Divinity: Original Sin 2

Divinity: Original Sin 2

View Stats:
krutik Aug 24, 2019 @ 9:13am
[spoilers] cloisterwood fight help
so I freed the person who hannag was looking for and closed that quest a while ago. not sure what i did but hannag is dead and I consumed her spirit. however she opened up void rifts so ive been avoiding the area, but i keep bumping into the area many times and I cant seem to finish the fight even though im a level above all the voidwoken and the undead there, and its because everytime i kill one the void rift/portal spawns another. if i destroy a void rift/portal another void rift appears somewhere else, making this fight practically impossible to finish. also i should mention hannag came back as an undead during the fights, not sure if that means anything
Last edited by krutik; Aug 24, 2019 @ 9:14am
< >
Showing 1-13 of 13 comments
Chaoslink Aug 24, 2019 @ 10:09am 
There will only be so many portals. They don’t keep spawning, but you’ll have a few to deal with after the first. Strong AoE and CC are key in this fight.

However, I can’t really offer much help without knowing what tools you have to use. In other words, I need to know your team.
krutik Aug 24, 2019 @ 10:23am 
Originally posted by Chaoslink:
There will only be so many portals. They don’t keep spawning, but you’ll have a few to deal with after the first. Strong AoE and CC are key in this fight.

However, I can’t really offer much help without knowing what tools you have to use. In other words, I need to know your team.
i have fane who is primarily a huntsman and necromancer, uses some kind of crossbow. i have lohse who is primarily aerotherge and hydrosophist, with a couple healing skills and some polymorph skills, uses aero staff. i have ifan who is mostly geomancer and pyro, has 2 summoning skills (fire slug and poison), uses fire staff. red prince is mainly warfare, has 1 handed weapon and a shield
Chaoslink Aug 24, 2019 @ 10:35am 
Alright, and the game difficulty is set to what?
Chaoslink Aug 24, 2019 @ 10:59am 
Difficulty pending, it only serves to know about how efficient you should aim to be with your team.

To start offering suggestions, I don’t know your exact point distribution or totals, but for your archer it should be something like... 3 huntsman (the final source skill is meh so 3 is all you really need), 3-5 necro for lifesteal (not required but I won’t tell you to change it) and the rest Warfare save for extra skills you may have picked up for certain skills like Scoundrel for adrenaline. The idea here is that warfare offers the same damage boost that huntsman does, but without the high ground requirement. So Warfare will serve you better.
Chaoslink Aug 24, 2019 @ 11:40am 
I also notice that you may have fallen into the tank/healer/damage mindset when building your team. Keep in mind that Divinity runs off its own rules and the tank/healer roles are very much a grey area in the game. Healing exists in most every skill school in the game save for a few. Generally, each character is intended to have a few support skills available to them and have damage be everyone’s core focus. You might want to consider that for a future game. That said, you have two mages using staves, yet I’m willing to guess that they don’t engage in melee with them much. You might consider dropping the shield on The Prince and picking up a two handed weapon while having your mages drop the staves for wands and shields. This will shift survivability around to be a bit more even and allow The Prince to dish out more consistent damage to support your archer, who should perform better with my suggestions previously. You should perform better overall with those shifts in role amongst the team. I’ll return once more with thoughts on the mages.
krutik Aug 24, 2019 @ 12:36pm 
Originally posted by Chaoslink:
I also notice that you may have fallen into the tank/healer/damage mindset when building your team. Keep in mind that Divinity runs off its own rules and the tank/healer roles are very much a grey area in the game. Healing exists in most every skill school in the game save for a few. Generally, each character is intended to have a few support skills available to them and have damage be everyone’s core focus. You might want to consider that for a future game. That said, you have two mages using staves, yet I’m willing to guess that they don’t engage in melee with them much. You might consider dropping the shield on The Prince and picking up a two handed weapon while having your mages drop the staves for wands and shields. This will shift survivability around to be a bit more even and allow The Prince to dish out more consistent damage to support your archer, who should perform better with my suggestions previously. You should perform better overall with those shifts in role amongst the team. I’ll return once more with thoughts on the mages.
youre right i did come into the game with tank/healer/damage mindset. red prince and fane have 1 or 2 support skills providing either physical protection or vitality, i dont think ifan has any, and lohse is mostly support, providing a ton of magical protection and vitality with some damage with aero and hydro skills. I should also mention she has 5 summoning, but i think she only uses 3 summoning skills, one of them is damage. ifan definitely provides the most damage with geo & pyro skills but he also summons fire and/or poison slugs. even though red prince is my tank he does a ♥♥♥♥ ton of damage with the bouncing shield skill

