Before you start open up the way to the blood of lathandar. If things go badly you can have someone run over there and use the door. You can flee from there to camp and regroup
Haste gives you two actions. And you can use those two actions to cast two leveled spells. ~~That's true in 5e and also in BG3.~~ (EDIT: except in 5e the hast action can't be used for spells) Or, in this case, you can cast call lightning with an action, then reactivate it with your other action.
~~The way they do call lightning may or may not follow 5e rules. The text says "On each of your turns until the spell ends, you can use your action to call down lightning" which could be interpreted to mean only once per turn, but it's not unreasonable to rule that "on each of your turns" means "with each of your actions"~~ EDIT: reactivating call lightning with a haste action is not allowed in 5e, but it is allowed in BG3 honor mode.
Any way, the only way I've noticed that haste changed in honor mode is with multiattack.
No you just can’t do an action and bonus action spell if you have action surge you can, but haste only lets you do specific actions in 5e like dash hide attack so you can’t cast spells
My party won initiative and went first (I prioritize initiative). I had Lae'zel as an Open Hand Monk . . . she ran up to him and stunned him. Gale was a Divination Wizard to ensure he failed his save.
Then we just beat everything down. He never got to take a turn or use his Legendary action.
Monks are so powerful in BG3 its insane. Having consistent access to the Stun condition helps every boss encounter. I heavily relied on a Rogue 3/Monk 9 build for Tactician and Honor Mode.
I basically ignore Ethel and keep her as a merchant until I'm almost done with act 2, then go back and easily clear her dungeon and get the free stat boost.
Unless you use guidance on the deception roll that I found out today is bugged during my Honor Run.
Edit: Alright I'm not sure if it's a bug or not, but it's the only big thing I've missed in my HM run so far ending act 1.
I dont think that's bugged, I think she counts casting as hostile during that convo. Definitely feels like real D&D there.
The ability to covertly, or without consequence, cast spells in tense situations is not something I allow at my tables and BG3 shows us why you shouldn't; its too strong. If you are "combat adjacent" in a conversation, spellcasting can (and should!) raise red flags.
It's not bugged, but her legendary action is still active as some options get you back into combat. Triggering her legendary action with a spell like Guidance kicks you out of the conversation.
Well actually mayrina is a fictional character in a role playing video game and isn't actually experiencing any suffering.
But yes, just be respectful towards Ethel and you can trade with her all you want. She's one of the most useful early game merchants because every time you long rest she gets more strength elixers. I use strength elixers a lot so I don't deal with her until act 3 when I start getting cloud giant elixers.
Yeah, having weird ability scores or having to get Ethel's Hair for an extra 3-7 damage isn't worth it. imo. All the magic armor pieces they can find/buy will give solid boosts to increase their damage.
Alert, Mobile, Savage Attacker, and even Lucky are all more useful feats.
You can stun the Apostole of Myrkul, which is like... idk, does enyone know dnd to tell me what exacly lore-wise the Apostole of Myrkul is? Is it Myrkul himself or is it just a phisical form? Either way, you shouldn't be able to stun him for my understanding
No it's not the actual Myrkul. God's can create Avatars, basically clones of themselves that they send out to do stuff. It's rare that they just walk around on the Material Plane
Don't speak with him and surprise them just focus all attacks on him until he dies. His minions are a joke without him. If any swords are summon just ignore them and continue to focus on him.
Deal max damage to him turn 1.
If he doesn’t fall before he uses mindlink, switch to the other minions. The mindlink gives them all -2 armor class, which helps bring them down fast.
I am not so sure about this. He will summon Spirit swords everytime he or allies get hit. You may end up with 10+swords chasing your ass.
I agree that this fight is a check to your burst damage. But if you can't burst him first turn, either abuse Invisible and get a surprise attack for one more free turn, should be easy.
Also, his increased armored when Spirit link only work against weapon attacks, your chance to hit him after he is linked is pretty much like 10%, but magics still work at normal hit rate. I lost one HM run here because I neglect all kind of magic (was pretty cocky with my all-physical team) and couldn't burst him down, the guy can dodge a lot.
If you don't want to fight his legendary action, there are also many ways to disable him, though. Make him laugh for example :)
I used damage and rushed him down.
Many problems can be solved with more damage, yet many players instinct is to try for more healing instead, and it gets then killed.
Not sure if this works with Lae'zel in the party, but I avoided the creche until I had picked up the paralyzing amulet from Malus Thorm in act 2. The fight is easier when he can't do anything for two turns.
I mean, in dnd, it's usually my first thought. How can I make my fireball do more damage? I have used sewer gas, large oil barrels, and high explosives of various sorts.
My artificer has been carrying around a bag of holding full of oil, alchemist’s fire, and loosely-packed flour for several months of a campaign because I didn’t think to ask whether any non-cultist laborers worked in the warehouse until after I had bought all the supplies. Now I wait for the chance I get to dismiss the infusion on my bag and let highly-flammable materials solve a problem for us.
I went in and out of combat three times.
Fought 3 dead, 1 run away and ress everyone.
For three damn times.
Each time I killed the most minions, until we were 4 against 1.
Yet he still asphalted me.
I was level 6.
Cast darkness on myself to hide from archers and casters. Dip in and out to chip away at them until the fight becomes manageable. That's my go-to strategy for every tough fight
This fight ended my first honour run, gale got taken out by the guard in the hallway while running away 😭, next time laid out 4 smoke powder barrels for him and got him in one, most fights that give you trouble in hm can be solved with some kind of explosives 😅, but I don't risk having that fourth person not in camp anymore either
It's definitely a hard fight you let it pass Turn One since the adds do so much damage from crossbows and their psychic empowerment.
Stunning or proning him on Turn One prevents him casting his legendary action.
If you are past Turn One, I recommend stocking up Potions of supreme healing from the Gith Quartermaster to outheal their damage and slowly kill all the adds. (the only time it's available in Act One)
I didn’t take on this fight until level 9 after taking on most of act 2. The extra power and as others have commented, a total focus on putting the Inquisitor down ASAP made the fight manageable.
I just did this today, my party was level 7 and I had an OH monk with tavern brawler/hill giant elixir, Level 5 ranger/2 Rogue with 2-hand crossbows and sharpshooter, lvl 7 warlock durge Tav, and Gith fighter lvl 7. Basically, as soon as the fight started I burned down every other enemy, used action surge on the fighter and dreaded ambush to make sure I got the kills, and then just focused him down with monk. He dodges a lot, but if he's the only one left alive, he should go down in a few turns
I’m usually either level 6 or 7 at that point. And never had a problem
I don’t even do much much prep work like elixirs. Nor do I strike before the conversation. I let it all play out
I tend to take out his soldiers first while someone else keeps his attention. Then I finish him off
Usually a battle master fighter, a warlock, a monk, and either a cleric or thief
Either my warlock (with spellsparkler) or my monk (unarmed) wears sparkle hands for advantage on armored enemies.
Thief is using 2x +1 short swords
Fighter using sword of Justice, a +1 great sword. And Titan string bow
Depends on your party makeup. I solo'd him using a Gloomstalker/Rogue with guerilla attacks. Hit and kill one of them, then turn and burn. Rinse and repeat.
