Divinity: Original Sin 2

Divinity: Original Sin 2

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Quaz May 2, 2020 @ 6:39am
Hit a brick wall - Lady Vengeance fight
Up till this point I've been having fun, some fights have been hard and there have been a couple where I won by the skin of my teeth, but it never felt unfair. I won through careful planning and using my characters well - but this mission I just don't understand it. I hate these "protect a static target that doesn't defend itself and all the enemies focus on" missions anyway, but this just feels ridiculously unfair. Half my team is on the other side of the ship and are a pain to get to where they need to be alive, the enemies have so much health and armour it feels like my attacks do little more than tickle them and they can easily wipe out most of my characters if they stop attacking the elf, so even if I get them off the elf I still just get killed.

I'm honestly at a loss how to get past this, it feels like I've been slapped in the face with a brick wall and there's no way past it. I've tried charming, I hit some folks with a charm arrow from Ifen but they were just un-charmed immediately after so that did nothing which is very frustrating because that seems like one of my very limited options that might actually work. That and teleporting, but even then the enemies can also teleport and attack in the same move making it feel kinda useless.

I don't want to have to start over at this point, I've already made a few different characters and this is the only one I've stuck with and liked and if I have to start over I'm just going to drop this game, it's not worth the effort.
Last edited by Quaz; May 2, 2020 @ 6:41am
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Showing 1-15 of 18 comments
Jumpem May 2, 2020 @ 6:45am 
Momentarily lower the difficulty and continue on.
gregfromthepeg May 2, 2020 @ 6:46am 
It is kind of interesting that people hit such different walls during their playthroughs.

For this one, once I realized I didn't have to kill the two main characters, it wasn't hard at all. But one key thing on my first play was having a movement (cloak and dagger, tactical retreat, or phoenix down) skill for every character, even mages who are usually stationary. Teleporting is key in this fight. I would game the system a bit. Figure out which two spots in your order are going to start on the other side and make sure they have a movement skill. Then you can protect her with all 4 characters. You don't even need to kill many of the enemies, just cc some of them and heal her.
Can be hard depending on your team I guess.

I did it on tactician just fine with a pyro battlemage, summoner, 2 handed warrior and ranger.

A lot of enemies are clumped up together so go full on with aoe.

Get the high ground and kill off the enemy archers if you can and pick off easy targets. Don't forget to CC enemies, aero or hydro mage would also do great.
Stormwind May 2, 2020 @ 7:15am 
This one was easy for me because I had the spell "Erratic Wisp", cast it on the person I had to protect, and won the scenario the first time out.
Pyromus May 2, 2020 @ 7:43am 
If Exter is still alive on the ship before the fight, buy an empty grenade from him. In the room you find Tarquin, go down the hatch and get a jar of mind maggots. Combine them to a mind maggot grenade and open the boat fight by tossing that so it hits every enemy who has no magic armor. They will fight for you on the boat the entire time, making 3 less enemies and 3 more allies. Greatly reduces the difficulty of the fight. You may already have the pieces to make a grenade, and I THINK Tarquin could also have the empty grenade, but if neither have it, leave the computer for an hour so the inventory refreshes, save, and then talk to them again. Reload untill empty grenade.
Quaz May 2, 2020 @ 7:54am 
I do have the pieces to make the mind maggot grenade, I kept finding them around and they were valuable to I held onto them. The reason I never bothered is because I used charm arrow with Ifen and it did almost nothing to help so I figured it would be pointless. I'm giving it a break now anyway, but I'll give it a try next time I'm on.
Pyromus May 2, 2020 @ 8:00am 
Originally posted by Lord Magikarp:
I do have the pieces to make the mind maggot grenade, I kept finding them around and they were valuable to I held onto them. The reason I never bothered is because I used charm arrow with Ifen and it did almost nothing to help so I figured it would be pointless. I'm giving it a break now anyway, but I'll give it a try next time I'm on.

The arrows affect one target at a time and for one turn. The mind maggot grenade affects a very large area and lasts 4 or 5 turns. The actual jars of mind maggots are rather limited in the course of the campaign, but they are the most powerful charm in the game. If that doesn't do the trick, feather+paper+air essence is teleportation scroll, and spamming that can keep enemies away from Malady. Remember, you don't need to kill them all (or any really), you just need to get to Malady's last turn. Which is either 4th or 5th, I can't recall which.
Rumors May 2, 2020 @ 8:23am 
Make friends with the Lady Vengeance if you didn't, she gives you a massive buff at the start of turn 2. Might be too late if you saved after waking the ship though and don't have any past saves.