what i can try to do is try to spread out my support skills and provide more damage for lohse. that would be beneficial because i hate waiting for lohse's turn in battle to try and heal my characters, often times in difficult battles they'll be nearly dead before its her turn. I was kinda hoping i could squeeze in a scoundrel character who deals a ton of crit. early in the game in fort joy i had sebille with a dagger and the crit really helped in battles. however thats too late now but ill be considering that in a future game. thank you for this information
Chaoslink Aug 24, 2019 @ 1:30pm 
Yeah, you even touched on one reason you avoid the dedicated healer concept. You end up having to wait for their turn to use a heal that never arrives in time. It’s a common issue new players to the game end up doing because that’s the norm in RPGs.

I see you’re mentioning a lot of summoning things though. Keep in mind that any summons scales explicitly using the summoning stat. If you have no points in summoning, you have the weakest form of that summons. Because summoning scales only off itself, having no INT or other attributes that boost it, the scaling is lopsided. This means that unless you are investing only in summoning, the power of a summons at your level is usually weak relative to your character’s potential. Most of the time, summoning isn’t worth it unless you’re investing heavily into it. Though in your case, it seems you’re using the non-summoning based summons like the fire slug. As long as you try to summon them before combat, or have the characters with them sit back and summon them into combat before they get drawn in, then there’s no real downside. They might not be worth the AP otherwise.

A major staple of how combat works is pretty much making a comparison to your max damage dealt and total amount you can take and comparing it to how much damage the enemy can dish and take. Combat itself being the process of finding the most efficient way to use AP to lower the damage your team is taking while balancing that with the damage you deal. So finding the most efficient uses of AP becomes important.

As an example. Consider the amount of armor fortify gives you. Then consider how much the average physical damage attack hits you for. Now consider how much damage you can avoid using the 90% dodge spell Uncanny Evasion. If you can dodge four attacks with one cast, that’s 8 AP wasted by your enemy for just one AP invested by you. On tactician, fortify might absorb one attack worth of damage with a little extra armor to spare. That’s pretty much just two AP mitigated at the cost of one. See how these compare? Evasion requires you to position and predict the enemy actions, but is significantly more effective then healing the damage. The point being that AP efficiency will help you greatly.

This is why CC is so important. If you CC an enemy, you remove that entire turn’s worth of AP, including any they may have saved up from a previous turn. This is very powerful in lowering the damage you take in return. Since CC requires (usually) the enemy armor to be down before you can apply it, damage also becomes very important. Hence why I said to make sure your archer has Warfare over Huntsman. You’ll get better damage that way.

Chaoslink Aug 24, 2019 @ 3:04pm 
Alright, actually home to properly offer what I intended to.

To get you on the same type of thinking I usually consider when messing with builds, lets look at The Prince. You have him with a 1H and shield in a sort of tank role. What weaknesses do you find doing this? Probably low damage output and somewhat weak magic armor compared to the physical. His main strength comes from high durability. So, the way to start thinking is simply asking, how can I improve these weaknesses and what strengths can I afford to lose?

With that in mind, I offer this. You already said you wanted to have a dagger wielder in the team for those criticals. Why not switch The Prince into that role? Switching to Finesse armor will lower the overly high physical you have while boosting up your magic armor, making you more resilient to magic attacks and getting a better balance of armors. You can still keep the shield and go dagger + shield. What exactly does this give you though?

First off, you open yourself up to the entire Scoundrel skill line while maintaining the Warfare line you already have. Shield toss? Yep, still have it. Warfare skills will all convert to the attribute of your weapon so they'll all scale with Finesse. You now have access to backlash ans cloak and dagger as well as phoenix dive so mobility will be fantastic. You also maintain the Warfare knockdown CC while opening yourself to all the CC effects of scoundrel skills too. Your damage will improve with the guaranteed backstab criticals and again, you'll be less vulnerable to magic CC. But at what cost?

You'll lose your only STR armor character, meaning you compete for gear a little more... kinda. See, your dagger wielder won't use Finesse gear with + critical as you don't need it. So the critical gear goes to the archer and since you're still a tank of sorts the dagger guy gets the +dodge gear. Scoundrel/Warfare gear goes to the dagger guy, Huntsman/warfare gear goes to the archer. Pretty simply honestly. You'll lose a bit of physical armor but again, the magic armor boost makes up for it. The only thing you lose that you won't maintain is carry capacity...

