Baldur's Gate 3

Baldur's Gate 3

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Lampros 2023 年 12 月 31 日 上午 4:19
Is there a fight where I NEED resistance elixirs?
I am lugging these around, but I am wondering if I will ever even use them. Also, the same about various arrows. Other than the arrows that can target 4 enemies, are any of these ever useful?
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正在显示第 16 - 26 条,共 26 条留言
Wokelander 2023 年 12 月 31 日 上午 10:20 
Probably depends on what difficulty you play on. Below Tactician I suspect you can just sell them
Lampros 2023 年 12 月 31 日 上午 10:29 
引用自 Mike Garrison
I usually spend the entire game collecting potions and elixirs and end up never using any of them except the occasional healing potions.

The only places where the elixirs are so good I always use them:

1) poison resistance: when fighting the hag
2) fire resistance: House of Hope

This sounds like me! ;)

Thanks for the House of Hope tip!

引用自 gungadin22000
There is one particular place where fire elixirs for everyone saved my butt and made the fight winnable.

You can probably logically deduce when it may be a good idea to pack some fire resistance.

Which fight do you specifically mean? I've only been to the middle of chapter 2, as I keep re-starting.

引用自 Delivor
Well, if you're playing not even on the tactician difficulty then of course all fights are casual and you don't need any potions or arrows at all, but for someone who playing the honour mode every advantage could be useful. Obviously arrows are stronger than usual shots, so it's kind of odd to ask if they are any useful.

I am on Honour mode difficulty, so I want to be prepared! ;)

引用自 Meat Cannon
Idk i made it all the way to ansur in honor mode just using hill/cloud giant elixirs and the ones that give an extra spell slot and I didn’t really have any trouble til that point . Some lightning resistance would’ve been nice though

Lightning Resistance for Ansur?
Lampros 2023 年 12 月 31 日 上午 10:48 
引用自 seeker1
There's one place where you should probably buff resistance to fire. House of Hope. As Hope tells you, it's Hell, and there's a lot of fire. Oh, and radiant damage done to devils reflects back to you as fire damage. (Again, something I was dense about on a first playthrough when I wondered why I was taking so much damage in HoH.)

Resistance to necrotic damage is useful in one room in Cazador's mansion, but TBH it's a really short distance through the room to get what you need in there, so you don't have to bother.

Resistance to necrotic damage is often beneficial, too, in various fights against undead. Oh yeah, you probably want psychic protection once you're facing lots of mindflayers.

I'd say those are the main ones.

On the arrows ... smokepowder arrow is a mini AoE, I love it. The multi target arrow is a fave ... never hits allied ... always hits multiple enemies. And don't miss out on the thunderous arrow. Hit a guy on an edge of a platform, and you can blow them off the platform. I once did that to Cazador, but alas, Larian patched that. The arcane interrupt arrow is one you should bring when you are facing spellcasters.

Oh and those arrows of slaying. I take them along, but they're not as good as you might think. Like the creature has to save or die. But, the dragon slaying arrow does an extra 2d6 damage to dragons. It's something. Etc.

MHO: elemental arrows suck because they have this typical Larian property of leaving behind "surfaces" that you step in more than the enemy.

Thanks for the location tips; I will keep those places in mind!

On arrows: "smokepowder arrow"? I don't recall seeing them, but I will look it up. And yes, I've been collecting the arrows that target many enemies - as well as the ones that silence casters. But I wasn't sure about the others.
seeker1 2023 年 12 月 31 日 上午 11:06 
For reasons I understand, the smokepowder arrow doesn't show up at merchants until late in the game. Larian has merchant inventories keyed to your level, and I'm pretty sure smokepowder only turns up at level 11 or 12. Also, of course, not many merchants will be selling the smokepowder grenades until then, either.

(can't make smokepowder grenades with alchemy; again I get why; they are the 2nd best grenades in the game to concussion grenades, which, BTW, can only be obtained in one final fight. Runepowder vials are awesome, but are not grenades per se, you have to throw them, then ignite them with fire arrows or a fire bolt.)

