Divinity: Original Sin 2

Divinity: Original Sin 2

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xeered Sep 19, 2017 @ 11:45am
Fort Joy lvl 3 can't beat houndmaster/magisters.
Hey there, i'm at Fort Joy and i'm playing with a battlemage, a magician, the red prince as a tank, and an healer. And we are currently lvl 3 82% in tactician mode. I guess we made all or almost all quests in fort joy and we just want to kill the magisters in the fort to ean xp/gold and then to escape, but there it is, we just can't, we have some ok armors, even if that's not the best because we don't have that much gold, but even with playing almost perfectly good, they just deal too much dmg and they are just too tanky. Are you any tips to help me beat them pls ? Maybe some way to get golds or xp ?
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Showing 1-15 of 19 comments
Sombrero Sep 19, 2017 @ 11:48am 
Originally posted by RAINDROP DROPTOP:
Hey there, i'm at Fort Joy and i'm playing with a battlemage, a magician, the red prince as a tank, and an healer. And we are currently lvl 3 82% in tactician mode. I guess we made all or almost all quests in fort joy and we just want to kill the magisters in the fort to ean xp/gold and then to escape, but there it is, we just can't, we have some ok armors, even if that's not the best because we don't have that much gold, but even with playing almost perfectly good, they just deal too much dmg and they are just too tanky. Are you any tips to help me beat them pls ? Maybe some way to get golds or xp ?

Be sure to have the best armors you can (don't go for shiny stuff just go for something for your level that give armor). Then it's all about your team if you have a poor strategy and poor builds you may never make up through that fight and have to start a new game with a better team, I mean tactican difficulty isn't meant to be easy and I personally stopped playing on it for now because I couldn't get through that fight either.

As for the fight in particular it's a good strategy to actually not fight in the room but instead make everybody run towards you in the hallway and use the environment to break line of sights so you can kill the hound master and the swordsman before the archers can truly attack you. But even with that strategy it's still pretty hard, tactician difficulty in a nutshell.
wds_ncs Sep 19, 2017 @ 11:50am 
Draw them into the hallway or into the doorway of a cell? Don't walk into the "arena" area where the ranged guys start on platforms... I didn't have much trouble with a tank at a chokepoint, with my backline splitting resources between keeping him upright and dealing damage.
Lancelot5 Sep 19, 2017 @ 11:54am 
Hey i play on tacitan too. I skipped him and will try to beat him later on. HINT "all u want is his key"
GetGrenade Sep 19, 2017 @ 11:58am 
Also you can completely remove summoned hound from fight by TPing it into a cell through a wall crack (only way to go back from this cell is by ladder and animals cant use them so he is stuck here)
Chillearth Sep 19, 2017 @ 12:13pm 
What I did there was to seperate my party (unlink them) and use the teleport ring to move all the other characters into the deserted cell on the left, just before you trigger the Houndmaster encounter, if you don't unlink them the characters teleported into the cell immediately run round and set off the encounter before you are ready. Then I swapped the teleport ring to another character and teleported the last one through, you can link them back together now.

In that cell is a ladder up to a higher elevation, overlooking the Houndmaster. It is more difficult for anyone to get at you (you being up on a narrow ledge) and you now have height advantage. You can't easily change places with each other when you are on the ledge, but your fighter can use his Warfare 'charge' to go 'through' your characters to engage anyone coming up the far stairs.

First off, heal the guy being tortured, he will get up and fight, distracting enemies (and he will last longer if you can pop him an extra heal later during combat). The most irritating guy for me was a ranger on the highest point (higher than you) on the opposite side of the room. I teleported him close and scragged him. As a bonus, in my game the dog just stood around below the ledge, apparently confused.

I did the same encounter a second time by triggering the encounter with one party member, then running and pulling all the enemy along the passage to my other party members. I lined up behind a big, er, something, in the middle of the passage making the enemy come close enough to then be buried in my Geo/Pyro/poison goodness, before finishing them off. The trick in both cases is not to just advance into the enemy. You need an edge, so change the encounter area by baiting and running, or by coming in from an unexpected place and where access to you is hard.
Last edited by Chillearth; Sep 19, 2017 @ 12:20pm
Ralifur Sep 19, 2017 @ 12:31pm 
A great tip -> if you have a sneaking character in your party then use sneak through the fort to the other side. There will be a teleport point so u can teleport your party to the other side of the fort. Here u can explore to get the rest of the xp needed for lvl 4 as well as find some decent gear and possible chests.

After hitting lvl 4 then the fort was quite a cakewalk from there. :-)
Kozzy Sep 27, 2017 @ 11:45am 
Comeback right before you leave the island and destroy them. I was like level 6 or 7 when i came back to slaughter every magister, it was easy as hell lol
Last edited by Kozzy; Sep 27, 2017 @ 11:46am
Prester Sep 27, 2017 @ 11:46am 
i just subscribed to 2x enemies mod and fought the hound at level 3 with double as many adds and noone even lost a single hp... gid ...
moace Sep 27, 2017 @ 11:48am 
ignore the dog(s) and focus on the magister houndmaster and when he dies all the dogs go "poof". then focus on archers next. use oil to slow down melee. i run back to the room in back and let that litle dwarf fight them as well lol
Originally posted by Chillearth:
What I did there was to seperate my party (unlink them) and use the teleport ring to move all the other characters into the deserted cell on the left, just before you trigger the Houndmaster encounter, if you don't unlink them the characters teleported into the cell immediately run round and set off the encounter before you are ready. Then I swapped the teleport ring to another character and teleported the last one through, you can link them back together now.

