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Deathvault Lvl 2 - keep dying against vampire ancients *Possible Spoilers*

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emthree
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Deathvault Lvl 2 - keep dying against vampire ancients *Possible Spoilers*

Post by emthree »

need advice on this one. I've played it through about 6 times now and I don't think I've succeeded in killing a single one before my entire party is decimated.

My main character is a Druid6/Rogue9/Daggerspell Shaper9
I don't think too much of the daggerspell shaper subclass and wish I had just spent those levels on the Druid/Rogue but I'll play out the DS one more level and go on.

oh, I have been having a serious problem getting disarmed...obviously the dagger's size is a huge disadvantage in the number crunching. Are there any feats to help me keep from getting disarmed?


I have Safiyah, Gann and Kaelyn. Don't have either Okku or the One of Many. I killed Okku and it seemed like I would have to replace one of the others with OoM.

Safiyah and Gann are now 21st and Kaelyn is 18th.

I followed the suggested tactics and buff the hell out of everyone, move Safiyah way back in the hall, Gann and my main char. just behind Kaelyn in the doorway. Kaelyn has several 'fighting' buffs on her increasing her size as well as numbers. She is armed with the +7 scimitar that i've enchanted for 1-6 each of fire, cold and lightening.
I've got Orglash as well as Elemental Swarm, an Elder Elemental and a Rod of Summoning creature all out front.

I've got everyone stacked with the 'sun' spells and get 10-12 of them fired off as well as several large fire spells but the vamps just seem to be not taking much of any damage at all.

By the time my last character dies only 1 or 2 vamps are 'injured' with the other 4-5 either fully healthy or 'barely injured'

I dealt with all the offering urns and the 2 mummy priests in the library and leveled everyone up except Kaelyn who levels up mid fight.

???????????????????????????????
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Scottg
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Post by Scottg »

emthree wrote:need advice on this one. I've played it through about 6 times now and I don't think I've succeeded in killing a single one before my entire party is decimated.

My main character is a Druid6/Rogue9/Daggerspell Shaper9
I don't think too much of the daggerspell shaper subclass and wish I had just spent those levels on the Druid/Rogue but I'll play out the DS one more level and go on.

oh, I have been having a serious problem getting disarmed...obviously the dagger's size is a huge disadvantage in the number crunching. Are there any feats to help me keep from getting disarmed?


I have Safiyah, Gann and Kaelyn. Don't have either Okku or the One of Many. I killed Okku and it seemed like I would have to replace one of the others with OoM.

Safiyah and Gann are now 21st and Kaelyn is 18th.

I followed the suggested tactics and buff the hell out of everyone, move Safiyah way back in the hall, Gann and my main char. just behind Kaelyn in the doorway. Kaelyn has several 'fighting' buffs on her increasing her size as well as numbers. She is armed with the +7 scimitar that i've enchanted for 1-6 each of fire, cold and lightening.
I've got Orglash as well as Elemental Swarm, an Elder Elemental and a Rod of Summoning creature all out front.

I've got everyone stacked with the 'sun' spells and get 10-12 of them fired off as well as several large fire spells but the vamps just seem to be not taking much of any damage at all.

By the time my last character dies only 1 or 2 vamps are 'injured' with the other 4-5 either fully healthy or 'barely injured'

I dealt with all the offering urns and the 2 mummy priests in the library and leveled everyone up except Kaelyn who levels up mid fight.

???????????????????????????????

You can come back and do this latter when your party is higher in level. In fact you *must* come back to this area much latter in the game.

You need to (personally) know the Lore of some of these opponents to be able to more easily defeat them.

For instance the Ancient Vampire has 10 damage reduction to everything BUT Alchemical Silver and Adamantine weapons. Cold and Electrical are also 10 resistance.

Area effect spells usually have a Reflex save (..though not all). Ancient Vampires are Monks, so they have not only high saves but also Evasion and Improved Evasion - which pretty much negates any spell with a reflex save. (..this includes Sunburst and Fireball.) Basically unless your casters are using high level spells and they also have very high DC (..OR those spells don't have any save component - like the Missile Storms.), then they are likely to fail. IF they have a reflex save then they are almost certainly going to fail.

