Divinity: Original Sin 2

Divinity: Original Sin 2

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Brechnor Sep 5, 2017 @ 5:57am
Can I be effective as a bow wielding swordsman?
I would like to be efficient with a bow and deadly with a sword.
Can it be done?
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Showing 1-12 of 12 comments
The_K00lDude Sep 5, 2017 @ 6:16am 
it can but you will have to spend AP changing from a bow to a sword each time
Ceredh Sep 5, 2017 @ 6:25am 
I find this not a very effective combination. Besides the not very handy change of weapons you would possibly have to increase the attributes Strength and Finesse because I don't know of Finesse based swords or Strength based bows/crossbows. You can do of course but each damages would lack. The same for points in the combat abilities. You could perhaps play a dagger (Finesse based) wielding archer. The ability points problem would remain.
The_K00lDude Sep 5, 2017 @ 6:27am 
Originally posted by Ceredh:
I find this not a very effective combination. Besides the not very handy change of weapons you would possibly have to increase the attributes Strength and Finesse because I don't know of Finesse based swords or Strength based bows/crossbows. You can do of course but each damages would lack. The same for points in the combat abilities. You could perhaps play a dagger (Finesse based) wielding archer. The ability points problem would remain.

you can use a spear instead of a sword I suppose, since spears are based on finese

either way you will be wasting AP each battle switching, which isn't great when every turn counts. It's best you have another char be the bowman and you be the swordsman, as you can focus your builds better.

A jack of all trades will struggle in this game
Last edited by The_K00lDude; Sep 5, 2017 @ 6:37am
Ceredh Sep 5, 2017 @ 6:43am 
Spears are Finesse based but where will you carry the spear during bow use? On your belt? It's much too long. :steamhappy:
The_K00lDude Sep 5, 2017 @ 6:45am 
Originally posted by Ceredh:
Spears are Finesse based but where will you carry the spear during bow use? On your belt? It's much too long. :steamhappy:

hm not sure but a benefit would be you use it as an arrow, then run over and grab it, by that point you in melee range so you stab em :)
Last edited by The_K00lDude; Sep 5, 2017 @ 6:50am
Sombrero Sep 5, 2017 @ 7:13am 
The thing is that bows don't suffer any penalty from being used at close-range so there's really no good reason for using a melee weapon on top of having a bow.

Now what can be a thing would be to have a character most of the time equipping his sword and using his bow/crossbow only to use special arrows as they can bring really good elemental effects, but as stated before the AP cost to change equipment would make you commit to only one arrow during the turn you use the bow (and then you'll have to switch back to your weapon/shield).
Then you can try that on an elf with adrenaline to give you a boost of action points during the turns you need to do those actions, but it's far from being optimal really.
I like the idea of being able to switch between melee and ranged weapons on the fly like a proper man at arms. Perhaps someone could mod in some kind of talent that makes weapon switching a viable tactic? Say maybe +15% damage resistance after switching to melee and +15% damage dealt after switching to ranged for one turn?
The_K00lDude Sep 5, 2017 @ 8:39am 
Originally posted by INTERPLANETARYNINJAASSASSIN:
I like the idea of being able to switch between melee and ranged weapons on the fly like a proper man at arms. Perhaps someone could mod in some kind of talent that makes weapon switching a viable tactic? Say maybe +15% damage resistance after switching to melee and +15% damage dealt after switching to ranged for one turn?

maybe, think 15% is a bit too high though. I think it'd be easier if it gets rid of the switching Ap.

I wouldnt want to encourage player to switch weapon every turn for a boost in stats
Last edited by The_K00lDude; Sep 5, 2017 @ 8:39am
Brechnor Sep 5, 2017 @ 8:44am 
Seems like I might want to buy it now and test a few builds for 30 mins each before the game comes out then?

I mean, I'm going to buy it any way and don't need any convincing in that regard.

Heck, the money is already preloaded onto steam.

It's just that if that build isn't going to be effective I'll want to find something that is.
Last edited by Brechnor; Sep 5, 2017 @ 8:46am
The_K00lDude Sep 5, 2017 @ 9:05am 
Originally posted by Brechnor:
Seems like I might want to buy it now and test a few builds for 30 mins each before the game comes out then?

I mean, I'm going to buy it any way and don't need any convincing in that regard.

Heck, the money is already preloaded onto steam.

It's just that if that build isn't going to be effective I'll want to find something that is.

if your going to buy it anyway, then youve nothing to loose :)

not sure what you mean by effective part, but from what I understand the clasess/starting abilities will be the same (few adjustments). just with a more to choose from (ie skeleton build)
Brechnor Sep 5, 2017 @ 9:19am 
Originally posted by The_K00lDude:
Originally posted by Brechnor:
Seems like I might want to buy it now and test a few builds for 30 mins each before the game comes out then?

I mean, I'm going to buy it any way and don't need any convincing in that regard.

Heck, the money is already preloaded onto steam.

It's just that if that build isn't going to be effective I'll want to find something that is.

if your going to buy it anyway, then youve nothing to loose :)

not sure what you mean by effective part, but from what I understand the clasess/starting abilities will be the same (few adjustments). just with a more to choose from (ie skeleton build)

heh... yeah.
Faultless logic.
Sombrero Sep 5, 2017 @ 9:31am 
The system is the same but so much is being tweaked and added beyond the undeads.
Many talents/spells are being balanced (or directly added), skillcrafting, rune crafting etc etc.

The current balance of the game is quite different from what it will be on release.
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Date Posted: Sep 5, 2017 @ 5:57am
Posts: 12