Divinity: Original Sin 2

Divinity: Original Sin 2

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Gregorovitch Oct 23, 2017 @ 8:11am
Are you supposed to fight the woman in the Black Pits temple?
L14 on tactitian. I've tried a number of things to get some putchase on this fight, but no matter what I do (I've tried a number of permutations of positrioning and teleporting her mid-conversation etc) between her and her wolves she kills two of my team outright and reduces a third to near death before I get a single turn. The wolves do 350-400 dmg per bite and they get three bites per turn it seems, so four wolves can kill two of my team in one turn no matter what I do since they always go first.

Is there some trick to this I'm missing or are you simply not supposed to do this fight?
Last edited by Gregorovitch; Oct 23, 2017 @ 8:12am
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Showing 1-15 of 15 comments
iPrecision Oct 23, 2017 @ 8:46am 
Gotta teleport and cc the hell out of her. If you have a summoner it really helps here as well.
Last edited by iPrecision; Oct 23, 2017 @ 8:47am
wendigo211 Oct 23, 2017 @ 9:12am 
Craft some Large Water Resistance potions. Buff everyone with one before the fight. When you get to the end of the conversation, move your meleers to the upper platform where she's standing and buff the hell out of everyone. Finish the conversation, She'll get the first action and summon two wolves who will also act before you get a chance to finish her off. Take her out first, and the two wolves she summoned will die with her. If she draws a couple of AoOs running away from your meleers she should be an easy kill.

That leaves the other four wolves. They are weak against stuns if you have an aeromancer. Otherwise you have to break their armor and knock them down. The only thing you have to worry about with them is their death explosion that does 400+ points of damage and leaves cursed ice everywhere.
Michael Oct 23, 2017 @ 9:19am 
Put your teleport pyramid on your hotbar and click it right after you use the coffin. Make sure you've got the rest of your team in position, with a melee standing next to where she spawns. Then pelt her with knockdown arrows once you get your turn.
corisai Oct 23, 2017 @ 9:49am 
Superconductor+chain lighting from start = two less wolves to care about, two stunned almost dead wolves too.

Then teleport her down and nuke with remaining spells. She's defendless cakewalk past that (pro-tip : if she's can't cast her hailstorm in first round AND lost most of magic armor, she will waste her source for recovering magic armor).

Ofk start fight on high ground, sending tanky char (like summoner) to speak with her.
Last edited by corisai; Oct 23, 2017 @ 9:51am
zipster Oct 23, 2017 @ 11:25am 
She wrecked my group the first couple times. Those wolves do a ton of damage.

I ended up, with Polymorph, covering the entire battlefield with webbing. The ranger sacrificed herself, tactical retreated right behind her, and Arrow-Sprayed. That was enough to break her armor, allowing for a ruptured tendons/chicken combo, where the mage teleported her down the stairs and away from the webbing and then broke most of the wolves magic armor along with the summoners totem. A Mind Maggot grenade then charmd 3 of the wolves, who made short work of the boss.
Gregorovitch Oct 23, 2017 @ 12:16pm 
Originally posted by wendigo211:
Buff everyone with one before the fight. When you get to the end of the conversation, move your meleers to the upper platform where she's standing and buff the hell out of everyone. Finish the conversation,

How do you pre-buff like that? Does the clock stop whilst in dialog?

Originally posted by wendigo211:
Finish the conversation, She'll get the first action and summon two wolves who will also act before you get a chance to finish her off. Take her out first, and the two wolves she summoned will die with her.

This is roughly speaking what I have tried to do, but as I say, I will only have two chars left alive, often only one, whjen I get my first play on turn 1 and that's simply not enough to take her out. If I surround her with melee the AI is very good at dealing with that, she just flies away and does her summons and AoE spells and the wolves fly down if neceeesary to take out my 2H and rogue if they pose the greatest threat to her, If not they go for whoever has teleport (i,e, both mages) to prevent them plonking her in range of my melee.

As you say, if I could just get one turns worth of hits on her I could deal with this, I'm trying to figure a way to get a chance to actually hit her at all.

Originally posted by zipster:
She wrecked my group the first couple times. Those wolves do a ton of damage.

I ended up, with Polymorph, covering the entire battlefield with webbing. The ranger sacrificed herself, tactical retreated right behind her, and Arrow-Sprayed.

Unfortunately I don't have a Polymorph or a Ranger. I have 2H warrior, twin dagger rogue, summoner + hydro and Pyro + Geo.

Originally posted by iPrecision:
Gotta teleport and cc the hell out of her. If you have a summoner it really helps here as well.

That's the problem - I can't teleport her or cc her or do anything at alol to her becasue she kills me before I even get to play one movee. I dare say you could do that playig LW as you would have a tron of initiative most like and extra AP to boot.

Originally posted by corisai:
Superconductor+chain lighting from start = two less wolves to care about, two stunned almost dead wolves too.

