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Divinity: Original Sin 2 |OT| Dragons & Dungeon Mastering

Trickster

Member
I'm currently in the act 2 Cavern
Reaper's Coast
. I have no idea how the hell you're supposed to get out of here? Like,
your party is split up, 2 are unable to move. The other 2 can't move outside of their starting area because either there's vampiric voidwoken that heal more than I can damage it, or those broken storm bugs pop up the ground and practically kill me before it's my turn, and there's no way to avoid them or see them before they appear?
 

Ryzaki009

Member
Just like in the first game, it's better to have your complimentary, combo schools on two different casters, not the same one unless it's the only casting focused character in your party. Have one as Hydro/Fire and the other Geo/Aero. That way, you can generally CC anyone but a boss on the first round. It's especially useful if everyone in your party has Teleport too.

Also, I can't tell if you already knew this, but it doesn't matter how high Wits is on more than a single party member (unless you're raising it for crit). It alternates between opposing forces like chess. All Wits does is determine if you're black or white.


Not initially, and really only on casters (good luck getting to them easily before Act 2). Also, in case whoever here didn't know, some of the Warfare skills aren't really "strength" based. They are weapon damage based. So Finesse characters can get just as much of a benefit from them. You wouldn't think it fits thematically, but a Rogue can Ground Stomp as high as a Two-Handed Warrior. The only stipulation is that it requires a melee weapon.

? Um yes it does. Battlestomp for example works as soon as you break the armor and it hits fairly hard. Also what do you mean on casters. War skills are mostly for melee. I can't think of any war/huntsman skill that requires you to hit twice to get the status effect. Cripple, knocked down, atrophy all those work as soon as the armor breaks.

Like none of what you're saying changes that magic has to do extra compared to melee for status effects.
 
Mine does too,
even when it gets engulfed in flames from the 800 fucking oozlings and subsequently dies.
Will try one more time and teleport him far away.

Bless that shit.

I'm currently in the act 2 Cavern
Reaper's Coast
. I have no idea how the hell you're supposed to get out of here? Like,
your party is split up, 2 are unable to move. The other 2 can't move outside of their starting area because either there's vampiric voidwoken that heal more than I can damage it, or those broken storm bugs pop up the ground and practically kill me before it's my turn, and there's no way to avoid them or see them before they appear?

I think this is the game telling you that
Teleporter Pyramids
exist, regardless what you can do is since everyone is split you hold the battle indefinitely while you control the other three party members to regroup and rejoin where your other party member is at.
 

Vamphuntr

Member
The fight with the
White Magister, Jonathan in the Black Pits in Act II is legit
fucking stupid.
Suffers from the same thing most games with a friendly NPC have in years past: The NPC is fucking dumb. Has 90hp, runs straight through fire and dies. Multiple times.

Same thing happened to me. It's one of those garbage fight in the game. The best thing to do is to get rid of the oil/curse before the fire starts. Spam Rain and use ranged attack to kill the blobs before they reach the top. Fortify on the NPC can help.

I'm currently in the act 2 Cavern
Reaper's Coast
. I have no idea how the hell you're supposed to get out of here? Like,
your party is split up, 2 are unable to move. The other 2 can't move outside of their starting area because either there's vampiric voidwoken that heal more than I can damage it, or those broken storm bugs pop up the ground and practically kill me before it's my turn, and there's no way to avoid them or see them before they appear?

This can be hard too depending on who are the free characters. You actually have to kill the bugs to proceed so make sure one free characters can solo them. If you are underleveled then good luck. One of the free characters can find keys around to open the doors to the other characters. One you start getting characters back it gets easier. The characters with the spider web icons have to be rescued by the others, don't click on them to use their turn or the battle will start.
 

Xeteh

Member
I'm currently in the act 2 Cavern
Reaper's Coast
. I have no idea how the hell you're supposed to get out of here? Like,
your party is split up, 2 are unable to move. The other 2 can't move outside of their starting area because either there's vampiric voidwoken that heal more than I can damage it, or those broken storm bugs pop up the ground and practically kill me before it's my turn, and there's no way to avoid them or see them before they appear?

I have no idea if it was the intended way
but I got one person to the waypoint and teleported everyone to it. There was only a few easy mobs to kill and it could get there. Also you could possibly use the teleportation pyramids. I never tried it because I thought about it afterwards but you can send items to your other party members, so pass one around.
 
