Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

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Any tips on class combinations that work/fail?
I've done some research while waiting to install/download the game (horrible hotel-internet, wich is why I need a good single player game) and it seems like the protagonists will become your strongest character.

Knowing myself if I just jump into some random classes I'll restart a bunch of a times trying to get the perfect builds before I even finish the first mission.

Most of the information out there is somewhat dated (from the beta), so simply put: Any classes/combination that are just very strong/weak a new player should know about (or random plot twists that could change builds)?
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16 yorumdan 1 ile 15 arası gösteriliyor
Warrior with 2H weapon + fire mage (the latter has a great haste spell which boosts ap and movement)
It's good to have a ranger in your party or at least rogue with some ranged weapon to use special arrows which are very useful (also both these classes has charm which is very helpful too)
İlk olarak Atrox tarafından gönderildi:
I've done some research while waiting to install/download the game (horrible hotel-internet, wich is why I need a good single player game) and it seems like the protagonists will become your strongest character.

Knowing myself if I just jump into some random classes I'll restart a bunch of a times trying to get the perfect builds before I even finish the first mission.

Most of the information out there is somewhat dated (from the beta), so simply put: Any classes/combination that are just very strong/weak a new player should know about (or random plot twists that could change builds)?

The game's way of being difficult seems to be having the enemies outnumber you. Therefore, I would suggest an Aero+Hydro Wizard and a Rogue for stealing everything/backstabbing. The wizard provides healing and stun locking via rain/lightning combo. Rogue shoots stuff with bow and switches to dagger up close. One of the named npcs is a good melee tank. Fourth guy is w/e you want.
Mmm Witch and Priest? Witch seems magic with some summon focus, summons are double edge in RPG, some ballance them well and it's a fine tool, but some make them weak to avoid they become an easy tool and then they become pointless, and some make them OP and generate a boring gameplay. Cross fingers Witch + Priest isn't a bad combination, I'm looking for at least a Henchman with Rogue+Long range.

I think the Henchmen mechanism isn't a very good design that defeat the build depth. And then defeat the idea of non combat skills. Well I won't bother too much on this and hope teh game is fine without OP builds, Normal difficulty that I could eventually turn down to Easy later.

Witch magic is buffs and debuffs mostly. If your after a lot of summons you want Earth magic.
The only reason witch appears to be summon in game is because the class is a hybrid earth/witch build by default and has Earths summon spider.

As far as I can tell you be fine with any combo, within reason. Note mages will find it easier though due to lest reliace on the random loot drops.
En son Kotli tarafından düzenlendi; 5 Tem 2014 @ 4:51
so far I found plenty of good combos and bad ones, but efficiency wise what been working best for me, or at least the strategies that my mindset come up with is having a single CC/dps mage (fire+thunder with a bit of water) with a ranger a dagger rogue or dps geared warrior and a tank warrior, OR a single buffer/debuffer/healer mage (water+witch with a bit of earth) with 2 rogues (both dagger for maximum damage with mage buffs or with a ranger for utility from arrows) and a tank warrior.

build your mage for speed instead of going full out on int

check some info I compiled here:
http://steamcommunity.com/app/230230/discussions/0/45350245309951816/
En son Ganen tarafından düzenlendi; 5 Tem 2014 @ 4:50
I'm playing 2h knight with a aero/hydro mage, we are level 16 right now playing Hard-Lone Wolves. The game is very hard this way, or was until level 10 or so, but we have made it work. The cc from rain + shooting lightning on the ground and freeze cc'ing was the only thing that kept us alive until we hit level 10.

Around level 5-ish my mate spent 1 point into fire to get some fire spells as well, and 1 point into witchcrafting for the insane spell Oath of Desecration. All other witchcrafting spells are very lackluster, maybe a bit more valuable if you play a full 4-man party but not with a 2 man party.

Having an earth/fire mage is great as well but you are very likely to hit your own friends if they stand in melee, the collateral is huge.

The only thing I can say is this, spec to 5 man at arms ASAP and get Weather the Storm, incredible talent that gives you 50% resistance to all 4 elemental sources.
Ranger is a bit like mage - he has all elements effect skills for his arrows, but with low chance. Mage has 100% chance to hit.
İlk olarak night trees tarafından gönderildi:
Ranger is a bit like mage - he has all elements effect skills for his arrows, but with low chance. Mage has 100% chance to hit.

