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Pillars of Eternity 2 Online Walkthrough by David Milward

INTRO & ABOUT | CHARACTERS | COMBAT AND RULES | ITEMS | SHIPS
Quests | Areas | Mega Bosses
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Mega Bosses: Sigilmaster Auranic | Belranga | Dorudugan | Hauani O Whe

Dorudugan

Desert Island

  1. Dorudugan the Hellfire ColossusDorudugan is an enormous Construct in the Corroded Wasteland, which is at #4 on the Desert Island. It has more Health than any other monster in the game, in the neighborhood of 6,000+. Its Deflection isn't great, but its other Defenses are really high. Its immune to Mind Afflictions and has Resistance to Body Afflictions. All of those together make it extremely unlikely to inflict any hostile status effects on it.

    Its basic attacks pretty much always hit for massive damage, and always knock their victims Prone. The shield arm attack is also a sweeping attack that can connect on at least three characters in front of it.

  2. It occasionally uses its Hellfire Barrage power, which shoots out several small meteors that are aimed at where the characters are standing at the moment each meteor is released. Each meteor will lie on the ground for a second or two before detonating, make the power similar to multiple uses of Delayed Fireballs. You can run away to avoid the very heavy damage, but that running should start the second the meteors go up in the air.

  3. He starts to use another power once he's brought to 75% Health. He'll once in a while use Charge Helstorm. By itself it won't do anything, but it will add a Charge Helstorm to his status, which you can verify by holding the mouse-clicker over him. He can accumulate 3 Charge Helstorms. And once he does, that's when he unleashes the Helstorm itself. It's basically a LOT of Burning Damage over at least half of the map of the Corroded Wasteland. It is possible to avoid it by leaving him in one corner of the Wasteland, and hightailing it to the other corner before he unleashes it. But again it requires seeing it early and starting the runaway early to avoid getting hit. The Charge Helstorms will go back to zero, and Dorudugan can't unleash another Helstorm until he accumulates another 3 Charge Helstorms.

  4. He'll occasionally use yet another power once brought to 50% Health. Magnetic Overdrive will basically Pull any character anywhere within the Corroded Wasteland within reach of Dorudugan's melee attacks. He'll also unleash Burning Damage within a 2.5m radius around him. And trying to run away from him after that means risking Engagement Attacks from him, which score even more massive damage than his usual attacks.

  5. He's also completely immune to Interrupts. So combine that with his very high Defenses and his Resistance, you can't really hope to stop him from using these powers.

  6. Burning Damage also heals him. Any Fire-based attack that hits him will instead Heal him for 10% of the Damage it would normally have caused. So yes, that means Hellfire Barrage and Helstorm are not just ways to blow the party members away, they're also self-healing for him.

  7. One way to handle this fight is with a party that includes a Priest and a Cipher. A Priest can gradually layer everybody up with Barring Death's Door, while the Cipher at some point will also cast Ancestor's Memory on the Priest. The Priest can then keep both the Barring Death's Doors and Ancestor's Memory going indefinitely by casting Salvation of Time non-stop until the fight ends. The Salvation of Time and Ancestor's Memory work together as a self-sustaining cycle. But you may, depending on how many party members you bring for the fight, have to save some of the Barring Death's Doors until after the Salvation of Time / Ancestor's Memory loop has been set up.

  8. Another well known way is for a single-class Monk to use a ranged weapon to build up Resonance on Dorudugan over time. The missile attacks themselves won't do much, but the point is they build up Resonance on Dorudugan each time they connect. And when the Monk is ready, he or she can unleash the Resonance for 15 points of Raw Damage each pop. Building up 400+ Resonance on Dorudugan should be at least enough to insta-kill him by that point.

    But it's getting there that requires some execution and planning. Hold it up with summons from the Dichotomous Soul power. Have Dance of Death active, or use Mortification of the Soul, to keep bringing your Wounds back up to 10. Use Dichotomous Soul again the instant you're back up to 10 Wounds, don't wait until the previous summons expire, in order to keep Dorudugan pinned down.

    Now there's the obvious problem that Dorudugan's Fire-based attacks hit for massive Burning Damage at range. If your Watcher is a single-class Monk, this strategy pretty much lends itself to soloing Dorudugan. It can be just a matter of running away when those powers are activated. Alternatively, if you're willing to temporarily inflict an Injury on the Monk ahead of time, having the Monk wear Rekvu's Scorched Cloak means that Fire attacks will actually heal the Monk for 10% instead of hurting him or her. You can heal the Injury with a Luminous Adra Potion or Resting afterwards.

    There's also the problem of getting pulled in by Magnetic Overdrive. Both the Horns of the Aurochs and the Upright Captain's Belt confer immunity to Pull effects. If your Watcher isn't a Monk, but you have Xoti as a single-class Monk or a custom-created Monk from a Tavern, you can keep your Watcher in a corner of the Wasteland completely out of the fight while your Monk kills Dorudugan with Resonance.

  9. Another possible idea is for your Watcher to equip the Grog Pet. The benefit is that it completely immunizes the party against Engagement, so any party members Pulled in by Magnetic Overdrive can simply walk away without fear of Engagement Attacks. But that by itself doesn't solve the other problems involved with fighting Dorudugan, like the massive damage caused by all of his other attacks. And indeed a danger with using Grog is that any characters brought to 0 Health won't just get Injuries. They'll die for good then and there.

  10. Dorudugan drops the Helfire Ironclad's Core and a Mythical Adra Stone when killed.

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