Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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Ssenkrad_II Dec 23, 2015 @ 8:33pm
Starting Advice/ Builds/ Tactician Mode
Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=607492091


****EDIT READ THIS FIRST***
THIS THREAD MAY CONTAIN OUTDATED INFORMATION, I UPDATE THE ACTUAL GUIDE WITH ALL UP TO DATE INFORMATION, THIS THREAD IS FOR ASKING QUESTIONS ABOUT GUIDE AND COULD BE OUT OF DATE, PLEASE READ ACTUAL GUIDE BEFORE POSTING COMMENTS ON THIS THREAD LOOKING FOR ANSWERS WHICH ARE IN THE GUIDE.

THANK YOU!

-Ssenkrad II
Last edited by Ssenkrad_II; Jun 8, 2016 @ 11:08am
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Showing 1-15 of 199 comments
Robin of Spiritwood Dec 23, 2015 @ 10:31pm 
Good stuff there, thanks for posting.

Is there any need to invest in Tenebrium?

Last edited by Robin of Spiritwood; Dec 23, 2015 @ 10:48pm
Ssenkrad_II Dec 23, 2015 @ 10:38pm 
^you get 1 free point when you complete a quest or read the book which means you will not get rot by touching the stuff. As far as items, normal weapons/uniques are simply better, so putting points into it would be a waste... If you really want to put points into it on your "crafting/blacksmithing" bench-warming champion so that you can add that type of damage to your weapon you can, but all of the end game enemies will be healed by it... That skill is still broken in the EE (it was in the original as well) and just isn't worth the investment!

You might get LUCKY and find a great weapon and wish you had points in it, but the uniques (such as the unique bow) will always be in the game and will still be solid endgame once you upgrade them, and they don't require you waste a single skill point to use...
Last edited by Ssenkrad_II; Dec 23, 2015 @ 10:41pm
Robin of Spiritwood Dec 23, 2015 @ 10:53pm 
Thanks-

Just going to add a couple random tips here.

Splintered Arrow is a skill for Archers, which typically gets used on crowds. If it's fired into several enemies within its AOE, they each take one small damage packet. However, if you use it on a single foe with no others in the AOE, you can get a huge amount of damage. It's worth reserving this for the Boss if you are doing him last. Or- sneak up your Teleporting Mage, and isolate him, Teleport him out of his squad and into your marksmen's range, and then use multiple Splintering Arrows for a devastating fast kill.

Getting high outputs from a given attack takes some setup. Skills/Spells like Daggers Drawn derive numbers from the equipped weapon, the attribute referenced( Dex in this case), buffs applied- eg Rage/Power Stance/Oath, any operating Debuffs - eg Knocked Down with Bully. It's well worth switching to 2-Handed ones before firing Crippling Strike or Flurry, for instance.

I'm still struggling to find a good use of Guerilla as a Talent. The AP cost of Sneaking is just harsh.
Ssenkrad_II Dec 23, 2015 @ 11:08pm 
In the original if you had 5 in sneak your ap cost for going into sneak was 1AP, and a lot of items (inluding elven shields) increased your movement by leaps and bounds which made guerilla/dagger+shield/backstab/stealth builds very powerful; EE daggers/backstab/stealth builds are just not as powerful as ANY other build. Can you still beat the game using it? I am sure you can... Can you beat it on Tactician? I am sure it is possible unless all four/both of your champions are doing it...

As I explained, things like flurry+a two handed weapon brought solid damage output early-mid game, however a dual wielding fighter just attacking (for 3AP) someone (let alone if you knocked them down with bully, raged, etc) can kill any/most end game enemies in a single turn. Taking AP to switch weapons or change things up just isn't as powerful as having constant pressure/damage being dished out; which is why having points in all schools of magic is far more powerful than having a lot of points in only a few schools.

I did use splintering arrow early on exactly how you described, but by the mid-end game I had filtered it out as well for the same reason as flurry- other things were just dealing far more damage!

