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It's actually pretty easy with bad luck. We had one of the gargoyles come in with super high initiative and paralyze her. She was dead before one of our party members even had a turn--thanks, auto-crits.
Exactly.
Spin the wheel and It's all about RNG on initiative, attacks and saves ( and the safest way to deal with it is to have high initiative, if the players want to save her ).
I lost it once. Marcus rolled well, and we didn't, and the Horrors had better positioning than they usually do. Killed Marcus right after he knocked Isobel out, but if any Horror touches her after that it's over, and there was no way to kill or CC all the Horrors before that happened.
Happened to me on my first playthrough - 1st turn, 2 gargoyles swarm in, 3 crits, 1 paralyze, marcus moves, hits her hard, fight over, tentacles everywhere. If you know it's coming you can prepare differently and never lost it since then, but still - in further playthroughs I also discovered sanctuary won't save you in this fight if she moves after you. Because the AI is actually dumb as bricks when the goal isn't to DIE GLORIOUSLY.
She's not actually a high-level cleric; she's just been granted special abilities for the situation. And I'm pretty sure she has almost zero field experience, so I wouldn't expect her to be good
Hmm... when I lost he flew out.
I thought having real consequences for failure was kind of awesome, myself. The only time I lost this fight I played it out.
Add another few consequences to that list.
Since the Shadow Curse can never be lifted, Halsin never joins.
Depending on how the second phase of the fight goes, you can lose access to two more companions.
If you didn't talk to people downstairs, you lose access to some Act 3 content.
Also, note that some of the tieflings aren't at the Inn, so you don't lose absolutely everyone you saved in Act 1.
Wouldn't Greater Invisibility be the spell of choice there?
For me, Gale never made it out of the portal. We just let things go however the dice rolled. It's also not a given that you'd have him with you, of course--plenty of other interesting companions.
Well, a lot fewer interesting companions now, since my charisma-penalized dwarf failed his charisma check so Laezel is dead. And Jaheira died in the fighting when the inn fell. It does make it a little easier to choose who to take with you.
I'm not complaining really, I think the game has gone in an interesting direction, but I think a lot of the "skill issue" people are actually just ignorant of how quickly and easily the cleric can go down.
Also....if you depend on clerics for healing you got a problem....there is no real gealing in D&D and there are much better things you can do with your cleric...
I barely ever prepare healing word/cure wounds with my clerics...:P
First of all, in most RPGs, specially in DnD, if you are told to do something repeatedly, you should think very well and hard about doing it.
Then there is the problem with RPG playing: You might see people doing something almost every time, and some stuff might be popular, but it is dumb.
And there is this:
https://youtu.be/QZMSC0FuQOw
The ideal way that the Inn arc goes in negative or positive way does not hinge on how the fight goes, but if you will fight it, the Ex Machina NPCs will take care of everything, you just need to focus on keeping Isobel from being taken, which is easy. But for other arcs you might be interested, it should not be impossible.
And dont forget, you should be able to also kill her yourself.
So a lot of judgement is important.
The Githyanki patrol is one of these things and the Last Light Inn is another. Without taking the time to explore, level up, get better items, and resting / long resting you find yourself at a disadvantage and having to load an earlier save - which is why one shouldn't play Honour Mode on a first try.
This fight was never a surprise for me because the first time I played through the game it was on multiplayer where 1 person already played through the game. My single player Honour Mode run I just blocked the doors with barrels, crates or chests and then most of my team had Alert Feat which is super important for a Hard Core run through of the game. Not being surprised and starting first is too good to ignore.
There are even more initiative boosting items later, at least a couple at moonrise which possibly could be picked up first if you followed the escort instead of going to LL first.
Alert is pretty much mandatory in honor mode and should be the first feat for most everyone.