Baldur's Gate 3

Baldur's Gate 3

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What happened to Apostle of Myrkul?
I've recently started another playthrough on tactician and I've never had problems with difficulty in this game, but this time I just can't beat Apostle of Myrkul. He spawns 4 incubators every turn and necromites have Armor of Agathys, I don't have enough hands to kill incubators and also damage Myrkul. I don't remember how it was so easy before, what changed?
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Beiträge 1621 von 21
Ursprünglich geschrieben von Raz:
Ursprünglich geschrieben von wtiger27:
Ahh. That makes more sense. He has a lot of health on Honor Mode. So it shows he takes more damage from Bludgeon attacks?

And yes, I did him a while back on Honor Mode with a group made up of 4 Paladins. Ayll, I found is basically useless for that fight. Even tho one of them died to his attack, I got it done.

No, he is not Vulnerable to Bludgeoning. He is just not Resistant to it.

The Doombringer Maul is his Achilles heel anyways. Myrkul is an undead. The maul places Bone Chill on unread preventing them from healing and imposing disadvantage on their attacks. It works on Kethric and Myrkul.

What they said. I have a habit of coming close to the specifics, but missing them, lol. Bludgeoning does "more damage" because he isn't resistant to it.
Worlord 23. Dez. 2024 um 19:27 
I threw a water bottle at him which made him susceptible to lightning and then Gale cast a high level witch bolt spell with luck of the realms. double damage from water + lightning and auto-crit from luck of the realms and it took away 2/3 of his HP right there.
wtiger27 23. Dez. 2024 um 19:27 
Ursprünglich geschrieben von Raz:
Ursprünglich geschrieben von wtiger27:
Ahh. That makes more sense. He has a lot of health on Honor Mode. So it shows he takes more damage from Bludgeon attacks?

And yes, I did him a while back on Honor Mode with a group made up of 4 Paladins. Ayll, I found is basically useless for that fight. Even tho one of them died to his attack, I got it done.

No, he is not Vulnerable to Bludgeoning. He is just not Resistant to it.

The Doombringer Maul is his Achilles heel anyways. Myrkul is an undead. The maul places Bone Chill on unread preventing them from healing and imposing disadvantage on their attacks. It works on Kethric and Myrkul.

Ahh. Good info. I need to remember to save that weapon for any future fights with him using a melee char. I have used it several times on a char when fighting the Grym Forge Boss. But not thought to use it on him. Paladins with their smite damage do well on him too.

Thanks for the tip. :)
The name of the maul is Doom Hammer.

In case people don't remember it, you get it off the merchant in the Goblin Camp. It's literally the only weapon I carry around as backup anymore. Because of this fight, Grym, and some objects that are immune to swords, I have Lae'zel carry this thing in her pack all the way through Act 1 and Act 2.

Even if you miss with the attack, you can use the "tenacity" reaction to get a small hit, which is enough to apply the bone chill effect. So it's basically a guaranteed bone chill.

(I used to carry a bunch of specialized backup weapons around "just in case I need it", but realized I never used any of them except this one maul.)
Zuletzt bearbeitet von Mike Garrison; 23. Dez. 2024 um 20:15
Raz 23. Dez. 2024 um 20:16 
Ursprünglich geschrieben von wtiger27:
Ursprünglich geschrieben von Raz:

No, he is not Vulnerable to Bludgeoning. He is just not Resistant to it.

The Doombringer Maul is his Achilles heel anyways. Myrkul is an undead. The maul places Bone Chill on unread preventing them from healing and imposing disadvantage on their attacks. It works on Kethric and Myrkul.

Ahh. Good info. I need to remember to save that weapon for any future fights with him using a melee char. I have used it several times on a char when fighting the Grym Forge Boss. But not thought to use it on him. Paladins with their smite damage do well on him too.

Thanks for the tip. :)

The other neat thing about the Maul; it still applies Bone Chill if it misses. The weapon has Tenacity on it, deal a 1d4 damage on a miss. Bone Chill is applied whenever you deal damage with the weapon, so even on a Miss neither Kethric or Myrkul can avoid having their healing neutered and their attacks made at disadvantage. They're just screwed.



Ursprünglich geschrieben von Worlord:
I threw a water bottle at him which made him susceptible to lightning and then Gale cast a high level witch bolt spell with luck of the realms. double damage from water + lightning and auto-crit from luck of the realms and it took away 2/3 of his HP right there.

Witch's Bolt did that much damage? The hell? Most useless Concentration ever and it managed that? Interesting.
Ursprünglich geschrieben von Raz:
Ursprünglich geschrieben von wtiger27:

Ahh. Good info. I need to remember to save that weapon for any future fights with him using a melee char. I have used it several times on a char when fighting the Grym Forge Boss. But not thought to use it on him. Paladins with their smite damage do well on him too.

Thanks for the tip. :)

The other neat thing about the Maul; it still applies Bone Chill if it misses. The weapon has Tenacity on it, deal a 1d4 damage on a miss. Bone Chill is applied whenever you deal damage with the weapon, so even on a Miss neither Kethric or Myrkul can avoid having their healing neutered and their attacks made at disadvantage. They're just screwed.



Ursprünglich geschrieben von Worlord:
I threw a water bottle at him which made him susceptible to lightning and then Gale cast a high level witch bolt spell with luck of the realms. double damage from water + lightning and auto-crit from luck of the realms and it took away 2/3 of his HP right there.

Witch's Bolt did that much damage? The hell? Most useless Concentration ever and it managed that? Interesting.
You could probably do it with a cold spell, too, but a supercharged Witch's Bolt is what I went with. This was in HM. I think throwing water on him gave a vulnerability for lightning, the max for the Witch's Bolt at whatever level I cast it was near 60. So we start with double damage from vulnerability plus auto-crit from Luck of the Far Realms so I guess the max points I could get out of it is like 240? So I must've gotten pretty decent rolls to help me out, but in the end it had just a tad over 100 HP left.
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Geschrieben am: 23. Dez. 2024 um 14:31
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