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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.
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.
After hitting lvl 4 then the fort was quite a cakewalk from there. :-)
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.
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.
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.
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).