EDIT: Bg3 wiki is an awesome resource.
https://bg3.wiki/wiki/Smokepowder_Arrow

You can view every type of arrow and grenade in the game there, just FYI.

最后由 seeker1 编辑于; 2023 年 12 月 31 日 上午 11:11
Lampros 2023 年 12 月 31 日 上午 11:33 
引用自 seeker1
For reasons I understand, the smokepowder arrow doesn't show up at merchants until late in the game. Larian has merchant inventories keyed to your level, and I'm pretty sure smokepowder only turns up at level 11 or 12. Also, of course, not many merchants will be selling the smokepowder grenades until then, either.

(can't make smokepowder grenades with alchemy; again I get why; they are the 2nd best grenades in the game to concussion grenades, which, BTW, can only be obtained in one final fight. Runepowder vials are awesome, but are not grenades per se, you have to throw them, then ignite them with fire arrows or a fire bolt.)

EDIT: Bg3 wiki is an awesome resource.
https://bg3.wiki/wiki/Smokepowder_Arrow

You can view every type of arrow and grenade in the game there, just FYI.

Ah, okay. No wonder. I've only gotten to level 9 in my last playthrough! ;)
Octopuses 2023 年 12 月 31 日 上午 11:38 
引用自 Aslan
The game is turn based it means you have a move to make if a move is far superior to the other why would you bother with resistance elixir when you can have a free action or extra DPS from the elixir of colossus and the bloodrage elixir to gain a free action when you kill an enemy with your mage or use an arrow if you could just hit them with your weapon if you activate the boots of speed or misty step except if you built Astarion with double crossbows.

Bloodlust elixir is completely useless on tactician and honour difficulty.

Anyway, I think having necrotic vs Myrkul and fire against Raphael was good as "insurance" so you can't lose the fight. Even though you can just have a life cleric in group instead and you can pretty much never lose.
Gorem 2023 年 12 月 31 日 下午 1:12 
So far in act 2 i've only had to use all the scrolls and potions you lug around in one fight, but that's because I thought that fighting the entire moonrise tower with no rests between would be a fun idea with just my four characters, there was so many enemies with high AC ect and it took an hour.

Essentially, you can use them to beat fights you should lose, as most effects like them last untill long rest you can really buff yourself and go nuts.

If you play normally though, I could see you never using them thinking "i'll need them someday". You are essentially carrying a ton of potions and scrolls that will be there for the entire game. Be funny to know just how many people have finished playing with that, an entire inventory or 2 just full of unused scrolls and potions and elixirs.
最后由 Gorem 编辑于; 2023 年 12 月 31 日 下午 1:13
6h0$t942 2023 年 12 月 31 日 下午 1:27 
smoke arrows can help you steal things. Or you could try using it to block LOS so your caster cant be targeted. Have him run through, cast, go back in smoke.

Explosive arrow are VERY useful. I think there was a lgihtning arrow. So if you drench the enemy you can lgihtning bolt and lightning arrow. Acid arrow reduces armor a little bit.

Explosive arrows for multiple targets or for igniting the satchels of powder. Having fire resistance is very helpful for the big grymforge fights. If you ever get to a point where you are fighting flayers, they arent as dangerous as in bg2 but in this incarnation they do SAVAGE psychic damage, so stealing the 3 anti psychic elixirs a certain person in the mushroom camp has could be good for later
seeker1 2023 年 12 月 31 日 下午 1:29 
Just an FYI, the elixir of universal resistance is universal, but also gives you universally weaker resistance to everything than you get from elixirs of specific resistance. In case you figured, "well let me just tote around THAT one".
AokiYakumo 2023 年 12 月 31 日 下午 1:30 
So the Resistance Elixirs are really kinda meh, in the sense that - in typical D&D fashion - offensive buffs are better than defensive buffs because you want to act, rather than react (Jaheira puns yey!).

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That said: They have their uses.

Fire Elixirs are great in Grymforge because of the lava, in House of Hope, at Rosymorn against the kobolds (but that's an easy fight anyways so a whatever-whatever works great there), in the Astral Plane against the Ember gishes, and towards campaign end.