Thing with Carry capacity though, is you can avoid it with a little patience. Set up a barrel or crate or whatever on your ship near the shiny stash chest. In there, dump the foods, potions and other consumables you don't need to carry all the time. 15 molotovs? Carry 4 and dump the others in the crate, refill when needed. Crafting materials and all that? Store it. Any gear you find that you want to sell, just right click and select the "send to Vengeance" option. This teleports it to that shiny stash chest. When you want to sell stuff, send your barter character to the vendor you'll sell to and unchain a different character and send them tot he ship via waypoint. They got to the stash chest and collect all the items you sent there to sell and simply transfer it from one inventory to the next. That character can then use the teleport pyramids to return to your team, just waypoint somewhere random first as you can't use them on the ship. Boom, carry cap issue solved. Nothing will respawn in those barrels or crates and they'll never disappear.

All of the sudden, you'll notice that character is still as tanky as before, but also deals more reasonable damage and has many more tools at their disposal. I make teams that last. My goal is often to make teams that can go into act two at level 9 and immediately go fight The Harbinger in Paradise downs then move over to Bloodmoon and fight all the level 15 stuff... at level 9. This means that my teams have to be built to maximum effectiveness to stand a chance. In doing so, one thing I've learned is that anything a STR build can do, a Finesse build can do better. Good use of Uncanny evasion and its aura version makes physical armor almost irrelevant. Resistance potions mitigating magic damage is all you need alongside that evasion to make a character basically unstoppable.
Chaoslink Aug 24, 2019 @ 3:15pm 
Having said all of that, you might find yourself with better tools to take on the fight with Hannag. Take up positions using sneak to get close and get your archer up somewhere high. Your tank can initiate and have your healer pop uncanny evasion on him from stealth so he can evade physical attacks. Then open up with everything you have. Try not to bunch up too much. With the changes I suggested in everything above, you should have a much easier time in this fight. Consider taking Chameleon Cloak on anyone with Poly for disengagement or keep some invisibility potions (chantarelle shrooms make it) handy for those without Poly. This can give them an emergency safety button to dip out of sight and heal up or wait for a safe moment to reveal themselves again. As long as the invisibility holds, you can delay your next turn so the enemies all go first, allowing you to heal up safely or engage without worrying about retaliation as much.

On a side note, if you do convert Prince to a dagger build with a shield, consider the Torturer talent. With this, you can give him ignition to light enemies on fire through their armor. That burning effect will boost fire damage taken so your fire mage can dish out higher damage from the start. You can do the same with poison and the bleeding effects from scoundrel can also ignore armor. Rupture tendons also works with that skill and a point or two in Geo will give you Worm Tremor, a 3 turn root that lowers dodge by 70% and prevents enemies from moving in a wide area. Torturer allows that to ignore armor as well. Its very broken.

Sorry if I ramble or anything, but making an effective build is 90% of the fun and the difficulty of the game. Getting a really effective team feels very rewarding and some of the combinations are crazy fun to put in action. However, it can be somewhat complicated and take a lot of explanation to understand fully, so I tend to write quite a bit.

Still, I hope it helps you tap into more depth the game offers and gets you through that fight in a way your team currently might not be able to handle well.
Harime Nui Nov 28, 2022 @ 8:50am 
Hannag is such an unstable psycho ♥♥♥♥♥
Managed to snipe her before she cd finish her occult ritual; no portal got opened this time
Dunno if there'll be pandemonium when I return to the area but for now my Magister pals r happy and I walk off into the sunset with my reward
(yeah I had to necro your thread)
Witch ~ Dec 1, 2022 @ 3:23am 
Huh? How did Hannag die. I rescued her lil boi and she was still fine


Originally posted by Harime Nui:
Hannag is such an unstable psycho ♥♥♥♥♥
Managed to snipe her before she cd finish her occult ritual; no portal got opened this time
Dunno if there'll be pandemonium when I return to the area but for now my Magister pals r happy and I walk off into the sunset with my reward
(yeah I had to necro your thread)
She was literally forced by lucian himself to make the deathfog and regrets it, even if shes a tiny bit proud. Give her a break!
phenir Dec 1, 2022 @ 3:36am 
You don't make a genocide and get to just go "whoops". Well I guess it was elven genocide so maybe it is excusable.
Witch ~ Dec 1, 2022 @ 3:40am 
Wasnt her who dropped it. Thats like calling Einstein a war criminal
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Aug 24, 2019 @ 9:13am
Posts: 13