Divinity: Original Sin 2

Divinity: Original Sin 2

View Stats:
carmilla Sep 19, 2017 @ 9:55am
The Aetera Fight [Spoilers]
What the hell am I supposed to do here? Not fight her? Fight her when I'm well above her level? It says she's level 14 but her and all her minions get 6AP from the getgo, and all of them hit like a truck. Everything else has been cake up to this point, even things a level higher than me were at least manageable. What am I doing wrong? I've tried all sorts of preplanning, tried coming back at later times with different equipment, but nothing is working! Has anyone else beaten her?
< >
Showing 1-15 of 19 comments
carmilla Sep 19, 2017 @ 9:56am 
Also, just a note, I don't really know where to go anymore, Bloodmoon is still slightly too difficult and the only other place is the Island of the Seven, but I don't quite want to go there yet because I have a feeling I'll be reaching end game there.
Hobo Jenkins Sep 20, 2017 @ 2:07pm 
I have no damn clue tbh. I'm stuck on this fight aswell. She always nukes one of my characters to death and summons two additional minions and they all can do three attacks. It's ridiculous. I'm level 13 (like 400 XP away from 14) with very good gear and I literally can't even start to form an attack before I'm murdered by a mixture of chain lightning, or the buffed version of hail strike she does and then her two minions she summons who hit me three times each. That's not even taking into account the other four that are already with her.
LazySamurai Sep 20, 2017 @ 2:18pm 
Just do her last. I leveled up by doing a bunch of other quests. ( and got a ♥♥♥♥♥♥♥♥ of money and gear!! ) When you are the same or higher lvl she's is dead in about 2-3 turns. Load up on the best armor and weapons you can buy ( what else is that money good for?! ) and get some useful spells you don't have yet.

What I did first is to teleport her down ( best spell in whole game btw ) between my warrior and rogue. Sebille went first and took down her armor ( always backstab ofc ), Red guy stunned her, Wolf shot her, she got up, stunned her again with lightning and boom she was dead. ( or good as ) The voidwolf things were not even interesting. Quite underwhelming to be honest. When I was 2 levels lower I got oneshotted instantly... so ye. level up :D

No matter what kind of characters you have, always have those 'teleport' handy on each of them, be it magical ( teleportation ) or skills ( like cloak and dagger ). Moving about and escaping or engaging them makes it so much easier.
Last edited by LazySamurai; Sep 20, 2017 @ 2:20pm
carmilla Sep 20, 2017 @ 2:22pm 
Yeah, I did it at level 16, focused her and had no real problems. Her level betrays her actual difficulty though.
rum Sep 8, 2018 @ 12:19am 
Playing on tactician, lv13, use medusa's head at the start, use visage to destroy wolves' magic armors (they have like 50 of it or something so it's easy) then throw a mind maggot grenade on any wolf you can catch in it... the charmed wolves win the fight for you in ~2 turns, so you just need to survive until then.
HaloGrunt Jan 6, 2020 @ 6:43pm 
For others who happen upon this thread:

It's a tough fight. I did it last before act 3. I was lvl15. It took many tries. I had to just re-load often because the fight can just be over in a turn. Her initiative is insane, and she can stunlock freeze you. I could sometimes minimize the game, go watch a youtube video, come back, and she's still ♥♥♥♥♥♥♥ my party.

