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How to fight (or fail) your way out of Avernus
(I'm limiting spoilers here to the House of Hope. I'm still in my first playthrough, so I haven't seen it all yet.)
We were warned more than a few times that it was a fool's errand, but when my party learned the Orphic Hammer was at Raphael's place, and acquired the means to get there, the prospect of a heist was irresistable.
Of course, Raphael showed up just as we were about to leave, and he wanted blood. It was the toughest fight we've had so far. Here's what worked:
Party Members: (All level 12. AC range 17-20. Companions as their default classes.)
- My College of Lore bard
- Shadowheart
- Karlach
- Gale
Followers & significant summons:
- Conjure Elemental: Air Myrmidon
- Conjure Elemental: Earth Myrmidon
- Create Undead: Ancient Servant (mummy)
- Hope
Especially notable tools:
- Envoy's Amulet (bard)
- Sussur Greatsword (Karlach)
- Staff of Cherished Necromancy (Gale)
- Fire resistance elixirs
- Maybe 15-20 healing potions (mostly greater, some superior and regular)
Preparation:
- Fire resistance elixirs for everyone. (They were already active from earlier fights.)
- Defeat all enemies in the house before trying to leave, so they couldn't wander in and make the final fight harder. (Some of their corpses were useful in the next step...)
- Summon the mightiest summons we could that weren't made of fire, water, or ice.
- Drink deeply from the boudoir faucets, to replenish everyone's resources.
- Persuade Yurgir the orthon to turn against Raphael and join our side. This was a DC 30 skill check IIRC, so probably not available to every party. Fortunately for us, my bard is a persuasion expert, was fully inspired, and had the Envoy's Amulet and Shadowheart's Guidance. We talked him into it after a re-roll or two.
- Enjoy the battle song.
Battle:
- Cast Planar Binding on Raphael immediately. Maybe twice. He shakes it off quickly (I think it's just one turn) but it keeps him and some of his minions busy just long enough for us to have a chance at retreating.
- Leave the foyer ASAP. With all those fiends on raised platforms and moving to surround us, there was just too much heat in that room. Let our summons tank for us as we cast some debuffs and run for the door, and then have them follow us out.
- Regroup at the far end of the passage to the feast hall. This let us choose our positioning in a meaningful way, and provided a choke point for the enemies.
- Engage the fiends one or two at a time as they trickle through the door. Gale's staff-boosted necrotic attacks work well. AoE damage and debuffs (like the air myrmidon's Raging Vortex) keep them from being too threatening. Meanwhile, let Yurgir work on them from behind.
- Heal mostly with potions, since quaffing only consumes bonus actions, leaving spell slots and actions for enemies. Toss potions at the feet of party members in need before their next turn, and whenever two or more are clustered closely enough to hit with a single potion. Heal Yurgir with spells when possible, since he doesn't spend much time in potion range.
- Continue until Raphael is the last enemy standing.
Master of the house:
- Hit Raphael with all the debuffs we can; especially Silence. Karlach does great work with the Sussur Greatsword, and the myrmidon's Raging Vortex seems to work well. This keeps him (somewhat) less dangerous long enough for the next step.
- Send the summons past Raphael, through the door, and back into the foyer to destroy the pillars. Their teleportation abilities are great for this. It really pissed off Raphael, and he killed them all, but not before they could finish the job.
- Summon new summons. The more the merrier! Quothe the raven and Scratch were with us, though not much use beyond a couple brief distractions.
- Lure Raphael close to a relatively open area, where the party can take aim at him without bunching up too much. (His AoE combos can be tough to heal through if they hit more than two targets each.)
- Resume the debuffs, and pour into him every damage source available that he can't nullify or retaliate against. (Avoid radiant damage.) Necrotic and force damage work well.
I was skeptical more than once that we could win... but somehow, we did. Whew.
Yurgir had so much fun that he offered to join us later in the campaign. I guess bard school pays off. :)
Anyone else have a strategy that turned out brilliant or failed hilariously?
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About Knowledge cleric's read thoughts channel divinity ability
How does it work exactly? BG3 wiki is not exactly helpful here. Is it the same as detect thoughts spell, with int ability check each time you pick the option?
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Baldur's Gate 3 - Narrator outtakes - Fanmade Animatic Part 3
YouTube Video
Click to view this content.