On top of all this they have 5 Regeneration per round.. so gang-up on them one at a time. (i.e. kill one, move onto the next.) Fire and Acid work well as damage modifiers in your weapons. (..see Thievesguild.net for info on crafting in MOTB.)


See the nwn2 wikia for more detail on Ancient Vampires..

The most important component of Disarm (for both the Defender and the Offender) is their AB. Get your AB high enough and it will happen a LOT less often. (..again, see Thievesguild.net for crafting for weapon enhancment bonuses and also consider attribute bonuses (strength/dexterity). Divine Power for Clerics/Favored Souls can add quite a lot here.
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Post by emthree »

Great Feedback! Thanks!

I'm pretty much just a casual gamer, an old PnP AD&D player, without a lot of time to dig deep into the background.
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Scottg
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Post by Scottg »

emthree wrote:Great Feedback! Thanks!

I'm pretty much just a casual gamer, an old PnP AD&D player, without a lot of time to dig deep into the background.

You're welcome! :)


Any time you come across an opponent in the game - just look at it's "name" or description (right click on it) and if it turns out that it is difficult to kill, then just do a google search adding in nwn2 and wikia to that search description. It should take you right to it.

Note that even if you were to actually know the stat's in AD&D - it's almost sure to be different for nwn2.
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Post by emthree »

yea...'old data' has messed me up a few times.

i started SoZ yesterday and I think I like it better than the OC or MoTB.
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Post by Scottg »

emthree wrote:yea...'old data' has messed me up a few times.

i started SoZ yesterday and I think I like it better than the OC or MoTB.
IMO it's a bit more like Pen and Paper (party system and skills with overland map encounters).. BUT there aren't many real dungeons to speak of in the game. :(

I have a party/character creation guide for it here on this forum (search to find). I also have a review of it here as well (..that doesn't spoil it).
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Post by emthree »

I thought the same. I think I'm about to transition to the 2nd act of SoZ, I think I'm going to play through the campaign before returning to MoTB.

It would be massive, I know, but I would love to see the entire world of Faerun done with an SoZ treatment. Maybe a PW with the core world managed by one group and authors of content able to submit areas to be plugged in. I'd probably pay to play in that and I've never paid to play anything online.

I was a Forgotten Realms addict in the 90's. Had a good portion of all the 2nd Ed. product, mostly just to read the 'lore' as I'd attempted to join a couple of groups, and start one, to little satisfaction.
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Post by koz-ivan »

Scottg wrote: On top of all this they have 5 Regeneration per round.. so gang-up on them one at a time. (i.e. kill one, move onto the next.) Fire and Acid work well as damage modifiers in your weapons. (..see Thievesguild.net for info on crafting in MOTB.)
regenerating vampire monks, good grief. :(

this same battle has been giving me hell for the past few days, i feel like such a rookie.

this battle feels like such madness, even on a few attempts that seem to go well, a round or two and it's over. the vamps seem to hit on every attack...

is this just a freakishly hard fight, or is this what the rest of the game is going to be like?
"all around you is tinder for the gods"
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Scottg
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Post by Scottg »

koz-ivan wrote:regenerating vampire monks, good grief. :(

this same battle has been giving me hell for the past few days, i feel like such a rookie.

this battle feels like such madness, even on a few attempts that seem to go well, a round or two and it's over. the vamps seem to hit on every attack...

is this just a freakishly hard fight, or is this what the rest of the game is going to be like?




..same advice. ;)



It's basically something you aren't supposed to "get-into" until the beginning of chapter 3 (..which is essentially nearing the end of the game).


They are level 28 monsters. :eek:
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koz-ivan
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Post by koz-ivan »

level 28? great googlymoogly. no wonder!

now everything makes sense, thank you.
"all around you is tinder for the gods"
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Post by koz-ivan »

finally had my rematch vs those undead monks, it went much differently this time.

emthree wrote:yea...'old data' has messed me up a few times.

i started SoZ yesterday and I think I like it better than the OC or MoTB.
i really enjoyed SoZ too, the dungeons could have been been more extensive, but in all that was a fun game.
"all around you is tinder for the gods"
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