As I say, there is no chance whatever of doing that. She and then her wolves all go first and they priorituse killing my mages before going for the rogue next which they sometimes manage to finish off, sometimes leave her with 100-200 HP left before I get to play at all in the fight.

Last edited by Gregorovitch; Oct 23, 2017 @ 12:18pm
iPrecision Oct 23, 2017 @ 12:25pm 
Raise your initiative.
Gregorovitch Oct 23, 2017 @ 12:27pm 
I could do that at the Lady V couldn't I. Do you know roughly how much I'd have to raise it by to get to go in front of this clown?
iPrecision Oct 23, 2017 @ 1:17pm 
Need someone with loremaster to see the initiative level of the enemies you're facing. SHe will basically go first everytime but you want your initiative to be higher than the hounds so you can pound her face quick to unsummon 2 before they can cause statuses
Ozone Oct 23, 2017 @ 2:39pm 
I just did it. Ran away when I was in the middle of the fight, because it was a lost cause. Came back and backstabbed the poor girl, surrounded her with physical summons, she didn't last 3 turns. The dogs were just a formality after that.
Last edited by Ozone; Oct 23, 2017 @ 2:40pm
Gregorovitch Oct 23, 2017 @ 3:27pm 
I trieed the intiative thing putting mine a couple of points above theirs (they all have 23 wits and 38 initiative except Lady Muck who has 43 initiative. Doesn't make a difference really. She always goes first and wrecks you. Last attempt I survived for 4 turns but my rogue did not get a single action and my 2H DPS got one turn and landed a single hit on her. The dogs seem to able to stunlock you and Lady Muck has this nuke spell that just stuns everybody.

It's her flight thing that does it, the AI is very clever at stopping your DPS people getting anywhere near her, and the fact that her two summons always go immediately after she calls them (as all summons do) so you have her nuke spell and 2x3 dog bites at 350-400 each to survive before you might possibly get a turn yourself, except you don't becasue both her nuke and the dog bites stunlock you more or less every time. This is hopeless IMO.


Originally posted by OzoneGrif:
I just did it. Ran away when I was in the middle of the fight, because it was a lost cause. Came back and backstabbed the poor girl, surrounded her with physical summons, she didn't last 3 turns. The dogs were just a formality after that.

Are you saying you can flee the battle and come back to deal with her on your terms? That sounds a bit more doable.
Ozone Oct 23, 2017 @ 4:02pm 
That's precisely what I did. Fleein is often a very good option.
Gregorovitch Oct 23, 2017 @ 4:11pm 
There had to be some way to cheese this damn fight :). Bugger the Queensbury rules. I'll try it tomorrow.
wendigo211 Oct 23, 2017 @ 7:47pm 
Originally posted by Gregorovitch:
Originally posted by wendigo211:
Buff everyone with one before the fight. When you get to the end of the conversation, move your meleers to the upper platform where she's standing and buff the hell out of everyone. Finish the conversation,

How do you pre-buff like that? Does the clock stop whilst in dialog?

The clock stops for the speaker, so you can put as many buffs as you want on the speaker and the timers don't decay (I think my record is 7). With the others you can get 1 or 2 on them. You'll want the water resistance potions, and maybe haste or enrage if you're fast enough. You'll lose some duration, but the first round is the most important. As others have mentioned you can run after she's down and deal with the wolves at your leisure.


This is roughly speaking what I have tried to do, but as I say, I will only have two chars left alive, often only one, whjen I get my first play on turn 1 and that's simply not enough to take her out. If I surround her with melee the AI is very good at dealing with that, she just flies away and does her summons and AoE spells and the wolves fly down if neceeesary to take out my 2H and rogue if they pose the greatest threat to her, If not they go for whoever has teleport (i,e, both mages) to prevent them plonking her in range of my melee.

As you say, if I could just get one turns worth of hits on her I could deal with this, I'm trying to figure a way to get a chance to actually hit her at all.

Another option is to buff everyone but the speaker and get everyone else out of range and in stealth mode. If you can get the sepaker's water resistance over 100% and buff him with evasion, the speaker should be able to last a full turn (I don't think any of the enemies have anything other than physical and hydromancy attacks). On the speaker's turn have him delay his round. When he gets his round at then end of the turn, you bring in all your stealthed characters. You should be able to get a free attack from each of them and then they'll all get a full round after your delayed character get his round.
Creyldor Jan 12, 2023 @ 9:40am 
Possibly one of the easier fights at this level, she's undead, have someone trigger the fight and immediately use a teleport cube, having stacked oil barrals arround her spawn point trigger those, to wipe out their armour, use soul mate and two of the big health potions, she's undead and dies instantly, the dogs have next to no magic armour, use chain lighting, it they pose a problem charm them and watch them fight and then mop up.
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Date Posted: Oct 23, 2017 @ 8:11am
Posts: 15