Edit: just loaded my old game to check out the damage on splintering arrow. I could deal 800-1500 damage with it, so a single target (if you could work that, which might require using more AP for something like a teleport spell) would take all of that full damage while costing 7 AP. My barrage skill was dealing 600-1200 damage and cost 6AP and didn't require me to "set anything up". The 1 extra AP cost and extra set up could easy negate an extra 200-300 damage, however splintering arrow is a NOVICE skill while barrage is an ADEPT, which means once again a novice skill is challenging an adept or master level skill. Hail Storm did 2500-2600 damage (which is a solid, small spread damage output), froze, and very few (if any) enemies were immune to water/ice by mid-end game. The end bosses could not survive double casts of hail storm (over 5k of damage)...
Last edited by Ssenkrad_II; Dec 23, 2015 @ 11:25pm
Miggs Dec 24, 2015 @ 1:15pm 
Why dual sword wielding wizards, how do they work?
Don't you need to invest in strength to wield them?
Ssenkrad_II Dec 24, 2015 @ 3:07pm 
Originally posted by Miggs:
Why dual sword wielding wizards, how do they work?
Don't you need to invest in strength to wield them?

By the end of the game Str and to a lesser degree Dex are stats that end up off the charts- my champions were literally 20+ with one having 30+, this is due to "tormented soul" and other items which easily increase Str on items... As I suggested in the builds keep adding points into their stats at the same ratio's, getting Int to 14 is critical on spell casters due to Int being MUCH more difficult to increase via items..

You would stay primarily casting spells but if people get close enough a "shocking touch" (or any other similiar CC) with standard attacks is brutal. Crowd control + damage is the name of the game and wizards are masters of CC in the game and dual swords are masters of dealing standard damage. Stunning/knockdown/etc on an enemy and then teleporting them while stunned to you is also another method.

Shouldn't be hard for you to end up with a 18+ str, 14+ int, and 8+ Spd/Con dual sword wizard by the end game
ToastMunchie Dec 24, 2015 @ 3:54pm 
I have also recently put a lot of time into this game, beat it on Tactician as well and found the end game to be a bit lacking in difficulty. I agree with some of your points but a few I really don't find true. I do agree staves are pretty useless, but wands on the other hand are far from it, especially in the early game. They allow you to use master level skills even before Braccus, and the attack damage is insane, 2 water wands will one hit any enemy in the fire area in Cyseal. They fall off late game in tactician because many things have elemental resist, but they also start giving leadership, allowing you to get an easy +2 (+3 if you have a leadership helm which is basically any mid-late game helm.)

The next point I have a problem with is that you said summon slug and earthquake were useless and not used. Summon slug is an amazing tank, having more hp than any character could ever hope for unless MAYBE you went a pure constitution build, and even then probably not. End game my slug had over 6k health, and could tank TWO destroy summons without dying. He is basically a sponge for enemy ap, being healed by physical attacks and having a huge hp pool. He is also immune to knockdown so he can travel through ice easily. Earthquake is granted mostly a cc skill, but it does about 3/4 the damage that arrow rain does, and has a whopping 300% chance to knockdown. This is enough to have a decent chance to knockdown any enemy/boss in the game unless they are immune. Even the final few bosses which have a 270% chance to resist knockdown because of bodybuilding will be able to be knocked down.

Last but not least I have to disagree with you on master air spells. Chain lightning is a great opener with nice damage and decent cooldown for a master spell. Storm is just ridiculous though, doing hundreds of damage in a controllable aoe, having multiple chances to stun, and it does it for two whole turns. The only drawback I had is the stupid screenshake, but I found out how to turn it off pretty quick.

I do somewhat agree with the fire spells, but they are generally pretty powerful but lack the cc that you need for late game. Meteor strike is a great preemptive spell to use before battle starts, and while I don't find the infectious flame AI all that great, it's still nice to have for some DPS.

Pretty much everything else is solid though. The thing about this game is that it is possible to beat it with any character build, so a lot of stuff is just preference.
Ssenkrad_II Dec 24, 2015 @ 5:09pm 
- Your reason for using wands, couldn't you just use scrolls? You were basically just holding them to use master level scrolls correct? With crafting and/or buying, scrolls are useful and usable on everyone, and don't require you to cripple your load out.