In my solo HM I lured him to the bridge where there is a damaged part with the minor illusion cantrip then blasted him off the edge with a arrow of roaring thunder. Played a Gloomstalker assassin half high elf.
You can do it without barrelmancy, stunning strike exploits, any CC spamming, or other weird RP breaking silliness. tough but doable, try to break the mind steal links as soon as you can, use magic to bypass parries.
I use Sleet Storm to knock him prone and give my guys high initiative to beat the crap out of him before he can do anything. Then, take out the others. OH Monk works well.
My first HM run I skipped his fight and destroyed the crèche. Little did I know that he’d appear under Elfsong. He was the same level, but paired with the other strong Gith there, he ended my run.
On my second attempt, I threw the iron flask at him and ran to the bridge while the spectator did some work on the other Gith, and then just hit him with aoes and all firepower. I barely survived.
I deliberately triggered an Opportunity Attack which iirc stops the parry. Then I had everyone attack him.
Once he's dead the rest of the fight is simpler.
I saved mountain pass the last in ACT 1
I leveled up my team as far as possible , even completing the goblin camp + meeting minthara.
Mountain pass for me is considered ACT 1.5.
4 member in HM
Tav Sorc (dps and main charisma dialogue dealer)
Laezel (fighter throwing build, for story reason)
Astarion hiding for titan bow stealth hoo haah.
Shart healer.
Start dialogue with Tav + Laezel as usual.
Move Astarion somewhere safe and hide, prepare everything on him for high DPS attack
Put healing buff from Shart to cover the damage you will get.
Use Laezel as protection for your Tav
The idea is that you burst the main boss health in 1 turn.
If the boss doesnt get a turn, then the boss cannot do shit to you
My build is all about winning fights before they happen.
My bard luckily won initiative along with my Fighter and Rogue/Ranger (who i expected cause I built them too). I upcasted hold person, which actually failed on him, but hit on the other 2. Wailed on the lackies with my hard hitters, then survived one attack from him.
But before he could attack again, my Radiating orb Cleric/Paladin shut him down and her/the group wiped out the remaining lackies.
From there it was over, missed again on the Hold person, but got him the third time and he was done.
There entire side got maybe 4-5 attacks combined the entire fight.
I concur with what everyone else is saying, go first and absolutely wail on him. I think I got him down to 20-30 HP by the end of the first turn, and we were able to finish him in the second.
For the vast majority of bosses on HM, it’s best to go for the big guy first and deal with the cronies later. Raphael and Cazador are somewhat exceptions to this rule, but for the former I just used barrelmancy to cheese, and Cazador was unfortunately my W’wargaz and easily the hardest fight of the run (I skipped Ansur because fuck that noise). Got the golden dice in the end tho so I guess I did something right strategy-wise
1. Throw Beholder at him
2. While he is busy fighting the Beholder, unload every Paladin smite you have
3. Get Shovel and Scratch to waste his parries by biting him
Focus the little guys first and have a high AC. 19 AC Lae’zel and Karlach got hit maybe twice by his summoned swords. Spirit Guardians also helped out a lot.
I had alert on everyone for initiative. Knocked him down with ice and popped hunger of Hadar on him. Even when he stood up and tried to misty step away he couldn't misty step out of HoH which was pretty funny.
I did him twice
I walk into the room fully prepped using all my mirror image, blur and false life scrolls I've got so far and any buffs that last 10 turns. I walk in and start the fight before vlaakith.
Melee dps will go and kill the mages while the rest focus down arbalests.
By turn 2 only 1-2 of them should be alive, I then provoke his LA with magic missle or smth then destroy the blades(trying to hit everyone) using light cleric's key ability. He might take an extra turn to die but even if on turn 3 i have to spawn 2 sword again I ignore them this time.
I saved the Iron Flask for this fight specifically. Threw it out near the beginning and the spectator just began picking off all the weaker gith while my party focused W'wargaz.
What I call the 'reinforcement' method. Idk if this is patched out. Plus, honor mode isn't ethical so I'm not either.
Have three heroes fight him. Have one hero chill in camp but be stationed far enough away in the creche, but safe. When one of the three heroes die, have the backup here revive them at withers, and have them re-enter and reinforce the fight. Keep calling in 'reinforcements' until this bat-nosed bitch dies.
I just destroyed him in my game about two hours ago, at level 6. He got pissy I wouldn’t hand over the artefact and aggroed. My Druid main hit him with Heat Metal, he drops his big sword, I snatch it up so he can’t, then switched to owlbear. Laezel and I take turns beating him to a fine paste over the course of two rounds (he got off some psychic junk in there while sitting at 20% health, quickly rectified with a bit of murder), while Gale and Shadowheart blew up the lesser enemies. Then, to add insult injury, Shadowheart disguised herself as a Githyanki to interrogate his corpse, because he was still mad that my main “brutally murdered him” or some such grievance.
Funny enough I did exactly what you did. Went in, got my ass kicked, took an invisibility potion and bolted. Revived my team and came back. Luckily I took out a few of his henchmen in the first fight and they don't respawn. Focused him down and his swords disappear if he dies
I didn’t talk to him. I got a few githyanki to come out onto the bridge at a time using minor illusion and murdered them. By the time this guy walked out there he had no support and I could focus him down easy. Honestly the swords were still annoying even then.
I uzed Shovel to turn invisible and surprise enemies. Wyll to cast HoH on the inquisitor and one of his cronies, then I used sorcerer to cast hold person on the 2 clowns nearest the door. Used laezel action surge and haste potion to kill them both in a single turn.
Surprise round done.
Jump Laezel over to the second wizard dude and kill him in 1 round, then use Wyll eldritch blasts to keep inquisitor inside HoH and just keep hitting him from range with crossbows and if he makes it to the edge, get Laezel to hit him a couple times and then shove him back in. he can't do anything. Didn't take 1 HP of damage.
I liked him easily by being significantly stronger than him.
Tavern brawler monk and tavern brawler berserker barbarian thrower absolutely annihilates everything.
All my characters get alert feat and at least 14 dex, usually my team gets initiative
Give Lae'zel the Soulbreaker Greatsword, make her Battle master, using Trip Attack on the inquisitor
I was dreading this fight in HM, but when I got to it, it wasn't bad. I covered the entire room in water, electrified everything (goodbye parry, haha), then froze it over. Then, similar to what someone else said, I used call lightning to great effect. It's a lot easier to burst him down when half his minions keep going prone from the ice. And eliminating parry through electrify is clutch on Githyanki.
Two ways: a squad built around darkness and an op fire team. The darkness team kept him blinded. The strategy worked well, but it was still a fight. The fire team tore him apart! Fire sorlock, hunter ranger, radorbs light cleric, 4e fire monk dual wielding flame blades! Sorlock chugged a speed potion, upcast scorching ray to build acuity, then extended Command (Grovel). He spent the first two turns locked down as the squad burned down his support. Then I burned the flesh from his bones! That team was so crazy good.
I opened the doors while stealthed (extinguish the torches in that area), then kited the Inquisitor out into the hallway. If you go back far enough you can get to the broken part of the bridge and just shove him off. Easy peasy.
