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In any event, Silver dragons are tough foes, and I certainly wouldn't try taking one on with the crew you had here. As you say, Minsc is truly usless; I park hm in the Copper Kettle, never to move again, fairly early in SoA. Even one ineffective crewmember is a detriment in a fight such as this. You would have fared much beter using a maxxed out Dorn, equpped with The Visage, Ir'revrykal+5 and some buffs. Also, I do hope your Kensai Mage had achieved Grandmastery in a weapon, preferably Halberds, prior to conversion. Dragonbane would come in useful here.
I'm also not sure that bringing Jan along was the best choice; I can't imagine setting traps would be a really useful tactic in such a fight. Maybe Edwin with Robe of Vecna, Staff of the Magi and a wand of Spellstrike? Haer'Dalis with twin blades and offensive spin?
I never fought Adalon, but I have done Dorn's quest in ToB which entails fighting TWO of the damned things. Toughest fight ever.
We did get it to badly wounded nearly every time, but I really need to find out what minimum + weapon you need to damage that dragon. A plus 4 dagger I thoughy for sure would hit it. If I have to get Crom Feyer again, I swear I will. Admittedly Minsc is like a 5th wheel in any party now. Unfortunately I only have high mastery (4 stars) in short swords, but that's because I'm hoping to eventually achieve mastery in daggers, to make the kensai deadly in some form of missile weapon.
In the meantime that dragon is without its eggs, and I'm out of the Underdark. Viconia has given her Geas (which she will break the instant our popularity hits 16). As for Dorn, my memory of him is he's usually the first one I kill in Baldur's Gate, after he tells me to fetch him ale. He drops the first magic weapon in the game, but he's no competition to a berserker or a kensai.
Also, we are going to have to disagree about Dorn. Do his quest and give him the right gear and he becomes an almost untoppable juggernaut. I have used him well into ToB with both my Berserker and pure Kensai, and he is massively useful.
Look at the Blackguard immunities, then check the stats on The Visage, Ir'revrykal, and the Cloak of Mirroring. Toss in some decent armor and you're all set.
Anyways, priests (and paladins) have this very handy level 1 spell called "doom" which reduces saves by 2 for a minute. Stacks. Mages have a similar spell "greater malison", which reduces saves by 4 - doesnt stack with itself but stacks with dooms.
It is relatively easy to spend few rounds debuffing and then the dragon will fall to feeblemind or finger of death in few tries, if not instantly.
Dragons also have a weakness: even though some of them posses the death spell, killing all summons, they can only cast it once, which means that summoning creatures during the combat, one by one, can distract a dragon for a long time.
They also cast remove magic at the start of combat, so forget about pre-buffing. Buff in combat. They also use stoneskin, even though it is not really visible. Use the spell "breach" if you are not doing any damage.
- Fear (normal)
- Fear from dragons (affects even chavaliers)
- Fear from demons (magic resist can save you)
Weapons: a high level weapon that casts mental domination (no saves)
What?"<<
I suspect this is a reference to the Staff of Command, a +2 quarterstaff that can cast Domination once a day, with NO save allowed. The effects last 12 hours, basically allowing you to enslave just about any creature that isn't decently magic resistant.
Anyway, you may be wonderng why I am so obsessed with my guys getting Grand Mastery with Halberds. Well, they are especially useful for a Kensai, since that kit can't use shields anyway, and there are a number of nice ones available in both SoA and ToB. Harmonium (+1 strength), Dragonbane (+6 vs dragons), Dragonbreath (deals +1 damage from every type of dagon breath ... acid, fire etc.) and Wave +4, which is especially damaging to fire creatures.
The ultimate halberd, however, is the +6 upgrade to Ravager. Now, you really can't get this before somewhere around the mid point of ToB. You need to get the +4 version from the boss of Yaga-Shura's lair (Wave +4 becomes remarkably useful here, btw), then get the Serpent Staff from the lich Azamantes and his pet Flaming Skulls, down on the fifth (seal) level of Watcher's Keep.
Toss a few bucks to Caspenar and he produces this beauty. Check it out.
https://steamcommunity.com/sharedfiles/filedetails/?id=1559712423
Forget about the Aura of Fear and the possible extra damage from poison ... it has a 10% chance PER HIT to decapitate a foe. At level 25, using this weapon, my Kensai has a THACO of -22. Using Greater Whirlwind, that's 10 attacks per round, all of which will probably hit. This almost guarantees a decapitating hit every combat round.
Duration. As far as I know, the circlets (and yes, I did save a few of them for use later on) just cast Dire Charm. A mind Flayer that is controlled by one breaks out of the control fairly soon, and I would assume that other creatures so controlled would also break free when the spell duration expires. The Staff's control lasts for 12 full hours, which is pretty much an eternity in a game such as this.
Bosses are usually immune to such things, yes, but I'm not sure how you define "serious" enemies. I can kill several Fire Giants per round if I am lucky and get a decapitation early on. I pop a Greater Whirlwind, run into the middle of a group of enemes, take a swing and immediately hit pause so I can redirect my attack to the next foe if the first one has died ... rinse and repeat. I'm pretty much hitting the pause key to evaluate the results every second during the combat.
With good luck, 3 or 4 of them will burst like so many soap bubbles. And even after the Whirlwind runs out, with Grand Mastery I get 3 attacks, whch goes up to 6 with something like Oil of Speed ... which lasts for an hour. That's a lot of chances for more than 1 instant kill.
That's why Throne of Bhaal is my least favorite of the original three games. By then you're so powerful the game loses a lot of its interest. I've only finished TOB twice, once as a straight thief. A thief who almost killed Firkraag with his traps at the start of the fight. He didn't stop upgradding traps when he got it up to 100. Not sure how high you can actually go, but he went there.
I will agree that ToB is a bit less interesting than the earlier chapters, but for me, that's more because of the confiningly limited linear plot progression. Yes, as you draw close to the ending, your character becomes near demi-god like, but hey, that's pretty much the goal of the entire series, right? At that point, I find my main interest is seeing what combnation of skills, equipment and tactics make MC the most efficient killing machine.
To quote another obsessed megalomanic "Power! Absolute Power! Muahahahaha!".
And you certainly are not invulnerable at the start of ToB, so that part is still a challenge.
I haven't had that much desire to play a thief type, since there is a decent assortment of thieves already available as NPCs. I currently have a Bardic Blade in the very early part of SoA, but he'll never be more than a second rate Haer D'aelis, since you can't pick Tiefling as an MC race. Not sure how well he will fare in ToB. I had a decently advanced dualed Berserker/Cleric, which was different, but the computer that game was on self destructed and I hadn't saved it to Steam cloud, so that one never matured.