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stranger
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OP
stranger
Joined: Dec 2017
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So I'm trying to kill Orville Reddenbacher's evil cousin in the Hall of Penitence, right before you leave Fort Joy, and I'm having SOOO much trouble. I'm level 5, but I'm STILL finding it almost impossible to get rid of the old bastard. He hits like a freight train and his wizards can cast spells I don't have access to yet. It's annoying as all hell.
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veteran
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veteran
Joined: Oct 2016
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Are you playing on Tactician?
You probably need better equipment.
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stranger
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OP
stranger
Joined: Dec 2017
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Are you playing on Tactician?
You probably need better equipment. No really I'm on the Second Difficulty Mode, the one that comes after Storyteller.
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old hand
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old hand
Joined: Oct 2017
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This is going to be obvious but since they outnumber you good, choosing where to fight is really important.
I killed the Judge at level 3. I had my entire team exit through the hole on the wall. The Judge was the only one who could follow cause the ladder is broken but he had Phoenix Dive. So all my guys ganged up on him. I came back to the hall later when I was level 5 or something to kill the rest. I had everyone sneak into the side room first so they were forced to come at me one by one.
"We make our choices and take what comes and the rest is void."
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stranger
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OP
stranger
Joined: Dec 2017
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Thank you all. Especially Try2Handing.
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veteran
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veteran
Joined: Oct 2016
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In Early Access we sneaked up to them with a warrior and hard fisted them with phyiscal attacks, but a lot stuff changed since then, so not sure, how easy that would still go.
You probably could try to teleport a mage down, he should have difficulties to cast you from down there. Though AI tends to cheat regarding Line of Sight, so not sure.
Mainly physical team-setup offers heavy advantage in that fight.
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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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I just snuck my team into place, caster, two archers and swordsman, two either side of him and his cronies, and found that worked reasonably well. Don't recall my exact level offhand, probably about 4. Admittedly on explorer mode, but I figure that means most others could do it on normal!
J'aime le fromage.
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apprentice
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apprentice
Joined: Oct 2017
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On all my playthroughs, I've entered through his office/bedroom and used the doorway as a chokepoint. I sneak a character up to where I can teleport him into the room, focus him down, then deal with everyone else as they enter.
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apprentice
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apprentice
Joined: Nov 2017
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On all my playthroughs, I've entered through his office/bedroom and used the doorway as a chokepoint. I sneak a character up to where I can teleport him into the room, focus him down, then deal with everyone else as they enter. Heh, you can do that even more cheesy! In his private chambers there's a Rivellon globe. Use telekinesis to move it near the door. Unchain your telekinesis party member, run into the main hall and initiate combat. Run back into his chamber and place the globe in the door – its collision box will prevent the foes from entering. As the globe can not be destroyed, the magisters won't be able to force their way through it. But the globe does neither (fully) block projectiles nor line of sight, so you can attack the magisters with ranged attacks and Orivand can use Phoenix Dive to get into the chamber, where he's seperated and can be taken down easily. When that's done, run off and regenerate if necessary. Then, when you're ready again, move the globe out of the door and deal with the magisters and silent monk. #NerfTelekinesis 
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member
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member
Joined: Oct 2017
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Playing on classic difficulty I use a similar "choke point" approach but using the left entrance (the one accessed via prisons). And yes, those two mages are pretty annoying. They can even shoot at you from below the main room and through the panels of the side walls.
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stranger
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stranger
Joined: Dec 2017
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I snuck into the room, used Cloak and Dagger to Teleport to the center of Orivand and his mages, Whirlwind+Battle Stomp = all 3 knocked down. Pretty easy to mop up from there. I'm using Lone Wolf, so YMMV if you don't have enough damage to clear the armor on turn 1 or if you lose initiative to Orivand.
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journeyman
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journeyman
Joined: Feb 2016
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As others stated, I just sneaked past him into his private room, and engaged from there. You basically can attack the ranged ones right away, and the melee will be further away from your group, giving you a couple of turns before they reach your position. If you engage from the door, you'll be in a bad spot. Not to mention, you probably won't be able to trigger his conversation, instead a guard will just alert your escape and the fight starts.
I killed him at lvl4 if memory servers, and was quite easy at that point. Didn't even escaped the Fort yet.
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