With any boss fight*, the key is to kill the big guy first. After all, a dead boss can’t kill you. I dumped everything I had into dropping him in the first round, and after that all that matters is mopping up his buddies.
* (Note that there’s one major exception: fights like Ketheric Thorm where the boss won’t go down in a single round due to their massive health pool. In that case, whittle down their support first, and mess with them in ways that make them less effective, such as disarming or paralyzing them)
My tactics boil down to get a fighter or Barbarian on him ASAP usually La'zeal. Then, force cover and/or do/have summons to hit his companions and keep them off my team.
This time around, I threw cover up to hide in, using Fog Cloud, I think.
I aggro him with a tanky teammate (having a life cleric helps), while I deal with his minions with my dps characters. Removing the minions reduces his AC. If you can, blinding him + grease or other mobility reducing surfaces should prevent him from doing anything for a while.
Honestly, the way it ended up working out for me was by exploiting his move economy. He almost always uses shadowlink at the beginning and in my exp doesn’t used that many ranged attacks, so it’s worth spending those first couple of turns taking out his minions. He can use misty step once but just try and stay away from the man’s while you’re doing it. Once they’re down, focus your attacks on him and he’s pretty much done for.
Laezel with some heavy weapon that does a lot of damage and my paladin Tav + potion of speed and two other attacks for extra damage. He doesn't even get a turn.
Burn down the inquisitor ASAP. Do your best to not let him do his mind spike thing or be very close to death when he starts it. You can tell I haven't played in a while since I remember the name of nothing from that fight lol
Dont remember him being much of a problem. Pretty sure I just had Shadowheart follow him around with Spirit Guardians while the rest of the party dealt major damage.
Karlach throwzerker. Frenzied throw knocks him prone and he doesn't get his reaction to summon the blades. His mind connecting thing gets canceled as well IIRC.
i didn't talk to him, i just fight him in the room
I grouped up the enemies with minor illusion, then enter turn based mode and cast create water as well as two glyph of warding (lightning) which doesn't trigger yet because they are neutral, then shoot them from stealth to start combat with surprise round
combat start and they turn hostile, activating glyphs, which fries most of the hp of the weaker enemies
then i blasted w'wargaz with everything i had left - max upcast call lightning and lightning bolts
he still did so much damage to me though with his sword summons but he only got like 2 turns so i lived
party was
tempest cleric (shadowheart)
battlemaster fighter (lae'zel)
divination wizard (gale)
swords bard (tav)
Easy. I have a legendary silver sword and some sick hellfire armor. Been scared to (busy with work + school) finish act 3, but it really helps when you’re super powerful
Don't need any hyper specialized builds or tactics.
Disarming strike, even action surge if you have to. One he's disarmed... He's basically useless and will just slap you for the rest of the fight. Stunning strike works too.
If you have a Tiger barb the bleed will give him disadvantage on con saves, and stunning strike is a con save.
I had Shadowheart rush him with spirit guardians, Lae'zel smacked him 5 times and my swords bard shot an arrow or two at him. I was level 7 and also used oils of acvuracy to boost my hit chance.
Did you go into the artifact and still side with guardian? You get a blessing that lasts into long rest and when you get out, cast darkness so they can’t shoot you, it’s like it’s own barrier. Also getting the radiant damage buff when you place the ceremonial weapons right before this doesn’t hurt either.
There's plenty of firewine barrels around the kobolds within the temple, I always grab em and set them up around the chief, then lure them in with illusions
I need someone to just justify his abilities for me lorewise. Because to me he is like a hard boss just "because" with no natural explanation why. Why is it that someone like him gets to be this shitty almost cheat-like strong
this is one of the fights where ignoring small flies and focusing boss is actually better.
I lost one run there as I focused on others and he spawned like 12 blades which killed my radiant orb cleric in the end.
Burst damage. I visited the astral plane, hasted everyone there before entering the portal, threw a Silence bubble on him with Shadowheart and then blasted him down with hasted gloomstalker Astarion, swords bard Tav and magic missile Gale. ”Absolutely ravage them with all the damage you can push out” is a very good strat to nearly all HM fights
Well I'm normally level 6, sometimes 7 by time I reach this point. That's generally enough dps to kill him before he gets a turn. Also helps to bring a moonbeam/sanctuary cheese along for the ride (normally Shadowheart). The gith have nothing to counter moonbeam/sanctuary.
Hunger of Hadar blocks most legendary actions and completely recontextualizes control of the battlefield.
If the enemy can't see you and can't reach you, it doesn't matter how hard they hit, you'll win.
My bard gave an bombastic performance, it was a blast.
I think that explosion gave the defense mechanism for the Blood of Lathander a run for it's money.
Had all members of my party high dexterity plus an alert feat divination wizard with 2 low portent rolls. My party seized initiative, and all drank haste potions (I was stockpiling for this occasion). 2 hold person spells from a single caster (forced to fail both with portent rolls) and the dude was paralyzed. Fighter and Gloomstalker/rogue made mincemeat of him in one round with free crits. Overkill? Yes. Did he deserve it? YES. That f*cker ended my first HM run.
Threw the iron flask and fled the room with a potion of speed on for my current run (Solo on explorer). A couple followed me but I could take them out with 2 actions and extra movement and just went back after the spectator had died, leaving one alive which I killed
This was the last content I did on Act one, so I came tjere at level 7 (I actually leveled up upon entering the room). Shadowheart and Gale had Banishment so, whoever was first in initiative, could use it to Banish the boss for a couple of turns (Diviner helped with ensuring that happened).
In those turns, I had my Tav Shadow Monk punch the casters with Lae'Zel going for the warriors. With luck, the Boss would be alone by the time he comes back. With less luck... You have another Banishment slot :)
As for him especially... I never had any problems, my Gale was on the Magic Missile build so, whenever he would do his thing, Gale would Magic Missile his ass off.
Cast Darkness on the entire party. This way casters can't see and hit your people. He also can't get buffed by your party members who he cannot see. Then you can have ranged members pop out , hit enemy, then pop back into darkness again. Quite very safe, worked on Tactician, not sure if it will work on HM
Wait in the doorway, throw down spike growth, plant growth, hunger of hadar or something, and end all of your turns with the door closed. Having a few summons to deal with the psychic blades is also useful. You'll have multiple turns to chip down W'Wargaz, and the others might just die on their own.
*Make sure to bring everyone inside the room before the combat ends, or Laezel will turn hostile.*
It's also fairly safe, because you can just back down the corridor if things turn bad.
on my solo runs, i savescummed like shit on that one.
also usually had laezel with me... bc... she get's angry if not ;)
still save scumming was defo my friend in that one, no food.
also be sure to sneak in there first and clear out everything, quite some usefull items around there
I backed out through the door, used Hunger of Hadar and some other area spells on the doorway, and focused the adds.
This was on 'dishonour' more though (intellect devourers 🥲), and was a close fight. In honour mode I'd just pop some explosives around him and nuke him asap.
ive killed him yesterday on hm, didnt know hes even a problem, ive had tempest cleric, figher, rogue/hunter and warlock(super useless build, testing). 1st turn I killed minions and then him, was pretty easy. But I was prepared(potions) like for every boss on hm i would say and I think I was 7 lvl so that could be a huge difference
I one turned him. Got initiative, put all my action in his face. Elditch blasted the fun out of him by using a warlock/sorcerer build making me possible to use bonus action as action point for blasting again.
