GB Walkthrough: CH6 SH Entrance (spoilers)
Posted: Wed Jun 20, 2007 10:24 am
[url="http://www.gamebanshee.com/icewinddaleii/walkthrough/severedhandentrance.php"]ENtrance to Severed Hand[/url]
I'm just curious if anyone else found the battle at the entrance to the Severed Hand as easy as the walkthrough mentions. I played on maximum difficulty (but not on HOF), whereas my wife played on the easiest difficulty. I played a party of 5 who were all ECL 16 or 17 (Drow Cleric of Bane, Drow Fighter, 1/2 Orc Barbarian, Halfling Rogue/Monk, Tiefling Fighter/Wizard), and she played a party of 6 at an ECL of 15 or 16 all based on suggestions on the thread to powergame (they all have a little bit of classes and skills in everything). We both felt this battle was insanely difficult. She beat it a day before me as the very last re-loaded attempt before going to sleep, but her difficulty was set to easy. She tried again though on the third day, and eventually beat it at around the same time I did with her difficulty raised to the level just below maximum difficulty.
I found this battle as challenging (if not more) than the battles against the Guardian of the Chult Gate, the Iron Monks in the 8 Monastery Trials, and the White Dragons at the entrance to the Underdark.
The third evening I tried it, I succeeded. Here's how:
As a background, I had hundreds of thousands of gp and bought the best that I could afford from Kalduhar and Oswald. I made sure I timed the day just right so that the entrance encounter would take place at night to fully optimize my Drow. I distributed potions of invisibility and sanctuary to the Cleric, Fighter, and Barbarian. My Monk selected Bullets of Force and aimed for the Chimeras.
First Round: After taking the potions, I moved the invisible/ sanctuaried people away enough from the enemy to allow time for them to avoid the initial onslaught of attack, rediverting them to attack the Monk and/or the Wizard. The Monk began tossing Force Bullets at one Chimera and the Wizard cast Maileson, centered on the Guard Commander.
Round Two: Second Chimera seemed to spot the invisible/sanctuaried party members anyway, but the distance was enough to avoid the brunt of the breath weapon. I had the two tanks drink potions of Heroism and then split up: one to attack the Chimera, the other to attack the closest guard. The Cleric cast Power Word: Death and killed that guard instantly. The First Chimera was affected by the Force bullet and had O. Resilient Sphere on it, so I had him immediately targeting the other Chimera. Wizard next cast "slow."
Round Three: Almost all party members were about to die by this point, so Cleric cast "Mass Heal." Everyone else was entrenched, and nothing else changed. My wizard cast "Chromatic Orb" on Guard Commander and successfully paralyzed him.
Round Four: "Mass Heal" went off, then I selected "Recitation." Second Chimera now had O. Resilient Sphere at this point. I had Monk switch to +2 bullets and target a crossbow guard. I believe the first Chimera's Resilient Sphere disappeared, but was successfully paralyzed again by a "Chromatic Orb" from the Wizard (either that or this happened next round).
Round Five: My wizard targeted Crossbow Guard and paralyzed him with a C. Orb. Cleric Cast "Prayer" but the A. Boneguard became a royal pain at this point in targeting the Cleric. The Xbow Guards were targeting Fighter, and was low in hit points. Monk became low in hit points after second Chimera became free again.
Round Six: I moved my Monk away to cast more Force Bullets at second Chimera. Both X-bow guards were now paralyzed by C. Orbs.
Round Seven: Barbarian and Fighter managed to eventually kill first Chimera and Guard Commander. Only ones left were X-bow guards, 1 Chimera, and the A. Boneguard.
Round Eight: The Barbarian now began free to chase the A. Boneguard, who was chasing my Cleric. My Cleric had managed to cast "Heal" at one point, but was brought to near death again quickly from the A. Boneguard, and she was running in circles away from it (Turning did nothing, and the Wizard who had paraylized everyone else, likewise failed to destroy it with arrows of disruption, and the monk failed with his bullets of disruption).
