Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My character with highest initiave will also have action surge. So that one starts with calling forth an ally in the middle of the area. (My favorite allies are Strange Ox and ally summons with multiple characters to draw more aggro.)
Then after hitting action surge it flies or moves from the spawn point, half way to one of the circular ledges. So after spending that bonus action it stil has a regular action which is spent on casting arcane gate from the spawn to the ledge.
Any next char with action surge will call forth another ally, take the arcane gate and move up the ledges to take out 3 out 4 of the mindflayers with bows or spells.
The furthest mindflayer on the opposite edge gets do deal with my elementals. I have all characters cast an elemental before I enter the fight. Elementals can fly or warp themselves easily around the battlefield.
My mindflayer character with the stones (or the emperor) uses the arcane gate and then flies to the portal. It's possible to start channeling in the first turn.
I make sure to move all my characters around the mindflayer. Having 2 characters with counterspell helps a lot.
When the channeling is done all my characters can move in the gate. The netherbrain goes down in 1 turn. Both on normal and tactician.
quiet pinky; i must ponder for tonight!
Just clear the ground level of the brain and then go kill the mindflayers. The whole fight feels rushed because of the nautiloid, but it's not as big an issue as you may think. Then have whovever you gave the ability to cast the spell cast it. Then attack the brain with one character. Then move everyone else into the portal after that attack.
Both on normal and tactician I took out the 2 closest mindflayers with my fighter-bard under the effects of an elexir of bloodlust. The 3rd one with magic missile because the figher-bard was out of range.
The MM did not get cancelled. This could be because at level VI it can't be cancelled (not sure about this), plain random luck or because mindflayers allready used counterspell against the summoned allies that cast spells such as the Selunites.
This lets everyone get to the other side of the arena turn one. Then all you have to do is have someone cast dome of invulnurability over the portal opener and you win lmao.
2. Work your way towards the crown, killing the mindflayers on the platform and the humanoid enemies on your way. You don't need to kill the dragon or the tentacles, let your allies distract them.
3. Once you open the portal, move your entire party in and focus fire the brain. Remember to move on the platforms so you can avoid the instakill platform destruction attack.
This, for sure. In all of my playthroughs, this has saved my ass every time. Almost guaranteed win, as long as you can get there quickly and in one piece.
Dont forget to prebuff your party as much as you can before going in. Longstrider, Bardic Inspiration, Elixirs, potions, Danse Macabre, scrolls of summon elemental...
You can get some buffs in the Stormshore Tabernacle as well, they last untill long rest I believe. (Next to Basilisk Gate in Lower City)
Perhaps also check how many permanent buffs you missed out on :
https://bg3.wiki/wiki/Permanent_Bonuses