I have no idea if it was the intended way
but I got one person to the waypoint and teleported everyone to it. There was only a few easy mobs to kill and it could get there. Also you could possibly use the teleportation pyramids. I never tried it because I thought about it afterwards but you can send items to your other party members, so pass one around.

This is the quest that I just entirely broke with teleport, Phoenix Dive, and Tactical Retreat.
 

Genryu

Banned
I have no idea if it was the intended way
but I got one person to the waypoint and teleported everyone to it. There was only a few easy mobs to kill and it could get there. Also you could possibly use the teleportation pyramids. I never tried it because I thought about it afterwards but you can send items to your other party members, so pass one around.

I did it with
the teleportation pyramids. As SOON as I noticed everyone was seperated I just rounded them all back together by passing one of them around and teleporting them to my character.
 

Bonezz

Neo Member
Has anybody here been having desync issues since the last patch? I have the party split 2+2 with a friend and every now and then his main character completely desyncs and will just stand still on my screen until I reload a save file. During combat his character will end up teleporting around and not do any animations whatsoever.
 

Trickster

Member
I did it with
the teleportation pyramids. As SOON as I noticed everyone was seperated I just rounded them all back together by passing one of them around and teleporting them to my character.

So uhm, how exactly did you manage to do that when some of your members starts off in combat, making it impossible to use the
pyramids
for them?
 
So uhm, how exactly did you manage to do that when some of your members starts off in combat, making it impossible to use the
pyramids
for them?

I'm pretty sure you can use them while in combat, takes 6AP to use right?

Btw, anyone else getting invested into the lore of this game. Like I was never a big fan of the Divinity franchise only having played the first Original Sin and haven't even beat it due to a myriad of reasons but I was never interested in the lore back then. Original Sin 2 has be invested with the mythos of this universe and I love it. I wanna learn more. The Lizards, the
Eternals
, the Seven Gods, the Divine, the Void, etc.
 

Zesh

Member
So uhm, how exactly did you manage to do that when some of your members starts off in combat, making it impossible to use the
pyramids
for them?

I gathered everyone else up, had the one in combat drop their pyramid, and had everyone else teleport to them.
 
I feel that the game forces me to invest persuasion on everyone.

My Red Prince (the captain) never had any issue with persuasion. There are persuasions with the animals. Sebille is my Pet Pal specialist, but she has no point in persuasion. I could respec and give Pet Pal to the Red Prince, but there's still another problem. In some instances, the other party member(s) ask me to take care of the conversation and there will be a persuasion sequence which will most likely fails.



Yes, my main character's (the Red Prince) exp is slightly ahead of his companions as well.

This is probably the first RPG I've ever played where I fail most speech checks. I'm always the "Speech" skills guy. But if I want to spec persuasion on my main (Ifan) then it means giving up Thievery, which I'm not willing to do. So I've hot high Persuasion on the Red Prince. If I really want to make sure I pass the check I'll control the prince but, for the most part, I'm just letting things play out with Ifan clearly not being a very persuasive fellow.
 

Sarcasm

Member
In Act 1:

Is teleporting over and following the guy from the teleporting gloves quest another way out of the fort?

I ask because with my CoOp save we were in the castle and saved a boy & took a boat. If I go the TP route I miss this right?
 
I'm currently in the act 2 Cavern
Reaper's Coast
. I have no idea how the hell you're supposed to get out of here? Like,
your party is split up, 2 are unable to move. The other 2 can't move outside of their starting area because either there's vampiric voidwoken that heal more than I can damage it, or those broken storm bugs pop up the ground and practically kill me before it's my turn, and there's no way to avoid them or see them before they appear?

Not sure if it's entirely different, but my party was separated into 4 different spots.

Red Prince (captain) was sent into impossible battle alone at the top right corner of the map and died before I could do anything. The 2nd companion (Beast) was sent into a small encampment at the top left corner of the map with a female dwarf. He could safely teleport out of the place via waypoint. The 3rd one (Sebille) was in a small area at the bottom right corner of the map, quite close the Red Prince. I sent her to his room and resurrected him out of the danger. So at this point, I had 2 party members together. The last companion which is still alone was Lohse at the top center of the map. She's in battle with two mall Voidwalker which she can easily dispatch in one aoe magic spell. After that's done, I proceeded further with Red Prince and Sebille to reach the waypoint at the center of the dungeon so I could call Beast inside. Lastly, I proceeded to save Lohse. I had to face the big voidwalkers a few times, but they were separated unlike the initial fight at the start of the dungeon so they were quite easy to handle. After everyone's finally together, the last destination was the top left corner of the map.