I spread my heroes out, and teleported her to where they could all hit her (but she can fly away, so it doesn't even help too much). The only thing that makes this fight possible is that both her and her dogs are pretty soft, so if you can survive a few turns and hit her with tons of physical damage and it's over before she gets a chance to completely destroy you. If there's a clump of wolves, you could take down their magic armor and cast Lohse's Maddening Song on them. Or just try to take as many of them out as you can with AOE or chaining spells. I had my archer just keep hitting her while the rest of my party either fought off dogs or died.
Last edited by HaloGrunt; Jan 6, 2020 @ 6:44pm
Cool Hand May 2, 2020 @ 7:05pm 
Had trouble, came here, but figured it out. Put tank in front, but everyone else far behind up on the ledge - not where they spawn but back on ledge behind the tank and it slowed them down and not a problem.
Amix May 2, 2020 @ 7:55pm 
I am here to make you all really epic players. Read this if you want to manage almost any battle even on tactician mode (for Honour mode you need to get experience on tactician).
Answer is invisibility. Since with this you can extend turns to think better, do not get damage & of course it eases during your cooldown skills.
But how can you make your entire team invisible?
Smoke + Bless = Blessed smoke cloud (which makes invisible to anyone who enters in it).
You can use smoke grenade/arrow or smoke cover skill & then casting bless on it.
Or you can get blessed smoke cloud skill directly.
To make battles easier you must have these skills on every member in your party.
1.Teleport
2.Netherswap
2. Tactical retreat/ cloak & dagger I get both on everybody. Avoid phoenix dive as it leaves fire.
3. chameleon cloak.
4. Skin graft (Sorry, if you do not have it then wonder what are you doing for this long?)
Q. Which is the most powerful build in DOS 2?
Ans. It is Initiative build, highest initiative I have on Lohse is 54. But still it is not enough in one battle.
Remember some enemies can take down your entire party in one turn,such is their attack power.
But if you get to 52 initiative you will be fine except one battle in reaper's coast.

baggybaf May 3, 2020 @ 12:51am 
True but:
- A initiative build is useless except in very specific fights (ex: Dallis fight level 9). you just need to start the fight with a good initiator and that all.
- it’s better to cast bless on your character in the cloud to take advantage of the skill bonus (same effect).
- 52 is enough if you don't have the red prince on your team and only at driftwood
- you forgot tremor (+ torturer), peace of mind and glass cannon

The problem is that if you use all these skills/talent, the game becomes too easy and uninteresting unless you increase the difficulty.
Last edited by baggybaf; May 3, 2020 @ 12:52am
Amix May 3, 2020 @ 2:06am 
Originally posted by baggybaf:
True but:
- A initiative build is useless except in very specific fights (ex: Dallis fight level 9). you just need to start the fight with a good initiator and that all.
- it’s better to cast bless on your character in the cloud to take advantage of the skill bonus (same effect).
- 52 is enough if you don't have the red prince on your team and only at driftwood
- you forgot tremor (+ torturer), peace of mind and glass cannon

The problem is that if you use all these skills/talent, the game becomes too easy and uninteresting unless you increase the difficulty.
Initiative build is useless? Really?
I play only on honour mode. Failure is not an option in honour mode, and it is unforgiving if you press wrong buttons or use wron skills. So DOS 2 can never be easy on honour mode.
In honour mode enemies have ability to one shot you, if I get first turn then I can conceal my entire team with least efforts.
With higher initiative I defeat enemies solo with no lone wolf & no glass canon build. I get two consecutive turns when I use chameleon cloak & this I can extend when used skin graft . I defeat Alice ascelion,undead scarecrow,Undead scion of the elves and many more solo even if I am two levels lower than them.
Undead scarecrow,Alice,Necrohound have 47 initiative points. And they are among the most dangerous.
Harbinger of doom has 51 initiative I think & so you need 52 to get first turn. Harbinger has also more than 8 AP per turn. So it is most dangerous.
And then there is Raijarima the lizard enemy who has 56 initiative,permanent haste but you can avoid that with high persuasion.
Only three battles are exception where your initiative is not considered. Dallis' siege of lady vengeance,Karon the mistake & arena of the one fight with player's god.
Make sure to watch my videos for more information & how many challenges I have completed.
rasmasyean May 3, 2020 @ 3:07am 
I was level 13, they were Level 14. Tactician Honour.

Very easy fight, never took a status.
This is what I did...

Open coffin with whole party on low ground.

First Round: They hit me a couple of times. I healed up, Nova'd, Mind Maggot grenade to control all the dogs on low ground. Teleported boss to low ground. Dogs attack boss.

