|One thing of note is that you can freely fully respec after you finish Act 1, obviously any money on gear is still wasted but not the end of the world.|
Divinity: Original Sin = RPG awesomeness 30/06/2014 • Page 43
Ah, good to hear, been a bit nervous when selecting upgrades (usually saving before leveling up a few characters)
You can do it at any time as well from then to the end, it's pretty ace.
Finished the first act now, last battle was pretty tough
Ended up having my ranged dudes hanging out near the edges while the enemy did most of the damage on the voidworm while I picked them off
Party consists of Red Prince (melee tank), Ifan (DPS ranged), Sebille (DPS melee) and Fane (caster)
Most of the party does well, but might respec Fane, given the rest of my party does mostly physical damage feels like magic based damage is a bit pointless. Might make him much more a support character with a lot fewer direct damage abilities selected
Gregolution 11,063 posts
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Duffking wrote:But when you do, yo'ull need to re purchase all skill books right? I don't have nearly enough money for that
You can do it at any time as well from then to the end, it's pretty ace.
@Gregolution that you will. But you if you respec someone into thievery and steal loads of shit and sell it you'll be drowning in cash
chrisno21 2,437 posts
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Divinity 2 is £25 in Smyths at the minute and £30 at amazon.
Frogofdoom 17,428 posts
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Get a summoner to top level summoning early doors, makes things much easier as the beast it summons is godly early game.
Couldn't find a thread for the sequel so...
Playing this game with 2 mates at the moment, online co-op on the PS4. It's absolutely, bloody fantastic. Totally seamless, tons of quality of life improvements and the mischief you can get up to is so much more fun with a few people involved!
We've put about 10 hours into it and we've only just escaped Fort Joy due to pissing about so much.
It's tough 'role playing' one character, especially when you want to see/do everything but it's also refreshing in a way - choose a path and commit.
Any essential tips? I played the first one to completion but I've practically forgotten everything (except stealing everything that isn't bolted down).
RedPanda87 2,132 posts
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@Rhaegyr get the Pet Pal skill if you haven't already. It's one of the most fun and useful ones in the game and you'll miss content without it.
That's about the only 'essential' tip I can think of.
First perk I chose considering how fun it was in the first game
@Rhaegyr I did a 2-player co-op run earlier in the year and it was awesome. A few quick tips:
- Think about how your combat skills mesh together across your characters. You'll sometimes hear people say "go pure physical or pure magic damage". I don't quite agree with that, but you will still need to consider carefully how skills interact with each other. Most status-effect abilities can't be applied until you have depleted the relevant armour type from the target. So the spell that turns a target into a chicken is great, but you need to have stripped the target of all of their physical armour before you can apply it.
- Crafting is both useful and a pain in the arse. The main thing to get from crafting are spells - certain skill books can never be obtained from vendors, but have to be obtained by combining two books of particular schools with each other. The game never tells you this.
- Learn to manage the battlefield. Elemental effects are a huge part of combat in this. Most battles will quickly become a miasma of flame, blood and steam. You can use different spells and abilities to change the elemental properties of the ground you're fighting on. As you get further into the game, this becomes a pretty essential skill.
- Summons are great. The Bone Widow in the necromancy school is fantastic (though you may need to use a buff to give it magic armour so enemies don't crowd control it). The dedicated Summoning school also has some good summons (obviously) and, more crucially, some really useful buffs you can apply to summons.
- You can learn all spells/abilities in a given school at rank 5. Some schools have lots of attacks whose effectiveness scales with levels. Some don't. So Pyromancy can be worth skilling up past rank 5 as spell damage continues to scale well from it. Necromancy, on the other hand, gives far fewer benefits. The higher your Summoning skill, the more powerful summoned creatures (including those from other schools) will be, so this is a good one to boost.
- Aetheroturge is generally considered under-powered. A couple of useful spells in there, like teleport, but by and large it (and to some extent Geomancy) lacks the top-tier utility of some of the other schools.
- I'm going to phrase this very carefully to avoid spoilers, but it might be fun to contemplate, in an entirely hypothetical sense, how you might beat your co-op partners in a stand-up fight.
These tips are really great Roguey, particularly the crafting of certain skill books and the armour/status effects!
We currently have a Rogue/Scoundrel, Huntsman/Summoner (me), Mage (pyro, aero, hydro and geo) and The Red Prince (who's playing as a tank/melee character). Seems a pretty good mix at the moment but the enemies are fairly easy so far.
Any tips on whether this would be a good party late-game? I'm worried we're missing out on skill trees like Necro, Polymorph etc. that could be really valuable late game.
Last request for help - what's the best way to stock up on elemental arrows? We're still early on but I'm wary of using these as I only have about 10 in total across all elements/status effects.
@Rhaegyr As you get into the late-game and your character levels hit the high teens/low 20s, you generally get enough skill points to spread around a bit (not every school is worth taking past 5). I would personally start taking a bit of Necromancer (at least to rank 3 or so) on the Huntsman/Summoner.
