Baldur's Gate 3

Baldur's Gate 3

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chaosek Sep 23, 2024 @ 12:22pm
End act 2 boss fight
In my third run the Ketheric Thorm fight is proving to be quite impossible which is weird as in my previous two runs the fight was hard but quite doable. Both previous fights were on tactician, this one is on custom difficulty however with legendary actions and everything on tactician as a custom honor mode without the one save. The lowest I got him is at about 90 hp with a lot of luck and the use of haste potions (which I didn't use before).

The main reason I can come up with is my party composition 2 BM fighters, a bard and a tempest cleric. The fighters barely do any damage even with the hill giant elixer, the bard often misses esp when frighted and the cleric does decent damage but not enough to compensate for the others. In my previous fights I always had a paladin who's smites aren't resisted and a throwing barbarian who can stay out of melee range. Also Aylin was alive in both previous fights.

So my question is how to win with my current setup of 2 fighters, cleric and bard or should I respec into a paladin and/or barbarian/mage? Losing Aylin for this fight is obviously a big thing but winning without her should be possible. Haven't been this stumped before.
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Showing 1-10 of 10 comments
alanc9 Sep 23, 2024 @ 12:27pm 
Can't you have the bard talk him to death and go straight to the Avatar?
chaosek Sep 23, 2024 @ 1:02pm 
Originally posted by alanc9:
Can't you have the bard talk him to death and go straight to the Avatar?

I didn't set the triggers before the rooftop fight as I'm playing as a Durge who just takes the fight option whenever it's there. The first phase in the colony isn't the problem though. I can take Ketheric, the mindflayer and Isobel down easy enough (2nd round) but stumble on Myrkul.
StrangestEcho Sep 23, 2024 @ 1:18pm 
Well, considering that the fight can be done solo, then it's either it's a build issue or you are somehow very underleveled for the fight.
ahsanford Sep 23, 2024 @ 1:56pm 
Always take fear/frightened off the board. Bless should be a staple at this point (esp. with the Mystra staff amping up that bless) but also consider a Calm Emotions cast immediately prior to battle.

BMs -- two of them?! Great to have one I'd say, but you have a lot of woodchopping to do with a boss so I'm kind of stunned one of your two fighters isn't a 2H wielding GWM. They provide proper steady damage you can bang away all day with -- zero maneuver cost, so it's really nice in protracted battles.

Also: with two support casters, haste spell with 10 turns compared to a speed potion's 3 turns is a night and day upgrade. Put that on your most powerful melee character, but make sure the caster is away from the main pedestal or they'll get whacked and lost concentration. (Also, for that reason, a Sorc dropping Haste as a twinned spell is nice for this battle, but not a must.)

I generally have two dudes banging away with Keth/Avatar up close, Gale vaporizing early packs and then focus firing MM + all the lightning charges + additive gear on the avatar and it goes pretty quickly.... but I've only played on Tactician.

- A
alanc9 Sep 23, 2024 @ 2:52pm 
One important thing to remember is that the Avatar can't move out of an AoE. People have had good results with stuff like Hunger of Hadar or even just plain Darkness.
Dexter Sep 23, 2024 @ 3:06pm 
Originally posted by alanc9:
One important thing to remember is that the Avatar can't move out of an AoE. People have had good results with stuff like Hunger of Hadar or even just plain Darkness.
Darkness, potion of necrotic resistance and something against fear/frighten and you're golden. Get rid of Mind Flayer and rest of adds in phase 1, keep buffs up/potion of speed etc and start with, like You mentioned, HoH or any other DoT AoE.
emreyigit1967 Sep 23, 2024 @ 3:11pm 
Originally posted by alanc9:
One important thing to remember is that the Avatar can't move out of an AoE. People have had good results with stuff like Hunger of Hadar or even just plain Darkness.

Agree.
Baldurs_Gate_2 Sep 23, 2024 @ 3:40pm 
Apostle of Myrkul is resistant to anything besides magical bludgeoning damage. That's the reason the doom hammer is really good against him, because it prevents him from healing through his minions.

Otherwise, casting wet on him and lightning bolt / chain lightning scrolls makes quick work of him. You can steal or buy CL scrolls with lvl 9 from the quartermaster.

Second would be, casting globe of invulnerability. He can't move, so you are immune to damage, but he can't move in to the globe to become immune too, so it's just a matter of time to wield him down. The scrolls can be stolen at lvl 9 from the quartermaster.
6h0$t942 Sep 23, 2024 @ 4:34pm 
Throw barrel. Make sure the vamp t-i-k dies in the blast.

The end. :3
ChatGPT Sep 23, 2024 @ 4:38pm 
Pierce and slash does little to nothing to Avatar. Radiant and Psych damage hits hardest here have the bard use dissonant whispers every turn and radiant orbs from your cleric.

Running 2 fighters???????? idk about all that gl

No really i would have the fighters clean up trash mobs to keep him from getting any heals. Considering how little damage they will do to him its maybe their best use.

A wizard or Sorcerer with fire damage is always a good option btw. Excluding maybe Raphael entire area.
Last edited by ChatGPT; Sep 23, 2024 @ 4:41pm
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Date Posted: Sep 23, 2024 @ 12:22pm
Posts: 10