Poison Elixirs help against Ethel (Ray of Sickness Spam) and particularly against that ol' Balty (Hasted 2x Cloudkill is murder, lemme tell ya). They also strangely come in handy at the morgue where it's full of poison gas.

Acid Elixirs - honestly - are kinda bait. You fight acid oozes a total of 2 times in BG3 and both times they die so quick that they realistically shouldn't hit you once.

Psychic Elixirs work wonders against Gith, most abberations, and mindflayers. Beginning of Act III - in the Astral Plane - can be a great place to pop some if they're available as all the Gith monks have Manifestation of Mind active. Pair that with a way to block bludgeoning damage and it should save you like 20HP per turn.

Necrotic Elixirs are good for most of Act 2, and particularly against Cazador.

Radiant Elixirs - if you can find them - are a godsend against any kind of Paladin (The false Tyrrans, the Absolute Zealots, Ketheric, etc.)

Lightning Elixirs can help against Ansur (but just bring Globe of Invulnerability because his nova can still potentially one-tap your ass through resistance).

You hardly ever see any Thunder damage, except right before Ansur (but pack Lightning Elixirs anyways because - again - Globe of Invulnerability).

Cold Elixirs are really only useful early game (The Goblin Warlocks cast Armor of Agathys and can reflect 15 damage back her melee hit while it's up). They can help - kinda - in Act 2 when the Adepts use Hunger of Hadar, but 1) Counterspell and 2) they have less than 60HP and you have burst damage options at that point like Water-boosted Lightning Bolt or Swords Bard shenaniganry, etc.

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Lampros 2023 年 12 月 31 日 下午 2:21 
引用自 seeker1
Just an FYI, the elixir of universal resistance is universal, but also gives you universally weaker resistance to everything than you get from elixirs of specific resistance. In case you figured, "well let me just tote around THAT one".

Helpful to know - thanks!

引用自 AokiYakumo
So the Resistance Elixirs are really kinda meh, in the sense that - in typical D&D fashion - offensive buffs are better than defensive buffs because you want to act, rather than react (Jaheira puns yey!).

-----

That said: They have their uses.

Fire Elixirs are great in Grymforge because of the lava, in House of Hope, at Rosymorn against the kobolds (but that's an easy fight anyways so a whatever-whatever works great there), in the Astral Plane against the Ember gishes, and towards campaign end.

Poison Elixirs help against Ethel (Ray of Sickness Spam) and particularly against that ol' Balty (Hasted 2x Cloudkill is murder, lemme tell ya). They also strangely come in handy at the morgue where it's full of poison gas.

Acid Elixirs - honestly - are kinda bait. You fight acid oozes a total of 2 times in BG3 and both times they die so quick that they realistically shouldn't hit you once.

Psychic Elixirs work wonders against Gith, most abberations, and mindflayers. Beginning of Act III - in the Astral Plane - can be a great place to pop some if they're available as all the Gith monks have Manifestation of Mind active. Pair that with a way to block bludgeoning damage and it should save you like 20HP per turn.

Necrotic Elixirs are good for most of Act 2, and particularly against Cazador.

Radiant Elixirs - if you can find them - are a godsend against any kind of Paladin (The false Tyrrans, the Absolute Zealots, Ketheric, etc.)

Lightning Elixirs can help against Ansur (but just bring Globe of Invulnerability because his nova can still potentially one-tap your ass through resistance).

You hardly ever see any Thunder damage, except right before Ansur (but pack Lightning Elixirs anyways because - again - Globe of Invulnerability).

Cold Elixirs are really only useful early game (The Goblin Warlocks cast Armor of Agathys and can reflect 15 damage back her melee hit while it's up). They can help - kinda - in Act 2 when the Adepts use Hunger of Hadar, but 1) Counterspell and 2) they have less than 60HP and you have burst damage options at that point like Water-boosted Lightning Bolt or Swords Bard shenaniganry, etc.

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This is very comprehensive - thank you!
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发帖日期: 2023 年 12 月 31 日 上午 4:19
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