Round Nine: One of the X-bow guards was free again and targeted my fighter again, but now he was free to attack the X-bow Guard.
Round Ten: Eventually, the A. Boneguard went down, and the remaining Chimera was free again.
Round Eleven: The Barbarian was now able to attack the Chimera. Cleric cast Heal again on herself. Monk switched again to +2 bullets and attacked Chimera, and Wizard was shooting arrows at Chimera.
Round Twelve: Chimera went down, and one X-bow was killed as the other X-bow guard was free and taking Fighter to dangerous HP levels.
Round Thirteen: All enemies vanquished. Only the wizard and Cleric (after a second Heal spell) had more than 75% of the HP. Everyone else was at or below 25%, with my Fighter in the red.
My Cleric was constanly targeted after "Prayer" and "Recitation." I chose it was wiser to buff allies and penalyze enemies in mass this way instead of choosing an alternate strategy of using the "Gate" spell. If this latest tactic didn't work, then I would have tried "Gate" instead to see if that was better. I'd be risking having my party members being less effective and being drained of hit points more quickly during the lengthy process of casting Gate, having the damn Gelugon eventually appear, and then randomly attack the nearest, but not necessarily the appropriate NPC. I'd have to go back to Oswald to buy everyone potions of P. from Evil and find time to have everyone drink it first, or find time to have the Cleric cast it while everyone is huddled within a 10' circle, which would have helped deplete my party's HP significantly.
My wife used a similar tactic to mine in creating enough stall time through having her cleric cast "Blasphemy."
Is everyone else finding this encounter as much a cake-walk as the walkthrough indicates (on tough battles, it will say so and recommend strategy), or has everyone else likewise found it challenging?
It might have been easier if my Fighter/Wizard was not a Tiefling suffering from an XP penalty (Level 4 Fighter, and Level 10 Wizard), or if I had 6 characters instead of just 5. Maybe then, this battle would be a cakewalk.
If anyone else found the battle "easy," what tactics made it work so effortlessly?
I'm just curious if anyone else found the battle at the entrance to the Severed Hand as easy as the walkthrough mentions. I played on maximum difficulty (but not on HOF), whereas my wife played on the easiest difficulty. I played a party of 5 who were all ECL 16 or 17 (Drow Cleric of Bane, Drow Fighter, 1/2 Orc Barbarian, Halfling Rogue/Monk, Tiefling Fighter/Wizard), and she played a party of 6 at an ECL of 15 or 16 all based on suggestions on the thread to powergame (they all have a little bit of classes and skills in everything). We both felt this battle was insanely difficult. She beat it a day before me as the very last re-loaded attempt before going to sleep, but her difficulty was set to easy. She tried again though on the third day, and eventually beat it at around the same time I did with her difficulty raised to the level just below maximum difficulty.
I found this battle as challenging (if not more) than the battles against the Guardian of the Chult Gate, the Iron Monks in the 8 Monastery Trials, and the White Dragons at the entrance to the Underdark.
The third evening I tried it, I succeeded. Here's how:
As a background, I had hundreds of thousands of gp and bought the best that I could afford from Kalduhar and Oswald. I made sure I timed the day just right so that the entrance encounter would take place at night to fully optimize my Drow. I distributed potions of invisibility and sanctuary to the Cleric, Fighter, and Barbarian. My Monk selected Bullets of Force and aimed for the Chimeras.
First Round: After taking the potions, I moved the invisible/ sanctuaried people away enough from the enemy to allow time for them to avoid the initial onslaught of attack, rediverting them to attack the Monk and/or the Wizard. The Monk began tossing Force Bullets at one Chimera and the Wizard cast Maileson, centered on the Guard Commander.