This is probably the first RPG I've ever played where I fail most speech checks. I'm always the "Speech" skills guy. But if I want to spec persuasion on my main (Ifan) then it means giving up Thievery, which I'm not willing to do. So I've hot high Persuasion on the Red Prince. If I really want to make sure I pass the check I'll control the prince but, for the most part, I'm just letting things play out with Ifan clearly not being a very persuasive fellow.

Yes, the game forces your main to have decent persuasion skill if you want to "Speech" your way out of trouble most of the time. I learned that from the first game, therefore I chose tanky the Red Prince as my main so I can invest persuasion on him. I couldn't imagine having a rogue or mage as my main character while I have to invest persuasion skill on them. There are more important skills for those classes.
 

Sanctuary

Member
? Um yes it does. Battlestomp for example works as soon as you break the armor and it hits fairly hard. Also what do you mean on casters. War skills are mostly for melee. I can't think of any war/huntsman skill that requires you to hit twice to get the status effect. Cripple, knocked down, atrophy all those work as soon as the armor breaks.

Like none of what you're saying changes that magic has to do extra compared to melee for status effects.
What I mean by "casters", is using Battle Stomp on them since they almost always have lower physical armor than melee enemies. Enemy casters are almost always spread out and at a distance as well, so you have to spend more AP to even reach them or bring them to you. If you can reach them and still have enough for Battle Stomp, you will likely be able to knock them down. But that's almost always only going to be a single enemy, and an enemy that could actually easily just be outright killed by physical damage dealers in the first place. For typical melee enemies, you aren't going to blow through all of their armor and knock them down in a single hit on anything but a medium physical armored Rogue type, and that usually requires a crit for it to happen. Otherwise, you still need to weaken their physical armor by some other means. Either with another attack by the character using Battle Stomp first, or by someone else (like a Ranger). Melee characters are laughably easy to control though, and not from Battle Stomp. Rangers and casters are the most annoying.

Anyway, in just as many turns as it takes you to CC a melee character with Battle Stomp until much higher levels of scaling (Act 3), you can do the same with casters. Slow and Teleport aren't "hard CC" in that it prevents enemies from acting at all, but it wrecks any melee for just 2 AP. Slow is especially good because it can't be resisted and you can usually hit at least two enemies, sometimes more at the start with it. You can also Teleport casters far enough away that they have to waste a lot of AP to get anything started, or just teleport them into range of your physical damage dealers that can blow them up on their turn.

Once you have a sufficient crit chance and Sortilege, you can use Impalement + Fireball and they will be crippled and burning in a single turn. Hydro has Hail Strike and that will almost always freeze melee characters. Or, you can use Rain + Ice Fan to cause frozen patches under three targets (spread out in a 13 - 15m radius too), which then has a chance to knock them down when they move. Things get even more interesting once you start using Terrain Transformation from Polymorph. It only costs 1 AP, so anyone can use it easily, and it basically takes any negative ground effect and places it under an enemy. It's very useful to simply remove it from under yourself too and place it elsewhere. Aero though for hard CC though through shock effects? Pretty shitty thanks to armor. The best spells from Aero are Teleport and Netherswap anyway for CC.

If your main argument is soley that CC isn't as good as it was in the previous game for casters, then we're in agreement. However, CC in general isn't even that good compared to simply killing them with physical damage dealers aside from using Charm anyway. For single targets, physical damage is almost always higher than anything a caster can do. Casters only pull their weight from a pure damage perspective against groups (or those random enemies that have no armor at all), and that's not always viable.

This is why Ranger types are the best CC in the game right now against non bosses.
 

Rad-

Member
Man, I did NOT pick a good build to start out with, lol. I thought a 2H res-tank would be an interesting way to go with Warfare/Necromancer skills... nooope lol. All of my CC (and I've got a LOT of it for some reason), combat tricks, etc. are all perfectly useless until after the nearby enemies are stripped of their physical armor, which means I can't actually do much to slow down the frontline bruiser types I'm supposed to be distracting from the squishy backline. The res side of things falls apart too; lots and lots of AoE effects makes finding bloody pieces of terrain to self-heal on a pain, stuff like Mosquito Swarm and the necro's heal-on-damage runs into exactly the same problem I already had with armor.