In that cell is a ladder up to a higher elevation, overlooking the Houndmaster. It is more difficult for anyone to get at you (you being up on a narrow ledge) and you now have height advantage. You can't easily change places with each other when you are on the ledge, but your fighter can use his Warfare 'charge' to go 'through' your characters to engage anyone coming up the far stairs.

First off, heal the guy being tortured, he will get up and fight, distracting enemies (and he will last longer if you can pop him an extra heal later during combat). The most irritating guy for me was a ranger on the highest point (higher than you) on the opposite side of the room. I teleported him close and scragged him. As a bonus, in my game the dog just stood around below the ledge, apparently confused.

I did the same encounter a second time by triggering the encounter with one party member, then running and pulling all the enemy along the passage to my other party members. I lined up behind a big, er, something, in the middle of the passage making the enemy come close enough to then be buried in my Geo/Pyro/poison goodness, before finishing them off. The trick in both cases is not to just advance into the enemy. You need an edge, so change the encounter area by baiting and running, or by coming in from an unexpected place and where access to you is hard.

You can also use the teleport gloves to pull the magisters into the cell with you one by one.
The others never notice as long as you don't stand to close to the ladder.
Last edited by So, only 32 characters eh? Fine.; Sep 27, 2017 @ 11:52am
K1LN1K Sep 27, 2017 @ 11:55am 
I don't mean to give super broad advice; but don't be afraid to drastically switch your tactics. For example, my Rogue (high Scoundrel, 1 or 2 points in Huntsman, for the teleport) is an absolute critical part of my team, but he kept getting ganked in a certain fight. Eventually, I left Fane (Wizard) and Beast (my rogue) back away from Red Prince (Cleric) and myself (Necro/Warfare/Two Handed) and we kited enemies back and my Rogue spent the first half of the fight pelting them with a crossbow I found.

tldr; Wasn't using ranged weapons at all. Decided to use one and won because of it. Don't be afraid of completely changing your approach.
xeered Sep 30, 2017 @ 4:32pm 
Okay actually u just have to skip them, getting the teleporter gloves, u get the key near the houndmaster with telport, and then u just go behind Fort Joy, then u'll get lvl 5-6 easely, and u can comeback killing everyone in the fort super easy
Originally posted by RAINDROP DROPTOP:
Hey there, i'm at Fort Joy and i'm playing with a battlemage, a magician, the red prince as a tank, and an healer. And we are currently lvl 3 82% in tactician mode. I guess we made all or almost all quests in fort joy and we just want to kill the magisters in the fort to ean xp/gold and then to escape, but there it is, we just can't, we have some ok armors, even if that's not the best because we don't have that much gold, but even with playing almost perfectly good, they just deal too much dmg and they are just too tanky. Are you any tips to help me beat them pls ? Maybe some way to get golds or xp ?

If you rush to meet the magisters head on you'll lose every time, i usually pull them into the side room and let them come to me, and pick them off one at a time using fire to cover the door with smoke so they can't just shoot into the room. Doing this gives you a few turns to get rid of the melee combatants and deal with the group as a whole.

Additionally if you can cast teleport on the magister who is on the ground, and then flee battle, you can come back and he'll be laying in the middle of the floor where you teleported him. Talk to him do what ever and skip that fight entirely.

You can also cast a heal on the guy on the ground and he'll stand up and fight along side you as well.
asdf Sep 30, 2017 @ 4:59pm 
This fight is very easy with the right strategy. First off, at the start of the fight retreat back to the cell where the lizard is, and then use delay turn until the enemies come to you. You should get a lot of turns in a row with full AP once the enemies are in range because of delay turn, and now use teleport on the swordsman to move him into the cell next to you behind a locked door - you can get LOS to that room through the crack in the wall (he has no ranged abilities so he's as good as dead just from teleporting him there - you can deal with him after killing the rest of the enemies). With your other characters focus on breaking the armor of the archers first (because they have low armor), and then CC them with battle stomp/battering ram over and over again - if you're short on CC you can also change equipment mid combat to equip a single one handed weapon for sucker punch before switching back to your regular weapons (unequipping items does not cost AP, re-equipping an item costs 1 AP, sucker punch is a 1 AP attack with a cooldown of 3 that does some damage and knocks an enemy down, and any character can use it as long as they have a single one handed weapon equipped). Then just CC all the enemies as much as you can until the enemies are all dead.

Playing this way I beat this fight while only barely having my armor removed and minimal vitality damage. If you're really struggling I think you can probably drop the teleport gloves on the ground and pick them up with another character to teleport the houndmaster into the other room too, but it seems kind of overkill to do something like that to me (the houndmaster can also still use a few abilities from in there so he's not completely harmless while in that room).
Last edited by asdf; Sep 30, 2017 @ 5:01pm
[NCE] Mykero Sep 30, 2017 @ 5:28pm 
I personally always send my rogue onto the ledge to the left in sneak, then I spilt up my party and kite them into the hallway. Once they are in the hallway the are perfect targets for aoe spells. Meanwhile my rogue gets behind them and finishes the job
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Date Posted: Sep 19, 2017 @ 11:45am
Posts: 19