Divinity: Original Sin 2

Divinity: Original Sin 2

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Samsquamch Aug 26, 2017 @ 12:16pm
Are there any obvious trap choices when creating a character?
The chargen seems quite involved, and I don't exactly know how the different skills etc work in the game or how they relate to different attributes. Other than just going with things that thematically seem to go together, is there anything specific I should keep in mind while creating a character?
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Showing 1-7 of 7 comments
[cpx3]BKH Aug 26, 2017 @ 6:28pm 
Traps are gay
Dani Aug 26, 2017 @ 6:54pm 
Some skill branches require certain weapons. Marksman requires a ranged physical weapon, many scoundril skills requires daggers. The other skill paths can be used with any weapon type.

Summoners do not use int. Their skills scale wholly to their summoning skill. Building int as a summoner is wasteful unless comboing with other magic schools.

Wit is highly encouraged as it influences initiative. Low initiative characters are at risk of exploding before getting their turn. This game is very unforgiving to 'slow' characters.

These are what i can think of as notes for someone who is new. Hopefully this helps!

Last edited by Dani; Aug 26, 2017 @ 6:54pm
BemusedBear Aug 26, 2017 @ 6:55pm 
The only "trap" that I can think of is that the build presets dictate your starting weapons. So if you start from a build preset that uses wands and then customize from there and change your skills to something that requires a melee weapon, that could cause some problems for you until you find an appropriate weapon. [this may have changed, haven't done a run since they added the new opening]

Otherwise, I personally don't think there is really any unworkable "trap" in terms of character builds. Maybe spreading yourself to thin but in character creation it is pretty hard to do that. Otherwise most builds are vialbe if not optomized. If you don't care about min/maxing, then I think you can have fun with any approach.
Silames Aug 26, 2017 @ 8:01pm 
Originally posted by BemusedBear:
The only "trap" that I can think of is that the build presets dictate your starting weapons. So if you start from a build preset that uses wands and then customize from there and change your skills to something that requires a melee weapon, that could cause some problems for you until you find an appropriate weapon. [this may have changed, haven't done a run since they added the new opening]

Otherwise, I personally don't think there is really any unworkable "trap" in terms of character builds. Maybe spreading yourself to thin but in character creation it is pretty hard to do that. Otherwise most builds are vialbe if not optomized. If you don't care about min/maxing, then I think you can have fun with any approach.
its also worth noting that in divinity:OS "spreading yourself thin" was kind of a good way to pick up lots of useful skills on the side for every character, since it was so easy to dip into a new school over leveling a higher one.
Samsquamch Aug 26, 2017 @ 9:55pm 
Thanks for the replies, sounds good! Now the only dilemma left is whether to go with an origin character or create a dwarfish Danny Devito...
BemusedBear Aug 26, 2017 @ 10:41pm 
Originally posted by Silames:
Originally posted by BemusedBear:
The only "trap" that I can think of is that the build presets dictate your starting weapons. So if you start from a build preset that uses wands and then customize from there and change your skills to something that requires a melee weapon, that could cause some problems for you until you find an appropriate weapon. [this may have changed, haven't done a run since they added the new opening]

Otherwise, I personally don't think there is really any unworkable "trap" in terms of character builds. Maybe spreading yourself to thin but in character creation it is pretty hard to do that. Otherwise most builds are vialbe if not optomized. If you don't care about min/maxing, then I think you can have fun with any approach.
its also worth noting that in divinity:OS "spreading yourself thin" was kind of a good way to pick up lots of useful skills on the side for every character, since it was so easy to dip into a new school over leveling a higher one.

Very good point about picking up utility skills from other areas. I remember liking a point in scoundrel (or was it an air skill?) on any melee character so I could get the skill that let you levitate over surfaces. Allowed more freedom of movement when things got crazy with environmental effects. There's lots of little synergies like that
Damashi The Kaotic Aug 26, 2017 @ 11:32pm 
Spreading yourself too thin generally isn't an issue as long as you are building a character that can take advantage of a large move pool. Basically don't put a point in every single skill tree if you haven't been putting some points into memory.
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Date Posted: Aug 26, 2017 @ 12:16pm
Posts: 7