He died without having a turn to play and the rest are easier without him.
You must have 150damages in one turn but at this level it’s possible
Go to act 2 and get the Surgeon's Subjugation Amulet (paralyse on crit) from the Sharran Thorm, that with the illithid power to force crits and you get a free 2-turn hold person that disables the legendary action.
A paladin can kill him with two attacks - I use this strat every time on solo runs. Basically trivialises the fight :\^)
My most recent playthrough triggered a bug. When I was working my way to him, I was killing everyone in my way so instead of the usual conversation between him and his subordinate triggering, he stood on the other side of the door while I killed her. After opening the way he tried to 1v4 us while the rest of his group spent their turns running to us.
Summon a sword as shadowheart and get someone with multiple ranged attacks to get rid of ready to parry then send in a heavy hitter like a paladin or fighter to take them out in 1 turn
I always cheese this fight in HM and will continue to do so. Every other fight before this and after this feels extremely doable but this one is a headache. While he talks at you, just put a bunch of explosives around him and make him go boom.
Cast darkness on yourself to protect you from ranged attacks and focus on him. I solo'd that fight in HM with an abjuration wizard/aoa and took literally zero damage
Monks Paralysing Strike. 2x chances to paralyze most things in game can make fights trivial.
W'Wargaz didn't even get a turn in my most recent Tactician run.
* Disarm the ranger first, they're the most annoying (Command: Drop). Loot the weapon so they can't re-equip.
* Slow helps a ton. Glyph of Warding: Sleep also works on the Inquisitor, his dex saves aren't great.
* Ignore bossman until ranger is neutralized and ardents are dead, they can be oneshot they're fragile.
* Ignore the swords. If you can't risk an AoO, drink invis potion to safely move away, or use Sanctuary.
* Support archer will help a lot with landing CC. Oil of Bane on a bow + Arrow of Many Targets can make landing Command and Slow easier.
Best advice I can give, you can wait until the point of no return in Act 2 before you go back and fight him. Turn him into burger meat when you're 3 levels above everyone in that room.
Throwzerker katlach soloed the others, while tav, shart, and lae'zel hit him with hunger of hadar, call lightning, and thrown fire bombs or smoke powder bombs. He died b4 mind link could get started
I've also done it with the classic thrown water for wet, gale divination forced fail, up cast call lightning with the divine max damage.
Hardest one I had an eldritch knight tav dual weilding the shattered pick and the club of strength, and a bear katlach, with a shart that had cast warding on tav. Shart and lae'zel dealt with adds, me and karlach the tanks just stood in his face and beat him slowly to death
I went to act 2, overleveled to lvl 8, went back and surprised him with an invisible shovel so I can focus on killing War first while the others are surprised.
If you kill him without talking to him first Vlakith just spawns and commends you for killing him so efficiently.
There are some dialogue chekcs involved with Lae'zell to keep her in the party if you dont go to the commander instantly but have been there for the blood of lathander which is really good for Act 2 so I recommend doing that. These checks are really easy though aslong as you are direct and "intimidate" her into staying she is turned on by that so she stays
I’d recommend using potions of speed and getting an attack off before he can act. If you have someone who can do lots of burst damage or a fighter who can action surge I’d recommend it, if you can beat him before he has time to set up it won’t be too bad.
I've had varying success in my honor mode runs, sometimes failed at sneaky tactics etc, but most recently I had Laezel as a GWM battle master fighter and she deleted him in one round. Trip attack - menacing attack - action surge - attack - attack. Extremely anticlimactic.
Before you start open up the way to the blood of lathandar. If things go badly you can have someone run over there and use the door. You can flee from there to camp and regroup
This is how I did it, had to flee like 4 times I think but we did it
And also you can go through the door to end Wwargaz in more creative ways
Or keep going and use a giant friggin laser beam on em
That too is super fun 😁
He's one of the harder HM fights for sure. Gotta burst him down quick.
Yep just threw water on him, have gale haste SH, have SH cast call lightning twice and he’s pretty much dead
I thought they fixed haste to be 5e accurate in honour mode? Correct me if I'm wrong, I'm just going off my memory of patch notes.
Haste gives you two actions. And you can use those two actions to cast two leveled spells. ~~That's true in 5e and also in BG3.~~ (EDIT: except in 5e the hast action can't be used for spells) Or, in this case, you can cast call lightning with an action, then reactivate it with your other action. ~~The way they do call lightning may or may not follow 5e rules. The text says "On each of your turns until the spell ends, you can use your action to call down lightning" which could be interpreted to mean only once per turn, but it's not unreasonable to rule that "on each of your turns" means "with each of your actions"~~ EDIT: reactivating call lightning with a haste action is not allowed in 5e, but it is allowed in BG3 honor mode. Any way, the only way I've noticed that haste changed in honor mode is with multiattack.
You can’t cast a spell with the haste action in actual 5e. It’s very specific with what you can use it for.
I'm pretty sure in 5e you still can only cast one leveled spell per turn no matter what. RAW, anyway.
No you just can’t do an action and bonus action spell if you have action surge you can, but haste only lets you do specific actions in 5e like dash hide attack so you can’t cast spells
My party won initiative and went first (I prioritize initiative). I had Lae'zel as an Open Hand Monk . . . she ran up to him and stunned him. Gale was a Divination Wizard to ensure he failed his save. Then we just beat everything down. He never got to take a turn or use his Legendary action.
Monks are so powerful in BG3 its insane. Having consistent access to the Stun condition helps every boss encounter. I heavily relied on a Rogue 3/Monk 9 build for Tactician and Honor Mode.
monk feels SUPER broken, especially if you stocked up on infinite strength potions from auntie ethel...
I basically ignore Ethel and keep her as a merchant until I'm almost done with act 2, then go back and easily clear her dungeon and get the free stat boost.
Unless you use guidance on the deception roll that I found out today is bugged during my Honor Run. Edit: Alright I'm not sure if it's a bug or not, but it's the only big thing I've missed in my HM run so far ending act 1.
I dont think that's bugged, I think she counts casting as hostile during that convo. Definitely feels like real D&D there. The ability to covertly, or without consequence, cast spells in tense situations is not something I allow at my tables and BG3 shows us why you shouldn't; its too strong. If you are "combat adjacent" in a conversation, spellcasting can (and should!) raise red flags.
It's the legendary action, not any manual flavour. For the game's purposes, spells like Guidance are undetectable to NPC's.
It's not bugged, but her legendary action is still active as some options get you back into combat. Triggering her legendary action with a spell like Guidance kicks you out of the conversation.
Do you do this by keeping her in the grove somehow or are you letting mayrina suffer down below for weeks?
Well actually mayrina is a fictional character in a role playing video game and isn't actually experiencing any suffering. But yes, just be respectful towards Ethel and you can trade with her all you want. She's one of the most useful early game merchants because every time you long rest she gets more strength elixers. I use strength elixers a lot so I don't deal with her until act 3 when I start getting cloud giant elixers.