Next 3 rounds: Kept teleporting her back to low ground and let dogs physical kill her while I magic damaged the dogs and "wasted" some magic damage on boss. One of the rounds, she actually jumped into a pillar (bug) and we couldn't attack her, so it really only took 3 total round to kill her, not 4.

Then I finished off like 2 dogs I think, prolly not her summons.

In hindsight, I bunched up my guys too much on that little coffin area and some of the dogs had trouble reaching the boss. If I would've moved my guys a bit, it would have been easier to let all the dogs get to her and kill her quicker. You can probably use Torturer with Worm Tremor to hold her, but I elected not to use this combo for this game.
baggybaf May 3, 2020 @ 3:55am 
Originally posted by Amix:
Originally posted by baggybaf:
True but:
- A initiative build is useless except in very specific fights (ex: Dallis fight level 9). you just need to start the fight with a good initiator and that all.
- it’s better to cast bless on your character in the cloud to take advantage of the skill bonus (same effect).
- 52 is enough if you don't have the red prince on your team and only at driftwood
- you forgot tremor (+ torturer), peace of mind and glass cannon

The problem is that if you use all these skills/talent, the game becomes too easy and uninteresting unless you increase the difficulty.
Initiative build is useless? Really?
I play only on honour mode. Failure is not an option in honour mode, and it is unforgiving if you press wrong buttons or use wron skills. So DOS 2 can never be easy on honour mode.
In honour mode enemies have ability to one shot you, if I get first turn then I can conceal my entire team with least efforts.
With higher initiative I defeat enemies solo with no lone wolf & no glass canon build. I get two consecutive turns when I use chameleon cloak & this I can extend when used skin graft . I defeat Alice ascelion,undead scarecrow,Undead scion of the elves and many more solo even if I am two levels lower than them.
Undead scarecrow,Alice,Necrohound have 47 initiative points. And they are among the most dangerous.
Harbinger of doom has 51 initiative I think & so you need 52 to get first turn. Harbinger has also more than 8 AP per turn. So it is most dangerous.
And then there is Raijarima the lizard enemy who has 56 initiative,permanent haste but you can avoid that with high persuasion.
Only three battles are exception where your initiative is not considered. Dallis' siege of lady vengeance,Karon the mistake & arena of the one fight with player's god.
Make sure to watch my videos for more information & how many challenges I have completed.

you right for Raijarima but it’s a fight you can avoid and there is another 55 initiative fight. after acte 2, 56 is not a limit.
you don't need a "initiative build" , just 1 character with the best initiative.that's all i say.
if you increase the initiative for your other characters it is an optimization error. I can understand the fact of having a second initiator for specific fights or if your initiator dies.

I have been solo no lone wolf increasing the level (+5 => +9) for over a year. so I don’t think you’re really going to teach me anything, my friend ;-)
more when you increase the level it also increases the initiative and 1 hit kills you. So you think I know the bosses' initiatives perfectly.

if you make videos to explain, it's very good and much better than writing 100 lines on a forum ;-)

And I can tell you that to say that the initiative is not taken into account for Dallis' siege of lady revenge is wrong: on the first round it is important to have a high initiative for your members apart from your initiator if you want to optimize your CC especially if you increase the level...
Last edited by baggybaf; May 3, 2020 @ 3:57am
Amix May 3, 2020 @ 4:15am 
Originally posted by baggybaf:
Originally posted by Amix:
Initiative build is useless? Really?
I play only on honour mode. Failure is not an option in honour mode, and it is unforgiving if you press wrong buttons or use wron skills. So DOS 2 can never be easy on honour mode.
In honour mode enemies have ability to one shot you, if I get first turn then I can conceal my entire team with least efforts.
With higher initiative I defeat enemies solo with no lone wolf & no glass canon build. I get two consecutive turns when I use chameleon cloak & this I can extend when used skin graft . I defeat Alice ascelion,undead scarecrow,Undead scion of the elves and many more solo even if I am two levels lower than them.
Undead scarecrow,Alice,Necrohound have 47 initiative points. And they are among the most dangerous.
Harbinger of doom has 51 initiative I think & so you need 52 to get first turn. Harbinger has also more than 8 AP per turn. So it is most dangerous.
And then there is Raijarima the lizard enemy who has 56 initiative,permanent haste but you can avoid that with high persuasion.
Only three battles are exception where your initiative is not considered. Dallis' siege of lady vengeance,Karon the mistake & arena of the one fight with player's god.
Make sure to watch my videos for more information & how many challenges I have completed.