Round Two: Second Chimera seemed to spot the invisible/sanctuaried party members anyway, but the distance was enough to avoid the brunt of the breath weapon. I had the two tanks drink potions of Heroism and then split up: one to attack the Chimera, the other to attack the closest guard. The Cleric cast Power Word: Death and killed that guard instantly. The First Chimera was affected by the Force bullet and had O. Resilient Sphere on it, so I had him immediately targeting the other Chimera. Wizard next cast "slow."
Round Three: Almost all party members were about to die by this point, so Cleric cast "Mass Heal." Everyone else was entrenched, and nothing else changed. My wizard cast "Chromatic Orb" on Guard Commander and successfully paralyzed him.
Round Four: "Mass Heal" went off, then I selected "Recitation." Second Chimera now had O. Resilient Sphere at this point. I had Monk switch to +2 bullets and target a crossbow guard. I believe the first Chimera's Resilient Sphere disappeared, but was successfully paralyzed again by a "Chromatic Orb" from the Wizard (either that or this happened next round).
Round Five: My wizard targeted Crossbow Guard and paralyzed him with a C. Orb. Cleric Cast "Prayer" but the A. Boneguard became a royal pain at this point in targeting the Cleric. The Xbow Guards were targeting Fighter, and was low in hit points. Monk became low in hit points after second Chimera became free again.
Round Six: I moved my Monk away to cast more Force Bullets at second Chimera. Both X-bow guards were now paralyzed by C. Orbs.
Round Seven: Barbarian and Fighter managed to eventually kill first Chimera and Guard Commander. Only ones left were X-bow guards, 1 Chimera, and the A. Boneguard.
Round Eight: The Barbarian now began free to chase the A. Boneguard, who was chasing my Cleric. My Cleric had managed to cast "Heal" at one point, but was brought to near death again quickly from the A. Boneguard, and she was running in circles away from it (Turning did nothing, and the Wizard who had paraylized everyone else, likewise failed to destroy it with arrows of disruption, and the monk failed with his bullets of disruption).
Round Nine: One of the X-bow guards was free again and targeted my fighter again, but now he was free to attack the X-bow Guard.
Round Ten: Eventually, the A. Boneguard went down, and the remaining Chimera was free again.
Round Eleven: The Barbarian was now able to attack the Chimera. Cleric cast Heal again on herself. Monk switched again to +2 bullets and attacked Chimera, and Wizard was shooting arrows at Chimera.
Round Twelve: Chimera went down, and one X-bow was killed as the other X-bow guard was free and taking Fighter to dangerous HP levels.
Round Thirteen: All enemies vanquished. Only the wizard and Cleric (after a second Heal spell) had more than 75% of the HP. Everyone else was at or below 25%, with my Fighter in the red.
My Cleric was constanly targeted after "Prayer" and "Recitation." I chose it was wiser to buff allies and penalyze enemies in mass this way instead of choosing an alternate strategy of using the "Gate" spell. If this latest tactic didn't work, then I would have tried "Gate" instead to see if that was better. I'd be risking having my party members being less effective and being drained of hit points more quickly during the lengthy process of casting Gate, having the damn Gelugon eventually appear, and then randomly attack the nearest, but not necessarily the appropriate NPC. I'd have to go back to Oswald to buy everyone potions of P. from Evil and find time to have everyone drink it first, or find time to have the Cleric cast it while everyone is huddled within a 10' circle, which would have helped deplete my party's HP significantly.
My wife used a similar tactic to mine in creating enough stall time through having her cleric cast "Blasphemy."
Is everyone else finding this encounter as much a cake-walk as the walkthrough indicates (on tough battles, it will say so and recommend strategy), or has everyone else likewise found it challenging?
It might have been easier if my Fighter/Wizard was not a Tiefling suffering from an XP penalty (Level 4 Fighter, and Level 10 Wizard), or if I had 6 characters instead of just 5. Maybe then, this battle would be a cakewalk.
If anyone else found the battle "easy," what tactics made it work so effortlessly?