Honestly TB monk is overkill too, just regular dex monk is very good still.
Yeah, having weird ability scores or having to get Ethel's Hair for an extra 3-7 damage isn't worth it. imo. All the magic armor pieces they can find/buy will give solid boosts to increase their damage. Alert, Mobile, Savage Attacker, and even Lucky are all more useful feats.
It also helps that the game showers you in good monk gear. Nearing the end of my HM run as a gith monk romancing Laezel and it's been a blast
No fighter for that action surge? You could get 6 attacks!
You can stun the Apostole of Myrkul, which is like... idk, does enyone know dnd to tell me what exacly lore-wise the Apostole of Myrkul is? Is it Myrkul himself or is it just a phisical form? Either way, you shouldn't be able to stun him for my understanding
Found out recently you can also disarm him...
No it's not the actual Myrkul. God's can create Avatars, basically clones of themselves that they send out to do stuff. It's rare that they just walk around on the Material Plane
Open hand monks are easily the most busted class in the game. You just fold bosses like they're laundry.
We hit the buttons real good
Don't speak with him and surprise them just focus all attacks on him until he dies. His minions are a joke without him. If any swords are summon just ignore them and continue to focus on him.
I Just bursted him in Turn 1.
Use Soulbreaker on him, disarm weapon, fear!
Deal max damage to him turn 1. If he doesn’t fall before he uses mindlink, switch to the other minions. The mindlink gives them all -2 armor class, which helps bring them down fast.
I am not so sure about this. He will summon Spirit swords everytime he or allies get hit. You may end up with 10+swords chasing your ass. I agree that this fight is a check to your burst damage. But if you can't burst him first turn, either abuse Invisible and get a surprise attack for one more free turn, should be easy. Also, his increased armored when Spirit link only work against weapon attacks, your chance to hit him after he is linked is pretty much like 10%, but magics still work at normal hit rate. I lost one HM run here because I neglect all kind of magic (was pretty cocky with my all-physical team) and couldn't burst him down, the guy can dodge a lot. If you don't want to fight his legendary action, there are also many ways to disable him, though. Make him laugh for example :)
I used damage and rushed him down. Many problems can be solved with more damage, yet many players instinct is to try for more healing instead, and it gets then killed.
i took big sword and bonky 🤗
Minor illusion into create water into 3 lightning bolts was how I got it done.
Wait how do you use Minor Illusion in combat? I have just been using it to steal
I used it out of combat to gather them all up before dropping water on em, I decided to skip talking and went straight to ambushing them instead.
Smart, I never thought of combining MI with an ambush (even though I stay ambushing hoes at every conceivable juncture)
It's great to gather up large rooms before raining "justice" on them.
Not sure if this works with Lae'zel in the party, but I avoided the creche until I had picked up the paralyzing amulet from Malus Thorm in act 2. The fight is easier when he can't do anything for two turns.
Bomb him, use the runepwder barel or put a lot of smoke powder bombs in a backpack trow em on him use some fire to set them off.
This game : hard challenge question. The internet : explosive barrels. Every time
this is the one that worked :)
Barrelmancy is a perfectly valid solution.
Sure doesn’t mean it’s not boring as fuck.
Did you ever play DnD at a table? If you get people with an reallife int stat of 12 or above you gona see such shenanigans every time.
In DND it’s creative because it’s not the immediate first thought. This game it’s literally the first thought every time.
I mean, in dnd, it's usually my first thought. How can I make my fireball do more damage? I have used sewer gas, large oil barrels, and high explosives of various sorts.
My artificer has been carrying around a bag of holding full of oil, alchemist’s fire, and loosely-packed flour for several months of a campaign because I didn’t think to ask whether any non-cultist laborers worked in the warehouse until after I had bought all the supplies. Now I wait for the chance I get to dismiss the infusion on my bag and let highly-flammable materials solve a problem for us.
Wait, will smoke powder bombs in a bag explode if the bag is caught on fire???
I went in and out of combat three times. Fought 3 dead, 1 run away and ress everyone. For three damn times. Each time I killed the most minions, until we were 4 against 1. Yet he still asphalted me. I was level 6.
Cast darkness on myself to hide from archers and casters. Dip in and out to chip away at them until the fight becomes manageable. That's my go-to strategy for every tough fight
Level 6, elixir of vigilance, pre buffing right before leaving the prism. He doesn't get a turn.
This fight ended my first honour run, gale got taken out by the guard in the hallway while running away 😭, next time laid out 4 smoke powder barrels for him and got him in one, most fights that give you trouble in hm can be solved with some kind of explosives 😅, but I don't risk having that fourth person not in camp anymore either
Just click and pray 🥲
Darkness Cast it on the party, pop out to attack, and back in to be safe from harm.
It's definitely a hard fight you let it pass Turn One since the adds do so much damage from crossbows and their psychic empowerment. Stunning or proning him on Turn One prevents him casting his legendary action. If you are past Turn One, I recommend stocking up Potions of supreme healing from the Gith Quartermaster to outheal their damage and slowly kill all the adds. (the only time it's available in Act One)
I didn’t take on this fight until level 9 after taking on most of act 2. The extra power and as others have commented, a total focus on putting the Inquisitor down ASAP made the fight manageable.
barrelmancy 8 barrels total, got him to 20hp and finished him thanks to starting with initiative
I just did this today, my party was level 7 and I had an OH monk with tavern brawler/hill giant elixir, Level 5 ranger/2 Rogue with 2-hand crossbows and sharpshooter, lvl 7 warlock durge Tav, and Gith fighter lvl 7. Basically, as soon as the fight started I burned down every other enemy, used action surge on the fighter and dreaded ambush to make sure I got the kills, and then just focused him down with monk. He dodges a lot, but if he's the only one left alive, he should go down in a few turns
Throwzerker Karlach painted his ass into the tile floor
I’m usually either level 6 or 7 at that point. And never had a problem I don’t even do much much prep work like elixirs. Nor do I strike before the conversation. I let it all play out I tend to take out his soldiers first while someone else keeps his attention. Then I finish him off Usually a battle master fighter, a warlock, a monk, and either a cleric or thief Either my warlock (with spellsparkler) or my monk (unarmed) wears sparkle hands for advantage on armored enemies. Thief is using 2x +1 short swords Fighter using sword of Justice, a +1 great sword. And Titan string bow
Hit him till he dies. Have Lae'zel precision attack, trip attack, weapon move, action surge, weapon move, attack.
Excessive force
Depends on your party makeup. I solo'd him using a Gloomstalker/Rogue with guerilla attacks. Hit and kill one of them, then turn and burn. Rinse and repeat.
In my solo HM I lured him to the bridge where there is a damaged part with the minor illusion cantrip then blasted him off the edge with a arrow of roaring thunder. Played a Gloomstalker assassin half high elf.
I come back after a bunch of act 2 progress and stomp him because I'm super overleveled
You can do it without barrelmancy, stunning strike exploits, any CC spamming, or other weird RP breaking silliness. tough but doable, try to break the mind steal links as soon as you can, use magic to bypass parries.
Explosives and drow poison.