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Perception Check—Tom Cardy 【Baldur's Gate 3 Animation】
YouTube Video
Click to view this content.
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Definitely not my dark urge
cross-posted from: https://lemmy.world/post/17476879
> cross-posted from: https://lemmy.world/post/17444176
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Karlach origin run question (honor mode)
As Karlach, can I ::: spoiler spoiler tell Gortash "Go fuck yourself" in act 3 without starting a fight (when he proposes hid deal to you) :::? I really want to, but I also really don't want to lose my honor run.
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What DLC/extra chapters would you buy in a heartbeat?
And why is it, "Into Avernus: the Search for a Heart"?
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What shenanigans have you gotten up to in your play throughs?
I played an evil run on my second play through. In act 3 I randomly walked into a fireworks shop and it didn't take long for me to realize what must be done. I managed to clear the building and scavenge every firework, loose or boxed, into my stash. After finishing up all my loose ends in act 3, I hauled as much as I could with the mighty cloth on my barbarian to the final fight.
After clearing the way to the portal, I gathered everyone I could inside the portal, laid down every explosive on hand and sent a lone little rocket to set it all off.
I want to say it looked amazing but my computer couldn't handle all the fireworks going off all at once and lagged hard. However, I did one-shot the Netherbrain on turn one and accomplished exactly what I wanted.
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How to get the Bhaalist Armor on a good playthrough
Spoilers for Act 3, by the way.
- Get to Act 3 and start the Murder Tribunal Quest.
- Separate your party to have the main thief be separated and invisible.
- you want this character’s sleight of hand to be buffed to the max, Smuggler’s Ring, Gloves of Power, Graceful Cloth/Enhance Ability (Dex), Guidance, Bardic Inspiration, Proficiency, Expertise, Shapeshifter’s Boon Ring, etc.
- Speak to the Bhaal Cultists and seek judgement from the Tribunal.
- Once the spirit is summoned (such as Dribbles the clown) you can move your invisible thief up to them and pickpocket them.
It is a DC 29 check, so going Rogue 10 for Reliable Talent and having +8 proficiency is only going to get you to 18. Smuggler’s Ring(+2), Guidance, Bardic Inspiration, Gloves of Absolute Power and Shapeshifter’s boon Ring give you a minimum of +1. Minimum total increase of +6, so we’re at 24 minimum now.
Graceful cloth gives another +1 Dex modifier, and you can max you Dex with ASI, giving you another +5.
In theory you don’t need all these items, as Reliable Talent gets you a minimum 30 with all these items.
Be warned, as after the thieving is done, combat will start.
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Strength based pure throw rogue idea
Suffering from chronic restartitis I’ve just had an idea about a semi unique build I have not seen much discussion about anywhere. I’ve been wondering whether it would be viable or not.
As per title, the gist of the build is going full rogue- but instead of going full DEX we would keep it just high enough to gain +2 to AC and instead go full STR. The benefits of this would be:
- Longer jumps
- (literally) Reliable pushing thanks to profeciency in athletics and the lvl 11 reliable talent
- Sneak attack procs from throwing daggers, which combined with Tavern Brawler could do some serious damage - havent done the math though.
- More carry weight obviously
- could equip one of the
versatileedit: finesseable longswords and take advantage of GWM while still being able to proc sneak attacks
The cons would be lower AC and worse sneaking and pickpocket, though the Reliable talent again would solve those issues at lvl 11.
As for the subclass Thief would work best for extra bonus action I think. Though assassin would probably work too? The guaranteed crit throw sneak attack would obliterate an enemy before the combat even started.
Have anyone tried this?
Edit: as for race obviously Githyanki and maybe Shield dwarf would work best for free Medium armor prof.
Edit2: fixed mistakes
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Zevlor on the horn be like… (@VicarFriedrich)
Source: https://x.com/vicarfriedrich/status/1798667399459213670?s=46&t=GbE8ReEOkzhFLBYUqahnig
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I just noticed that they've added a hangover debuff to the game. LOL
Apparently if the majority of your camp supplies are alcohol, the game now gives you a hangover debuff after a long rest. Thankfully it doesn't last very long, but that's a fun little update.
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If you fail to pull Gale through the portal, can you recruit him later?
I failed the strength check despite being a paladin and using inspiration. I never saw him again even after getting through nearly all of act 2. I've asked this before, maybe even in this community, but no one gave a concrete answer, likely because the game was still new.