Also the arrows are quite expensive and tedious to craft... This fact alone makes me not want to play ranger.
Given that the two companions available so far is a two-handed fighter with man-at-arms, and a wizard with air and water, and crafting, I have found that the best builds for the heroes is a rogue /ranger with perception, thieving, and loremaster skills, and a single handed battlemage with fire and earth and charm skills, barter, among others. One should have the pet talent, at least.
En son vovin999 tarafından düzenlendi; 5 Tem 2014 @ 5:02
İlk olarak Piknim tarafından gönderildi:
İlk olarak night trees tarafından gönderildi:
Ranger is a bit like mage - he has all elements effect skills for his arrows, but with low chance. Mage has 100% chance to hit.

Also the arrows are quite expensive and tedious to craft... This fact alone makes me not want to play ranger.

If you choose not to go with ranger, it is still all good, because you can get some good cash for the arrows.
so these are the builds my coop mate and i are running atm, we tried a few combos in beta, and this one was the most entertaining with maximum quality of life :)
We are playing with 2x lone wolf, a buff to your main chars, yet you cant hire companions anymore. we are currently lvl 10.

MELEE:

melee with 1+shield AND two hand weapon, depending on situation, also that melee has water magic (strength, int, constitution focus), later you can add 1 fire magic for the fire haste spell.
this melee is a classic melee fighter with incredible versatility. with lvl 7 you have your water elemental, with is that strong that you can SOLO some bosses (coop mate solo'ed one while i was afk...[twins by fire joined, he kited them, but not anywhere near city guards/ballista]

Perks: Lone Wolf, Bigger&Better, All Skilled up, +X

Abilities: Man at Arms and water magic focus, Willpower, Bodybuilding, Armor/shield specialist as you see fit, blacksmithing etc optional.

Important Skills: Crushing Fist, Healing Spells (Water and man at arms), rain, melee precision/power stance, water elemental (lvl 7), whirlwinds, battering ram, phoenix dive (we used that one in beta quite alot, but we didn'T find it in release build until now...)

RANGED/MELEE

2nd character would be a rogue/ranger/crafing/loremaster focus(Dex focus, speed, constitution, perception, int as you see fit). while the special arrows give you almost every option there is (+combos like poisoncloud arrow into fire arrow =boom), the ranged weapons per se do quite nice dmg (dont forget stances, especially ranged power stance to kill knocked down enemies. with some points in fire and witchcraft you have summons that are extremely powerful if you play 2x Lone wolf. air magic gives you a spell which places you behind an enemy (cant remember name^^, and teleport!! with the option on going melee, you can transform into a monster. with backstabbing you have 100% crit when you're behind an enemy

Abilities: Bow OR crossbow (bow less dmg, less action points to use, easier to craft), Air/Fire/witchcraft (1 point each, for spells like fireshield, haste, summons etc), scoundrel, crafting ( i like crafting^^ and for special arrows), loremaster (someone has to do it, and it gives you info on openents), social etc optional

Perks: Lone Wolf, Bully, All Skilled Up, Bigger and Better, Backstabbing to come soon;

Important skills: the scoundrel haste, i picked it as starting skill, riccochet, barrage (lucky find), ranged power stance (k.Oed/stunned enemies), tactical retreat, summons: fire ele, skeleton swordsman (both lvl 7), fire haste and small fireball (latter one for the lulz^^).

Special arrows: as my coop mate can use rain, my most used arrow is the stun arrow (air based, rain reduces air resistance, + stun arrow on water surface is aoe stun), followed by fire arrows (when it is NOT raining^^) to blow up barrels and set casters on fire, explo arrow also is fine^^, knockdown arrow, poisoncloud+fire arrow combo (you need 12 action points)

it is to state that we used oil barrels for the orcs and some of the undead packs (carry them there and light 'em up), with lvl 7 we got plenty of new poweful skills, so we don'T really need them anymore. but barrels, especially oil and ooze are very powerful "companions" ;)
hardest boss so far is immune to fire, and mate solo'ed him, so the whole barrel=noob thing cant really be counted :P i like barrels ;)
Barrels! :D

so well i think i forgot some things, but you can always ask^^
İlk olarak Kotli tarafından gönderildi:
Witch magic is buffs and debuffs mostly. If your after a lot of summons you want Earth magic.
The only reason witch appears to be summon in game is because the class is a hybrid earth/witch build by default and has Earths summon spider.