I use Sleet Storm to knock him prone and give my guys high initiative to beat the crap out of him before he can do anything. Then, take out the others. OH Monk works well.
Very, very carefully (I had a very lucky roll on a bomb with Karlach as my last surviving member at one hit from death.)
The dice favored me. I trip attacked them crit, action surge then crit two more times. Next turn was paladin Lae'zel and she wiped him out
My first HM run I skipped his fight and destroyed the crèche. Little did I know that he’d appear under Elfsong. He was the same level, but paired with the other strong Gith there, he ended my run. On my second attempt, I threw the iron flask at him and ran to the bridge while the spectator did some work on the other Gith, and then just hit him with aoes and all firepower. I barely survived.
Bardadin + Swords Bard
I deliberately triggered an Opportunity Attack which iirc stops the parry. Then I had everyone attack him. Once he's dead the rest of the fight is simpler.
Focus fire.
I didn’t. I stole the necklace of augmentation and snuck out with lathander. Skipped the fight entirely
I had the rogue kill off each ally solo (with the durge cape) then went at the boss 4 on one
blow everything first turn to kill him asap, the longer he lives the more likely you lose your run
I saved mountain pass the last in ACT 1 I leveled up my team as far as possible , even completing the goblin camp + meeting minthara. Mountain pass for me is considered ACT 1.5. 4 member in HM Tav Sorc (dps and main charisma dialogue dealer) Laezel (fighter throwing build, for story reason) Astarion hiding for titan bow stealth hoo haah. Shart healer. Start dialogue with Tav + Laezel as usual. Move Astarion somewhere safe and hide, prepare everything on him for high DPS attack Put healing buff from Shart to cover the damage you will get. Use Laezel as protection for your Tav The idea is that you burst the main boss health in 1 turn. If the boss doesnt get a turn, then the boss cannot do shit to you
My build is all about winning fights before they happen. My bard luckily won initiative along with my Fighter and Rogue/Ranger (who i expected cause I built them too). I upcasted hold person, which actually failed on him, but hit on the other 2. Wailed on the lackies with my hard hitters, then survived one attack from him. But before he could attack again, my Radiating orb Cleric/Paladin shut him down and her/the group wiped out the remaining lackies. From there it was over, missed again on the Hold person, but got him the third time and he was done. There entire side got maybe 4-5 attacks combined the entire fight.
Spike growth and close the door, thunder wave them backwards if they get close, arcane lock door if you need some healing time
I sent Lae'zel his way to enact her pound of flesh. And then she carved him up like a Christmas turkey
[Like this.](https://www.youtube.com/watch?v=4srXy-yGQHE&list=PL2snnBdImWf2JC8WbfHeRJ7TbNUvM1He5&index=23&pp=gAQBiAQB)
I concur with what everyone else is saying, go first and absolutely wail on him. I think I got him down to 20-30 HP by the end of the first turn, and we were able to finish him in the second. For the vast majority of bosses on HM, it’s best to go for the big guy first and deal with the cronies later. Raphael and Cazador are somewhat exceptions to this rule, but for the former I just used barrelmancy to cheese, and Cazador was unfortunately my W’wargaz and easily the hardest fight of the run (I skipped Ansur because fuck that noise). Got the golden dice in the end tho so I guess I did something right strategy-wise
Barrels.
Whole team with alert and high damage. Killed his buddies round one and him round two.
1. Throw Beholder at him 2. While he is busy fighting the Beholder, unload every Paladin smite you have 3. Get Shovel and Scratch to waste his parries by biting him
Focus the little guys first and have a high AC. 19 AC Lae’zel and Karlach got hit maybe twice by his summoned swords. Spirit Guardians also helped out a lot.
I had alert on everyone for initiative. Knocked him down with ice and popped hunger of Hadar on him. Even when he stood up and tried to misty step away he couldn't misty step out of HoH which was pretty funny.
I did him twice I walk into the room fully prepped using all my mirror image, blur and false life scrolls I've got so far and any buffs that last 10 turns. I walk in and start the fight before vlaakith. Melee dps will go and kill the mages while the rest focus down arbalests. By turn 2 only 1-2 of them should be alive, I then provoke his LA with magic missle or smth then destroy the blades(trying to hit everyone) using light cleric's key ability. He might take an extra turn to die but even if on turn 3 i have to spawn 2 sword again I ignore them this time.
I saved the Iron Flask for this fight specifically. Threw it out near the beginning and the spectator just began picking off all the weaker gith while my party focused W'wargaz.
What I call the 'reinforcement' method. Idk if this is patched out. Plus, honor mode isn't ethical so I'm not either. Have three heroes fight him. Have one hero chill in camp but be stationed far enough away in the creche, but safe. When one of the three heroes die, have the backup here revive them at withers, and have them re-enter and reinforce the fight. Keep calling in 'reinforcements' until this bat-nosed bitch dies.
Minor illusion plus 15 barrels.
Owlbears... Four owlbears is how I won this fight
I just destroyed him in my game about two hours ago, at level 6. He got pissy I wouldn’t hand over the artefact and aggroed. My Druid main hit him with Heat Metal, he drops his big sword, I snatch it up so he can’t, then switched to owlbear. Laezel and I take turns beating him to a fine paste over the course of two rounds (he got off some psychic junk in there while sitting at 20% health, quickly rectified with a bit of murder), while Gale and Shadowheart blew up the lesser enemies. Then, to add insult injury, Shadowheart disguised herself as a Githyanki to interrogate his corpse, because he was still mad that my main “brutally murdered him” or some such grievance.
Funny enough I did exactly what you did. Went in, got my ass kicked, took an invisibility potion and bolted. Revived my team and came back. Luckily I took out a few of his henchmen in the first fight and they don't respawn. Focused him down and his swords disappear if he dies
I didn’t talk to him. I got a few githyanki to come out onto the bridge at a time using minor illusion and murdered them. By the time this guy walked out there he had no support and I could focus him down easy. Honestly the swords were still annoying even then.
Gotta go first and use speed potions / haste.
I did it as the absolute last thing in act1 before entering the shadow cursed land and just bumrushed him. Once he died, the rest were fodder
Barrels before starting dialogue.
I uzed Shovel to turn invisible and surprise enemies. Wyll to cast HoH on the inquisitor and one of his cronies, then I used sorcerer to cast hold person on the 2 clowns nearest the door. Used laezel action surge and haste potion to kill them both in a single turn. Surprise round done. Jump Laezel over to the second wizard dude and kill him in 1 round, then use Wyll eldritch blasts to keep inquisitor inside HoH and just keep hitting him from range with crossbows and if he makes it to the edge, get Laezel to hit him a couple times and then shove him back in. he can't do anything. Didn't take 1 HP of damage.
I liked him easily by being significantly stronger than him. Tavern brawler monk and tavern brawler berserker barbarian thrower absolutely annihilates everything.
All my characters get alert feat and at least 14 dex, usually my team gets initiative Give Lae'zel the Soulbreaker Greatsword, make her Battle master, using Trip Attack on the inquisitor
I was dreading this fight in HM, but when I got to it, it wasn't bad. I covered the entire room in water, electrified everything (goodbye parry, haha), then froze it over. Then, similar to what someone else said, I used call lightning to great effect. It's a lot easier to burst him down when half his minions keep going prone from the ice. And eliminating parry through electrify is clutch on Githyanki.