If you have access to them, Teleport and Nether Swap are quite good here. Get someone on the mast near Malady and they can Teleport enemies to nearly the other side of the ship, or maybe even over to Dallis. Also worth noting: the Geists/Hammer Pet's cannot use ladders. So once they use Backlask and Cloak and Dagger, you can teleport them onto the masts to put them into time out.

Really, in my experiences, the Geists are the biggest threat there and are priority one for controlling. CC the other guys if you can, especially the ones lacking an armor type. The two-handers and weaponized monks are the next biggest threats. Try not to soft CC these guys (like slows) if you have squishy characters near them, because they might take a detour to wreck you. Honestly, you might let them reach Malady and them AoE down an armor type and start locking down so they don't attack you since the enemies on the ship have unusually high damage levels for this point in the game since they're tuned to take down a level 12 NPC in a few turns.

Also, defensive skills! Uncanny Evasion, Fortify, Armor of Frost, Bless, etc. on Malady if you need to! Or Erratic Wisp, as above.
Krausser May 2, 2020 @ 9:15am 
Respec one of the characters into pyro, give him torturer and use ignition so you can catch Dallis in range of it. The fight will end as soon as Dallis gets her turn.
Quaz May 2, 2020 @ 2:00pm 
Originally posted by Pyromus:
Originally posted by Lord Magikarp:
I do have the pieces to make the mind maggot grenade, I kept finding them around and they were valuable to I held onto them. The reason I never bothered is because I used charm arrow with Ifen and it did almost nothing to help so I figured it would be pointless. I'm giving it a break now anyway, but I'll give it a try next time I'm on.

The arrows affect one target at a time and for one turn. The mind maggot grenade affects a very large area and lasts 4 or 5 turns. The actual jars of mind maggots are rather limited in the course of the campaign, but they are the most powerful charm in the game. If that doesn't do the trick, feather+paper+air essence is teleportation scroll, and spamming that can keep enemies away from Malady. Remember, you don't need to kill them all (or any really), you just need to get to Malady's last turn. Which is either 4th or 5th, I can't recall which.
I see, I think I misunderstood them then. I will try this out, thanks.
Amix May 2, 2020 @ 7:34pm 
Lady Vengeance fight is really difficult & highly challenging. I agree it is unfair battle but game also gives the chance to be unfair with enemies.
I also tried mind maggot to charm enemies for 4 turns,stun or freeze,my torturer to pin enemies down with worm tremor but none give me best results. As Cloaked figure casts curses & fiery malediction, gheists with backslash (range is really great) even when they are pin down with worm tremor, then those silent monks,weaponised monks, etc.

To be unfair means have more attack power. You can take down Dallis+Vredaman+ every single enemy in one turn with lone wolf or Sebille+ Lohse in two turns.Answer is necromancer skills.
In DOS 2, if the battle gets better of you get yourself better strategy.
To have hybrid builds is not that effective. Since you need to think really better with hybrid builds in 4 player party.

BTW you can check out Sin Tee's guides on Youtube or If you want to be unmatched player then check out my run on youtube. :happymeat:
:larian:
Last edited by Amix; May 2, 2020 @ 7:34pm
Lethan May 2, 2020 @ 7:52pm 
You can pre-drop barrels on the deck, use candles as immortal walls - or paintings/boxes as temp blocks - investing in teleports, jump skills etc are easy ways to do this fight.

You can also just teleport Malady around
Ghost May 4, 2020 @ 3:34am 
teleport the enemies on top of each other, corpse explosion, repeat
Pyromus May 4, 2020 @ 7:06am 
Originally posted by Ghost:
teleport the enemies on top of each other, corpse explosion, repeat
If you didn't kill seekers on the island for xp, there's a big pile of them in the fire that Vredemen sends out. Ambidextrous + 3 teleportation scrolls + MASS corpse explosion will win it for you pretty quickly. May need adrenaline to add in movement. But with a mirror available to respec, and tarquin selling black shroud 100% of the time, this is a good strat. Can also teleport Dallis and a minion to the bodies, mass corpse explosion to kill minion and most of Dallis, then normal corpse explosion on the minion's body to finish Dallis.
Martial.Lore May 4, 2020 @ 9:23am 
Last edited by Martial.Lore; May 4, 2020 @ 9:24am
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Date Posted: May 2, 2020 @ 6:39am
Posts: 18