Meanwhile, the summoner deciding to pick up a shield makes them even tankier than I am (mitigated only by the Glass Cannon trait), and the Incarnate is doing more damage and generally causing more havoc than I can. Current plan is to do an Act 2 respect into sword & board Warfare/Polymorph, but man, it's a real bummer that shields seem to be so necessary for anyone thinking of getting up close. I'm finding shields that contribute more magic and physical armor than my entire gear set so far (admittedly not all that great, but still).

2H is still good. Just max him for DPS, add some mobility skills and knockdowns. They hit like trucks later in the game.
 

Ryzaki009

Member
What I mean by "casters", is using Battle Stomp on them since they almost always have lower physical armor than melee enemies. Enemy casters are almost always spread out and at a distance as well, so you have to spend more AP to even reach them or bring them to you. If you can reach them and still have enough for Battle Stomp, you will likely be able to knock them down. But that's almost always only going to be a single enemy, and an enemy that could actually easily just be outright killed by physical damage dealers in the first place. For typical melee enemies, you aren't going to blow through all of their armor and knock them down in a single hit on anything but a medium physical armored Rogue type, and that usually requires a crit for it to happen. Otherwise, you still need to weaken their physical armor by some other means. Either with another attack by the character using Battle Stomp first, or by someone else (like a Ranger). Melee characters are laughably easy to control though, and not from Battle Stomp. Rangers and casters are the most annoying.

Anyway, in just as many turns as it takes you to CC a melee character with Battle Stomp until much higher levels of scaling (Act 3), you can do the same with casters. Slow and Teleport aren't "hard CC" in that it prevents enemies from acting at all, but it wrecks any melee for just 2 AP. Slow is especially good because it can't be resisted and you can usually hit at least two enemies, sometimes more at the start with it. You can also Teleport casters far enough away that they have to waste a lot of AP to get anything started, or just teleport them into range of your physical damage dealers that can blow them up on their turn.

Once you have a sufficient crit chance and Sortilege, you can use Impalement + Fireball and they will be crippled and burning in a single turn. Hydro has Hail Strike and that will almost always freeze melee characters. Or, you can use Rain + Ice Fan to cause frozen patches under three targets (spread out in a 13 - 15m radius too), which then has a chance to knock them down when they move. Things get even more interesting once you start using Terrain Transformation from Polymorph. It only costs 1 AP, so anyone can use it easily, and it basically takes any negative ground effect and places it under an enemy. It's very useful to simply remove it from under yourself too and place it elsewhere. Aero though for hard CC though through shock effects? Pretty shitty thanks to armor. The best spells from Aero are Teleport and Netherswap anyway for CC.

If your main argument is soley that CC isn't as good as it was in the previous game for casters, then we're in agreement. However, CC in general isn't even that good compared to simply killing them with physical damage dealers aside from using Charm anyway. For single targets, physical damage is almost always higher than anything a caster can do. Casters only pull their weight from a pure damage perspective against groups (or those random enemies that have no armor at all), and that's not always viable.

This is why Ranger types are the best CC in the game right now against non bosses.

Edited because I'm getting way off my original point.

First off 90% of gap closers cost 1AP.

My point is magic is warm > Burning, chilled > Frozen, shocked > stunned.

Meanwhile melee is armor break and ability does knockdown? Knocked Down. Same with Cripple? Crippled. \

Also mentioning pyro/geo when I was complaining about Aero/Hydro is kind of proving my point about the latter being underpowered and needing far too much to get not even half the other.
 

Lanrutcon

Member
Two and a half things:

1) The oilfield fight got DRAMATICALLY out of control, really quickly. Necro fire. Necro fire as far as the eye can see. Then I blessed it, cast rain, and immediately the npc killed an enemy, cursing the entire 5 x 5 screens worth of goddamn water/steam cloud. I must have spent an hour on that fight.

2) On the subject of movement: this game has too many ways for characters to close the gap. It's just silly. In comparison to traditional tactics games, and even the original. When I go into a battle I expect every enemy will have one "leap/teleport" at the very least. My characters each of a minimum of 2, and one of my characters has 3. Minimum investment gets you 3 ways to just ignore physical spacing. In a game with tactical combat. Let that sink in.

3) My Aero/Hydro mage is irreplaceable. In world where too many things are immune to fire and heal from earth, she's stupidly handy. However, the end game Hydro/Aero spells are complete ass. I don't know what they were thinking. Chain Lightning is shit.
 

Rad-

Member
3) My Aero/Hydro mage is irreplaceable. In world where too many things are immune to fire and heal from earth, she's stupidly handy. However, the end game Hydro/Aero spells are complete ass. I don't know what they were thinking. Chain Lightning is shit.

