Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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What talents should I aim for (for pure wizard build)?
Playing a pure wizard, what talents should I aim for?

If it means anything, I've been playing a mix of 1s in each of Air, Fire & Water magic (no earth), but I am going to specialize in Fire magic up to 5. Main weapon i'm using is fire wand.

Thanks!
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Showing 1-4 of 4 comments
rn_archl0rd May 21, 2017 @ 5:26pm 
You are limiting yourself by not having a character with Geomancer as well. Several of the critters you'll run into are weakest against earth spells and weapons.
Originally posted by rn_archl0rd:
You are limiting yourself by not having a character with Geomancer as well. Several of the critters you'll run into are weakest against earth spells and weapons.
Really? You think I should go for a point in Geomancy as well?

I'm considering Glass Cannon. It lower my hp by half but gives me 4 action points... hmm...
tigran_petrosjan May 21, 2017 @ 6:58pm 
as a wizard, you should take the following talents for sure:
far out man (increaes the range of your spells by 2 meters)
know it all (+1 intelligence)
stench (lowers the probability of getting attacked by melee opponents)
the other picks depend on the composition of your party
are you using grenades? then pick pinpoint and slingshot (requires one point each in man-at-arms and scoundrel, which is not bad because of the abilities winged feet and walk in shadows for the latter class and crushing fist and helping hand for the former)
glass cannon is nice to have, but then you need support by your other party members, because you are really squishy afterwards
pet pal for some quests and advice in difficult situations, again depending on your party
scientist if you are the crafter/blacksmith of your party
light stepper if you need better trap detection
other valuable talents could be what a rush (more ap when low on life), walk it off (lesser duration of negative status effects) or zombie, if you want to play a creepy guy and have some fun
are you planning on using companions?; if not lone wolf is a get-go from the start of the game
the party composition after the first three I recommended is what should determine your other talents but pick know it all, stench and far out man for sure as a wizard

Originally posted by tigran_petrosjan:
as a wizard, you should take the following talents for sure:
far out man (increaes the range of your spells by 2 meters)
know it all (+1 intelligence)
stench (lowers the probability of getting attacked by melee opponents)
the other picks depend on the composition of your party
are you using grenades? then pick pinpoint and slingshot (requires one point each in man-at-arms and scoundrel, which is not bad because of the abilities winged feet and walk in shadows for the latter class and crushing fist and helping hand for the former)
glass cannon is nice to have, but then you need support by your other party members, because you are really squishy afterwards
pet pal for some quests and advice in difficult situations, again depending on your party
scientist if you are the crafter/blacksmith of your party
light stepper if you need better trap detection
other valuable talents could be what a rush (more ap when low on life), walk it off (lesser duration of negative status effects) or zombie, if you want to play a creepy guy and have some fun
are you planning on using companions?; if not lone wolf is a get-go from the start of the game
the party composition after the first three I recommended is what should determine your other talents but pick know it all, stench and far out man for sure as a wizard
thanks, exactly what I needed!!
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Showing 1-4 of 4 comments
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Date Posted: May 21, 2017 @ 3:39pm
Posts: 4