Haste. Phalar Aluve shriek. Lightning charges. Magic missle.
Magic missile and potion of speed
Two ways: a squad built around darkness and an op fire team. The darkness team kept him blinded. The strategy worked well, but it was still a fight. The fire team tore him apart! Fire sorlock, hunter ranger, radorbs light cleric, 4e fire monk dual wielding flame blades! Sorlock chugged a speed potion, upcast scorching ray to build acuity, then extended Command (Grovel). He spent the first two turns locked down as the squad burned down his support. Then I burned the flesh from his bones! That team was so crazy good.
I opened the doors while stealthed (extinguish the torches in that area), then kited the Inquisitor out into the hallway. If you go back far enough you can get to the broken part of the bridge and just shove him off. Easy peasy.
I set up smokepowder barrels before I went in the prism.
With any boss fight*, the key is to kill the big guy first. After all, a dead boss can’t kill you. I dumped everything I had into dropping him in the first round, and after that all that matters is mopping up his buddies. * (Note that there’s one major exception: fights like Ketheric Thorm where the boss won’t go down in a single round due to their massive health pool. In that case, whittle down their support first, and mess with them in ways that make them less effective, such as disarming or paralyzing them)
Fairly easily across multiple runs- smite or hunger of hadar him
This dude ruined four my HM runs :(
Place a shit ton of smoke powder barrels around him and start the fight with a bang.
My tactics boil down to get a fighter or Barbarian on him ASAP usually La'zeal. Then, force cover and/or do/have summons to hit his companions and keep them off my team. This time around, I threw cover up to hide in, using Fog Cloud, I think.
I aggro him with a tanky teammate (having a life cleric helps), while I deal with his minions with my dps characters. Removing the minions reduces his AC. If you can, blinding him + grease or other mobility reducing surfaces should prevent him from doing anything for a while.
Honestly, the way it ended up working out for me was by exploiting his move economy. He almost always uses shadowlink at the beginning and in my exp doesn’t used that many ranged attacks, so it’s worth spending those first couple of turns taking out his minions. He can use misty step once but just try and stay away from the man’s while you’re doing it. Once they’re down, focus your attacks on him and he’s pretty much done for.
Laezel with some heavy weapon that does a lot of damage and my paladin Tav + potion of speed and two other attacks for extra damage. He doesn't even get a turn.
Burn down the inquisitor ASAP. Do your best to not let him do his mind spike thing or be very close to death when he starts it. You can tell I haven't played in a while since I remember the name of nothing from that fight lol
Dont remember him being much of a problem. Pretty sure I just had Shadowheart follow him around with Spirit Guardians while the rest of the party dealt major damage.
Karlach throwzerker. Frenzied throw knocks him prone and he doesn't get his reaction to summon the blades. His mind connecting thing gets canceled as well IIRC.
Bonk
The full burst of a Gloom/Ambush, a Paladin, a Fighter, and Spirit Guardians.
i didn't talk to him, i just fight him in the room I grouped up the enemies with minor illusion, then enter turn based mode and cast create water as well as two glyph of warding (lightning) which doesn't trigger yet because they are neutral, then shoot them from stealth to start combat with surprise round combat start and they turn hostile, activating glyphs, which fries most of the hp of the weaker enemies then i blasted w'wargaz with everything i had left - max upcast call lightning and lightning bolts he still did so much damage to me though with his sword summons but he only got like 2 turns so i lived party was tempest cleric (shadowheart) battlemaster fighter (lae'zel) divination wizard (gale) swords bard (tav)
Use psychic resistant elixir before you leave the artifact.
Easy. I have a legendary silver sword and some sick hellfire armor. Been scared to (busy with work + school) finish act 3, but it really helps when you’re super powerful
Sorlock build dropped darkness on myself and machine gun blasted him to death.
Don't need any hyper specialized builds or tactics. Disarming strike, even action surge if you have to. One he's disarmed... He's basically useless and will just slap you for the rest of the fight. Stunning strike works too. If you have a Tiger barb the bleed will give him disadvantage on con saves, and stunning strike is a con save.
you don't, the game story end here
I've found Ice Storm to be invaluable on many HM fights, and this is no exception. Set down a field of ice and watch the enemies trip and die.
If you take too long to fight him you will lose. He's really hard, and once he has enough mind claws (two extra per turn!) it just gets out of hand.
I had Shadowheart rush him with spirit guardians, Lae'zel smacked him 5 times and my swords bard shot an arrow or two at him. I was level 7 and also used oils of acvuracy to boost my hit chance.
Did you go into the artifact and still side with guardian? You get a blessing that lasts into long rest and when you get out, cast darkness so they can’t shoot you, it’s like it’s own barrier. Also getting the radiant damage buff when you place the ceremonial weapons right before this doesn’t hurt either.
There's plenty of firewine barrels around the kobolds within the temple, I always grab em and set them up around the chief, then lure them in with illusions
He was smited
Do you need to fight him?
If you think this is hard, just wait til the end of Act 2. I can’t for the life of me get past that fight.
I need someone to just justify his abilities for me lorewise. Because to me he is like a hard boss just "because" with no natural explanation why. Why is it that someone like him gets to be this shitty almost cheat-like strong
I used hold person at the most powerful level, and it was easy peasy after that.
this is one of the fights where ignoring small flies and focusing boss is actually better. I lost one run there as I focused on others and he spawned like 12 blades which killed my radiant orb cleric in the end.
I dropped a Temple of Lathander on his head.
Come back over leveled and focus fire only fuckboy till he dead, then back up to the choke point, and AOE blast the rest.
Burst damage. I visited the astral plane, hasted everyone there before entering the portal, threw a Silence bubble on him with Shadowheart and then blasted him down with hasted gloomstalker Astarion, swords bard Tav and magic missile Gale. ”Absolutely ravage them with all the damage you can push out” is a very good strat to nearly all HM fights
I had to go invisible and run then rez my party at camp. Did this with all adds dead and went back and 4v1ed him
Kicking the door in and unloading our entire arsenal into him in turn one.
Spammed magic that actually worked against him and level grinded
Well I'm normally level 6, sometimes 7 by time I reach this point. That's generally enough dps to kill him before he gets a turn. Also helps to bring a moonbeam/sanctuary cheese along for the ride (normally Shadowheart). The gith have nothing to counter moonbeam/sanctuary.
Barrels. Lots of barrels.
Hunger of Hadar blocks most legendary actions and completely recontextualizes control of the battlefield. If the enemy can't see you and can't reach you, it doesn't matter how hard they hit, you'll win.
burst him, its much easier than a long fight
Barrels
I hit him with arrows of Humanoid Slaying with the guaranteed crit from illithid powers. 2 more arrows later he was dead
Heightened Hold Person + Lae'zel He died in the first round
Smokepowder bombs do the trick
My bard gave an bombastic performance, it was a blast. I think that explosion gave the defense mechanism for the Blood of Lathander a run for it's money.
With extreme luck. Karlach got the killing blow but I almost didn't make it due to everyone being absolutely shit at rolling for saving throws.