-Found no need for a HP sponge, especially end game as the game now gives you two npc's to fight with who are even bigger sponges than the slug. Also I found that generally dealing damage and taking enemies down faster limited the risk of getting cc'd yourself and falling into a "no win situation/ have to retreat". Casting a "spider" followed by "wolf" for basically no AP end game would also give you "two destroy summons". Deadly spores IMO had much more of a clear advantage as casting it on any group of enemies surrounding a fire would mean instant win. To get slug or any other master lv spell would mean 5 skill points and that investment is more than bringing another school of magic to 2, and almost as much as bringing it to 3- those spells/skills do not seem to warrent that sort of investment, obviously IMO

-Tremor grenades/ frozen grenades cost 3 AP each, and if I ever found "knocking people down in mass" was ever what I wanted, throwing 3 grenades (9AP) did the trick and didn't require a single point investment. Also, once again, scrolls for these limited uses/situations would work just as well, if not better because ANYONE can use them. The other abilities I found you would be using in far more battles and the use of scrolls would obviously not be feasible.

- I tried using storm and chain lightning and personally (I can compare the math if that would help?) found that 2500-5000 damage from Hail Storm or over 1k in damage per attack from dual weapons (3AP) both trumped the <1K damage that the lightning brought. As far as cc and cc per turn that it brought, I found that casting rain and then blitz bolting the water did that trick better and cost less AP, even in the last couple of fights...

-Also, with regard to your saying "I have a problem with is that you said summon slug and earthquake were useless and not used." everything I said was/is obviously my opinion and I give examples (hopefully for most things) of why I felt that way and why "I" never used them. These reasons are not just because "they were worthless", as I said, but sometimes because "other spells/skills are just THAT much better."
Ssenkrad_II Dec 25, 2015 @ 12:01pm 
~updated wands~
Ssenkrad_II Dec 28, 2015 @ 9:39am 
~updated missing skills from original~
Iry Dec 29, 2015 @ 12:53pm 
Not bad. Some good advice for Tactician, but calls too many skills useless and advocates dual wield cheese too much.
Ssenkrad_II Dec 29, 2015 @ 1:05pm 
Originally posted by Iry:
Not bad. Some good advice for Tactician, but calls too many skills useless and advocates dual wield cheese too much.


QUOTE/ Remember with each suggestion I make it is based off of "how much the spell would be used", obviously every single spell has specific cases which make them useful, but only in those limited cases; in those cases use scrolls. For the other spells that are useful enough that you will not be able to craft/own enough scrolls, investment comes into play. /END QUOTE

I did find dual to be more powerful end game and I gave the numbers that supported that. Having two weapons on you that can both have +5 to Str/Dex vs only one is a huge difference, Larian needs to increase the stat boosts of two handed weapons to make end game (tormented souls) more balanced.

Thanks for taking the time to read and give feedback!
*Yuki* Dec 29, 2015 @ 1:14pm 
May I ask about building here? Or its thread only for specific game modes?
Last edited by *Yuki*; Dec 29, 2015 @ 1:15pm
Ssenkrad_II Dec 29, 2015 @ 1:24pm 
Ask away. DOS has a great community for asking questions.
Last edited by Ssenkrad_II; Dec 29, 2015 @ 1:25pm
*Yuki* Dec 29, 2015 @ 2:28pm 
Ok then.

1. Im did warrior/assassin hybrid (planned to use it as fat assassin with ability to tank (short sword (idk how it calls actually on english version, but not knife)+shild)) + archer/aerotheurger (archer with gravitation abilities), but... Its not good idea, right?

2. What I can combine better with black magic tree?

3. Whats best solution to play game with lone wolf trait? As I said, Im tried "range damager + melee tank/dd", but...

4. Can mages be alternative for archers in range gamage or archers in party - must-have?
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Date Posted: Dec 23, 2015 @ 8:33pm
Posts: 199