I think all later game spells are mostly ass because they cost source, more memory slots and of course AP on top of that. That's just too expensive. Well same goes for many physical skills though Arrow Storm is great. But with physical attacks it's not that big of a deal as your basic attacks still deal good damage.
 

Lanrutcon

Member
I think all later game spells are mostly ass because they cost source, more memory slots and of course AP on top of that. That's just too expensive.

Agreed, but Chain Lightning is even worse: instead of dealing a LOT of damage to one target (ideal), or high damage to a few targets...it deals mediocre damage to 8 targets. Now, I'm only 3/4 through chapter 2, but I can't think of a single fight where there were 8 targets grouped up to the point where Chain Lightning would hit em all.
 
Yeah, the game offers 3 kinds of 'leap' skill, as well as teleport, swap, battering ram, haste, etc. Movement is not an issue as far as I'm concerned. In fact, even my melee fighters don't really need to move anymore to close into their target lately. Battering ram if possible, or the phoenix dive if not to close in. Combined with numerous ranged warfare skills, they only need to close into a target at the beginning of an encounter and stay there the whole fight. When they've used up the shield throw and stomping skill, the enemies would be already at their melee range anyway. I also love teleporting enemy mages and archer to the center of the fight.
 

Sanctuary

Member
Edited because I'm getting way off my original point.

First off 90% of gap closers cost 1AP.

My point is magic is warm > Burning, chilled > Frozen, shocked > stunned.

Meanwhile melee is armor break and ability does knockdown? Knocked Down. Same with Cripple? Crippled. \

Also mentioning pyro/geo when I was complaining about Aero/Hydro is kind of proving my point about the latter being underpowered and needing far too much to get not even half the other.

The Aero + Hydro combo for stun is pretty weak early on and for the first few turns in this game, yes. However, Hydro still can hard CC a single melee unit (sometimes more if you get them bunched up first) with a single spell.

I don't know why you keep focusing on melee knockdowns though and acting like you can reliably do that with a single attack on a fully armored opponent. In most situations, you can't. You're grossly exaggerating the issue. I don't know why you're bothering to mention Cripple though. Impalement Cripples just as easily, and at a farther range. The complaint about burning doesn't make much sense either since how completely easy it is to apply in this game. Stunned is what is the most difficult, but it's not completely useless, especially with Rain or Raining Blood.

Yeah, the game offers 3 kinds of 'leap' skill, as well as teleport, swap, battering ram, haste, etc. Movement is not an issue as far as I'm concerned. In fact, even my melee fighters don't really need to move anymore to close into their target lately. Battering ram if possible, or the phoenix dive if not to close in. Combined with numerous ranged warfare skills, they only need to close into a target at the beginning of an encounter and stay there the whole fight. When they've used up the shield throw and stomping skill, the enemies would be already at their melee range anyway. I also love teleporting enemy mages and archer to the center of the fight.

This issue isn't only mobility, but it's the main one without Pawn. First you have to spend AP just to reach the target, then you have to use a very inefficient skill to deal damage. Melee attacks for a long time suck for the cost, and in the case of backstabbing, not going to happen every single turn without spending AP on movement skills. Meanwhile, I can start a fight hitting an enemy for 600 non crit and 1000+ on a crit at range for 2 AP, and then basic attack for 400 non crit.

You also kind of proved my point with the bolded.

I think all later game spells are mostly ass because they cost source, more memory slots and of course AP on top of that. That's just too expensive. Well same goes for many physical skills though Arrow Storm is great. But with physical attacks it's not that big of a deal as your basic attacks still deal good damage.

Yes, and no. A lot of the really fun spells cost source, and sometimes too much of it. However, what this does is makes those spells essentially once-per-encounter type of spells (although you can always just drain source during a fight to get it back). But refilling completely isn't an issue in this game. There are plenty of places to go to fill up your entire party of their three points. It just sucks if you want to stay out for extended exploration without constant trips back to refill.
 

Noll

Neo Member
I bought this game and I'm completely lost on which class to chose for the protagonist.

I started it as a custom human ranger but I'm not really convinced of it.

The good thing about the D&D based games is that I already knew the system and I knew what character I wanted to make.

I don't really understand this system :(
 
FYI: you can move dead party members to a waypoint shrine. It's the only thing you can do with them when selecting them while dead. Not sure this was intentional, as it looks pretty hilarious.