Flesh to stone scroll and save scumming to make sure it sticks.
A cheap way is Darkness
Had all members of my party high dexterity plus an alert feat divination wizard with 2 low portent rolls. My party seized initiative, and all drank haste potions (I was stockpiling for this occasion). 2 hold person spells from a single caster (forced to fail both with portent rolls) and the dude was paralyzed. Fighter and Gloomstalker/rogue made mincemeat of him in one round with free crits. Overkill? Yes. Did he deserve it? YES. That f*cker ended my first HM run.
Threw the iron flask and fled the room with a potion of speed on for my current run (Solo on explorer). A couple followed me but I could take them out with 2 actions and extra movement and just went back after the spectator had died, leaving one alive which I killed
This was the last content I did on Act one, so I came tjere at level 7 (I actually leveled up upon entering the room). Shadowheart and Gale had Banishment so, whoever was first in initiative, could use it to Banish the boss for a couple of turns (Diviner helped with ensuring that happened). In those turns, I had my Tav Shadow Monk punch the casters with Lae'Zel going for the warriors. With luck, the Boss would be alone by the time he comes back. With less luck... You have another Banishment slot :) As for him especially... I never had any problems, my Gale was on the Magic Missile build so, whenever he would do his thing, Gale would Magic Missile his ass off.
Cast Darkness on the entire party. This way casters can't see and hit your people. He also can't get buffed by your party members who he cannot see. Then you can have ranged members pop out , hit enemy, then pop back into darkness again. Quite very safe, worked on Tactician, not sure if it will work on HM
4 alert elixirs, then hit him until he dies.
I had to stun him and knock him prone
Wait in the doorway, throw down spike growth, plant growth, hunger of hadar or something, and end all of your turns with the door closed. Having a few summons to deal with the psychic blades is also useful. You'll have multiple turns to chip down W'Wargaz, and the others might just die on their own. *Make sure to bring everyone inside the room before the combat ends, or Laezel will turn hostile.* It's also fairly safe, because you can just back down the corridor if things turn bad.
on my solo runs, i savescummed like shit on that one. also usually had laezel with me... bc... she get's angry if not ;) still save scumming was defo my friend in that one, no food. also be sure to sneak in there first and clear out everything, quite some usefull items around there
I don’t
level 7
I backed out through the door, used Hunger of Hadar and some other area spells on the doorway, and focused the adds. This was on 'dishonour' more though (intellect devourers 🥲), and was a close fight. In honour mode I'd just pop some explosives around him and nuke him asap.
ive killed him yesterday on hm, didnt know hes even a problem, ive had tempest cleric, figher, rogue/hunter and warlock(super useless build, testing). 1st turn I killed minions and then him, was pretty easy. But I was prepared(potions) like for every boss on hm i would say and I think I was 7 lvl so that could be a huge difference
I one turned him. Got initiative, put all my action in his face. Elditch blasted the fun out of him by using a warlock/sorcerer build making me possible to use bonus action as action point for blasting again. He died without having a turn to play and the rest are easier without him. You must have 150damages in one turn but at this level it’s possible
Go to act 2 and get the Surgeon's Subjugation Amulet (paralyse on crit) from the Sharran Thorm, that with the illithid power to force crits and you get a free 2-turn hold person that disables the legendary action. A paladin can kill him with two attacks - I use this strat every time on solo runs. Basically trivialises the fight :\^)
My most recent playthrough triggered a bug. When I was working my way to him, I was killing everyone in my way so instead of the usual conversation between him and his subordinate triggering, he stood on the other side of the door while I killed her. After opening the way he tried to 1v4 us while the rest of his group spent their turns running to us.
Summon a sword as shadowheart and get someone with multiple ranged attacks to get rid of ready to parry then send in a heavy hitter like a paladin or fighter to take them out in 1 turn
I just fight everyone in the before room with the ethereal door lol. Use door in as a choke
I always cheese this fight in HM and will continue to do so. Every other fight before this and after this feels extremely doable but this one is a headache. While he talks at you, just put a bunch of explosives around him and make him go boom.
Cast darkness on yourself to protect you from ranged attacks and focus on him. I solo'd that fight in HM with an abjuration wizard/aoa and took literally zero damage
A lot of barrels.
Monks Paralysing Strike. 2x chances to paralyze most things in game can make fights trivial. W'Wargaz didn't even get a turn in my most recent Tactician run.
* Disarm the ranger first, they're the most annoying (Command: Drop). Loot the weapon so they can't re-equip. * Slow helps a ton. Glyph of Warding: Sleep also works on the Inquisitor, his dex saves aren't great. * Ignore bossman until ranger is neutralized and ardents are dead, they can be oneshot they're fragile. * Ignore the swords. If you can't risk an AoO, drink invis potion to safely move away, or use Sanctuary. * Support archer will help a lot with landing CC. Oil of Bane on a bow + Arrow of Many Targets can make landing Command and Slow easier.
Best advice I can give, you can wait until the point of no return in Act 2 before you go back and fight him. Turn him into burger meat when you're 3 levels above everyone in that room.
Made him wet and killed him in 2 hits
Cracked out Hold Person + sussur great sword for me. Got him down to like 5 health before his first move and since we was silenced, he was nerfed hard
Ooga booga druid owlbear and laezel big dick damage :)
Try barrels next time. They will stay after the cutscenes and when you come back from the Astral Prism.
Throwzerker katlach soloed the others, while tav, shart, and lae'zel hit him with hunger of hadar, call lightning, and thrown fire bombs or smoke powder bombs. He died b4 mind link could get started I've also done it with the classic thrown water for wet, gale divination forced fail, up cast call lightning with the divine max damage. Hardest one I had an eldritch knight tav dual weilding the shattered pick and the club of strength, and a bear katlach, with a shart that had cast warding on tav. Shart and lae'zel dealt with adds, me and karlach the tanks just stood in his face and beat him slowly to death
Stun-locked him with stunning strike, hold person, some battlemaster abilities and grease. Basically I threw everything I had at him
I went to act 2, overleveled to lvl 8, went back and surprised him with an invisible shovel so I can focus on killing War first while the others are surprised. If you kill him without talking to him first Vlakith just spawns and commends you for killing him so efficiently. There are some dialogue chekcs involved with Lae'zell to keep her in the party if you dont go to the commander instantly but have been there for the blood of lathander which is really good for Act 2 so I recommend doing that. These checks are really easy though aslong as you are direct and "intimidate" her into staying she is turned on by that so she stays
I’d recommend using potions of speed and getting an attack off before he can act. If you have someone who can do lots of burst damage or a fighter who can action surge I’d recommend it, if you can beat him before he has time to set up it won’t be too bad.
I usually hit him until he keels over. I also take out the adds first and ignore the swords entirely.
Have you perhaps been collecting smokepowder
I used runepowder barrel from underdark
I've had varying success in my honor mode runs, sometimes failed at sneaky tactics etc, but most recently I had Laezel as a GWM battle master fighter and she deleted him in one round. Trip attack - menacing attack - action surge - attack - attack. Extremely anticlimactic.
To add, get whatever buffs you want and prepare everything just before you go through the portal
9x Smoke powder barrels + Fireball