As far as I can tell you be fine with any combo, within reason. Note mages will find it easier though due to lest reliace on the random loot drops.
Ha thanks for clarification, I'd prefer have in game the full pictures of anything to plan better builds.
İlk olarak vovin999 tarafından gönderildi:
Given that the two companions available so far is a two-handed fighter with man-at-arms, and a wizard with air and water, and crafting, I have found that the best builds for the heroes is a rogue /ranger with perception, thieving, and loremaster skills, and a single handed battlemage with fire and earth and charm skills, barter, among others. One should have the pet talent, at least.
Haaa I was looking for more choices, so they are only those two during first parts and one is some crazy, paranoiac or something? :-) Ha well.

İlk olarak -_- tarafından gönderildi:
Warrior with 2H weapon + fire mage (the latter has a great haste spell which boosts ap and movement)
It's good to have a ranger in your party or at least rogue with some ranged weapon to use special arrows which are very useful (also both these classes has charm which is very helpful too)

Just a point in the mages Witchcraft for Oath of Destruction to buff the warriors strength and a couple in water for heals and a different element to attack fire resistant mobs with. Other than that it doesn't matter too much, can do both as lone wolfs or a lone wolf warrior for extra survivability then take another mage with you to access air and possibly earth magic.
(or random plot twists that could change builds)?

[spoileri]About level 14 or 15 a new weapon type comes into play called "Tenabrium" I believe. The weapons are better than others and is classified as "Tenabrium" rather than "two handed" "one handed", etc. As such, if you want to use tenabrium at that point - you may have wasted points in one handed/two handed/bow/crossbow. You can also respecc around that time in the new tenabrium items - however, doing so you will forget all your currently learned spells.
Therefore either 1. Do expect that you have to respecc if you take any of the main 4 weapon skills - keep extra spell tomes at hand. Or 2. Do not put any points into those 4 until you get tenabrium.
Another thing to keep in mind is that your hirelings, companions, etc. (not your 2 main) cannot respecc!
[/spoileri]

"jump into some random classes"
I would think of it less as 'classes' and more of - what skills would currently give me the most "bang" for my "buck". For example - as one pointed out - each character can have one summoning. A point in geomancer at the start will mean you get 2 spiders at the start of combat (pick the spell). A point in witchcraft can mean a selfbuff on +50% damage. A point in fire will be about equal to 6 points in speed (wildfire).
AFAIK (or have found out) - shields, 1h, 2h can be improved by dragging your weapon/shield on a whetstone/anvil. This improves it quite a bit! such as double as much block% or 25-50% more damage! I have found no such method with bows, but I have heard dragging leather armor to a fire improves its armor rating.
- Point is, the game just came out and many people are still in the cyseal area - not knowing what is good or bad until a few months in (as we do not know all the mechanics)

Picking skills; Water, Air, Ranger (CC), Witchcraft, Fire (buffs), Geomancer (early summon)
As many also said, unless you play on easy you should have some kind of strategy to deal with many enemies at once. For example, Rain + A chilling effect can make any enemy become frozen (even very mean bosses). If you want to CC the bosses in this way, you may need to dedicated mages on your team (sucess varies with INT).

Some early game examples of CC could be: Bitter cold (after rain), Bliz bolt (wet), Teleportation, Lightning strike, Shocking touch, lightning bolt. (if lightning hits a pool of water, everyone inside may become stunned)
Rain (setting up), Slow current, Freezing touch, Piercing ice shard, ice wall
Midnight oil, Blind, Charm from a ranger, Battering ram, Crushing fist.

And then there's enemy AI... but you find that out quick :)
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16 yorumdan 1 ile 15 arası gösteriliyor
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Gönderilme Tarihi: 5 Tem 2014 @ 4:09
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