you right for Raijarima but it’s a fight you can avoid and there is another 55 initiative fight. after acte 2, 56 is not a limit.
you don't need a "initiative build" , just 1 character with the best initiative.that's all i say.
if you increase the initiative for your other characters it is an optimization error. I can understand the fact of having a second initiator for specific fights or if your initiator dies.

I have been solo no lone wolf increasing the level (+5 => +9) for over a year. so I don’t think you’re really going to teach me anything, my friend ;-)
more when you increase the level it also increases the initiative and 1 hit kills you. So you think I know the bosses' initiatives perfectly.

if you make videos to explain, it's very good and much better than writing 100 lines on a forum ;-)

And I can tell you that to say that the initiative is not taken into account for Dallis' siege of lady revenge is wrong: on the first round it is important to have a high initiative for your members apart from your initiator if you want to optimize your CC especially if you increase the level...

Oh yes,you need at least one character with highest initiative than enemies. If you do not have that then fights are really difficult, even Mordus is dangerous, and not to mention those voidwoken coldcrawler.
No, during Dallis' battle regardless of your Initiative, Dallis & Cloaked figure go first.
1. Also Larian changed some order of turns during siege, I noticed that twor months ago.
2. Sometimes enemy go first, & your entire party gets turn after that.
3.Sometimes Dallis & Cloked figure get two turns each before your party.
4. As I have mentioned earlier, initiative & turns are really messed in this battle, that it starts from backwards.
Loshe's turn should have been after Ifan but she gets first turn.
So basically they split the party & calculated the initiative.

https://steamcommunity.com/sharedfiles/filedetails/?id=2050874729
baggybaf May 3, 2020 @ 5:41am 
you didn't understand how the initiative works during this fight
....
it's just that at the beginning the initiative of malady (and NPC) is taken into account for the alternation.So the alternation exists but the initiative changes with the dialogues ... then malady comes out of the fighting so it is important to have a high initiative for each member of your team if you want to "create" the alternation.
if all your players have an initiative superior to malady (> 23 for your information), you will have your alternation and your four characters will play first and if your initiative is weak (<13) your characters will play after all the enemies (because the NPC die so their turn is not counted)
if you want to have your 4 players playing first you must have an initiator with an initiative <23 and have all your team members with an initiative> NPC who die

so what you say is wrong ...

Last edited by baggybaf; May 3, 2020 @ 5:47am
Amix May 3, 2020 @ 5:52am 
Originally posted by baggybaf:
you didn't understand how the initiative works during this fight
....
it's just that at the beginning the initiative of malady (and NPC) is taken into account for the alternation.So the alternation exists but the initiative changes with the dialogues ... then malady comes out of the fighting so it is important to have a high initiative for each member of your team if you want to "create" the alternation.
if all your players have an initiative superior to malady (> 23 for your information), you will have your alternation and your four characters will play first and if your initiative is weak (<13) your characters will play after all the enemies (because the NPC die so their turn is not counted)
if you want to have your 4 players playing first you must have an initiator with an initiative <23 and have all your team members with an initiative> NPC who die

so what you say is wrong ...
Nay, I reloaded game several times. In this battle turns are just random. That is what I am trying to convey.
I can not be wrong because I verified it.
I completed entire game from start to finish without taking any damage & not just that including allies & civilians.
Hahah
< >
Showing 1-15 of 19 comments
Per page: 1530 50

Date Posted: Sep 19, 2017 @ 9:55am
Posts: 19