford
The best tank I've had was a Dwarven Defender. Most Red Dragon's I've used have been solid as well, but the Defender was the best for a pure tank.