Pretty useful actually.
 

Lanrutcon

Member
I bought this game and I'm completely lost on which class to chose for the protagonist.

I started it as a custom human ranger but I'm not really convinced of it.

The good thing about the D&D based games is that I already knew the system and I knew what character I wanted to make.

I don't really understand this system :(

You get unlimited respecs at the end of chapter 1, and whenever you recruit a companion you get to pick their class.

Lemme cookie cutter it for you:

- Get a Wizard. Wizards blow shit up with earth and fire magic.
- Get an Enchanter. Enchanters support your team with water and air magic.
- Get a Ranger. Rangers get to high places and then rain arrows down. Get your Ranger a crossbow.

As for your main character, do whatever the hell you like. You can literally change the character into anything you want (undoing any mistakes) later on, so go nuts. Try a Summoner? they seem very easy to play.

Also: there's an easy mode called Explorer. Don't be afraid to test the waters on Explorer while learning how to swim. The game has a TON of systems, resulting in a lot of freedom to get lost or get creative.
 
I bought this game and I'm completely lost on which class to chose for the protagonist.

I started it as a custom human ranger but I'm not really convinced of it.

The good thing about the D&D based games is that I already knew the system and I knew what character I wanted to make.

I don't really understand this system :(

You can use one of the Origin characters.

The game allows complete respec in Act 2, so you can always change the party structure as you see fit.
 

kafiend

Member
I'm currently in the act 2 Cavern
Reaper's Coast
. I have no idea how the hell you're supposed to get out of here? Like,
your party is split up, 2 are unable to move. The other 2 can't move outside of their starting area because either there's vampiric voidwoken that heal more than I can damage it, or those broken storm bugs pop up the ground and practically kill me before it's my turn, and there's no way to avoid them or see them before they appear?

I saw the other replies but
also you can ignore the fight with many enemies in the top corner until you get the rest of the group together. There is a hidden entrance to the big fight that you can quickly find by attempting to send your main group into there with a mouse click (some hiding eh). There is also a waypoint portal in the centre of the cavern, once found with one char you can get 2 others there by quick travel. There are also some hidden tunnels which can be found with a char with decent wit skills. I spent way too long there :)
 

Jisgsaw

Member
I'm currently in the act 2 Cavern
Reaper's Coast
. I have no idea how the hell you're supposed to get out of here? Like,
your party is split up, 2 are unable to move. The other 2 can't move outside of their starting area because either there's vampiric voidwoken that heal more than I can damage it, or those broken storm bugs pop up the ground and practically kill me before it's my turn, and there's no way to avoid them or see them before they appear?

I think I was quite lucky in that cavern in that
my party was never split up.
When is that supposed to happen? I entered the cave, then teleported myself down to Mordus and entered the rest of the caves from there. Also, what's up with the room on the top right of the map? The fightr there was quite hard, and I got absolutely nothing from it, not even good loot; the spirit there only tells me to kill every Voidwoken, which I have...

Edit: ok, seeing the replies, I think I missed out on something?
 

Genryu

Banned
I have a quick question about a certain NPC that you save in Fort Joy.

What does Slane the Winter Dragon do after you rescue him in the full game?
I know in Early Access he helped with the Shriekers before Alexander, but he didn't seem to do that this time. Does he do anything neat later on or can I kill him for his loot?
 

Lanrutcon

Member
I have a quick question about a certain NPC that you save in Fort Joy.

What does Slane the Winter Dragon do after you rescue him in the full game?
I know in Early Access he helped with the Shriekers before Alexander, but he didn't seem to do that this time. Does he do anything neat later on or can I kill him for his loot?

If you enter the ruined keep where the A encounter takes place and there are still shriekers up, then S swoops in and ends them all. I have not seen him after that.
 

bati

Member
Are there any hard counters to mages later in the game? I restarted with dual LW mages for fun and blasted through the first half of act 1 with zero problems. Running pyro/geo and hydro/aero with some overlap between the two, cooldowns are too long to only focus on two schools early in the game. Also having both phys and armor regen spells active on both party members is pretty sweet. I finished most of the fights about 5 times faster than with a 4 man team, it's pretty crazy.

Also, for anyone wondering, I think it might be possible to recruit pretty much everyone in Fort Joy at level 1 (if you want to grab that crucial civil point) - skip the two guards on the ship, don't go downstairs to help, skip the first two mobs on the beach. That should keep the XP low enough to get Ifan too.
 
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