Later in the game, you get access to a tool that will let you re-assign characters' stat points whenever you want, so your choices to this point have not been irrevocable.
You might want to think about which schools have stats that align together well. Your mage will benefit from the fact that intelligence will boost spells from quite a few of his schools - though geo less than the others. By and large, Warfare, which likes a lot of strength, can be combined well with geo (for those defensive abilities) and polymorph (which has a lot of abilities that give stat boosts or do physical damage). Scoundrel combines well with Huntsman, as both require dexterity (or is it called agility in this - I forget).
You will probably want two characters with access to Hydrosophist skills. That's where the healing spells lurk and you will want more than one character capable of healing, in case your healer gets incapacitated through unconsciousness or a status effect. A main healer and a backup who can heal when needed is the way to go.
In my game, we used all of the skill trees to some extent, though none of our characters went deep into geo or aether (though we did have a few ranks of both).
Elemental arrows are sold by vendors and can - I think - be crafted (though I forget the recipes. They get less useful as the game goes on - you will struggle to justify spending a turn using one of them, rather than a more useful skill.
Edited by Rogueywon at 16:14:57 24-10-2018
Thanks again Roguey, very much appreciated!
@Rhaegyr Also, worth picking up abilities that open up new movement options. The teleport spell (aether rank 2) is very useful. It can be used either to move an enemy to a hurty-place or get an ally to a safer/more useful place. It does some physical damage to the target, so it's not without cost to use it on an ally, but we found it fantastic during our playthrough.
There's also a fairly low-rank Polymorph skill that gives a character wings. This allows them to move over harmful ground-effects and also gives them an ability that lets them jump rapidly to a distant point.
The later sections of the game have lots of encounters where the terrain or elemental effects will constrain your movement. Being able to bypass that is insanely useful. It also opens up new options in terms of bypassing the enemy front-line to gank their squishy casters.
challenge_hanukkah 14,085 posts
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I went all out physical damage on my first run as it seemed easier to manage with the party all pulling in same direction.
Sticking points in warfare for a necromancer build seemed odd, but worked really well.
Tentacle lash really rocks on any strength build.
@challenge_hanukkah By and large, physical damage builds will give you excellent single target damage. What you'll find yourself lacking later in the game are AoE damage and serious crowd-control options. Those aren't insurmountable, though.
Magic-damage builds, on the other hand, tend to be great for AoE and for crowd controlling big groups of enemies, but can struggle to manage the pure damage-throughput needed to down certain bosses.
As you say, Necromancy mixes well in physical damage builds (all of its damage is physical and it doesn't have much that scales with intelligence) and Polymorph is the natural addition to a strength build.
This game is fantastic!
We've only just finished Act I (after about 20 hours) and have worked our way intro Driftwood.
So much fun playing it with a few other people. It's hard not to try and 'see' everything but it makes the things you do see/interact with that much more personal. Plus it leaves itself ripe open for a second run through to catch the things you've missed.
I need help,
I'm about 10 hours in and just met fane. I have no idea who to have in my party.
I was going to ditch sebille but heard the elves are worth having, lohse story supposed to be quite good and I like how crazy she is. I want fane to join my group and don't know who to ditch.
So any help appreciated. Feel im a bit too far in to start again.
Ifan ended up being a bit of a passenger thanks to some poor levelling choices while Prince became an absolute tank.
To be honest my decision was based more on who I recruited first but it had a nice balance for the stories and chit-chat among the party.
Fane and Lohse definitely had my favourite stories of my four.
I didnít complete the game (but did put in a lot of time) so I canít say whoíll pay off in the end
It really doesn't matter who you have in your party, because aside from a couple of racial bonuses anyone can basically do anything. And you can respec as much as you want too.
In terms of the best stories though... yeah, Lohse and Fane. The Red Prince story is pretty cool too.
Lohse I had as archer/ranged
Fane as mage
Ifan as soldier
Prince as battle mage
I know it lets you having option of a re-spec eventually but I thought living with the consequences of poor rolls and decisions made them feel like characters more than blank templates.
Although there was one puzzle on Bloodmoon Island where I had to re-spec to get someoneís Wits up to find a hidden hatch that the quest couldnít be finished without
I think living with bad rolls works for other games. But in this one you can kinda screw yourself. Like, say, if you decided to make Fane your main healer not knowing that healing spells kill the undead. Or just being utterly unprepared for particular fights in chapter 2.
And besides, the game encourages experimentation! So while I'm not chopping and changing all the time, I think a bit of it is fine.
Anyway, in the most recent one I played I had
Lohse (my main) as a long-distance mage
Sebille as a hybrid ranged/close quarters assassin kind of thing
Fane heavily into Necromancy
Beast as close-quarters lightning man
Think I'm going to go
Do I need a designated healer?
damagedinc wrote:It probably wouldn't hurt to give one of your intelligent characters some levels in water magic. You don't need to go too far though, even the low level skills (Restoration, Frost Armour) are pretty useful.
Do I need a designated healer?
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