Divinity: Original Sin 2

Divinity: Original Sin 2

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hagencsaba 2017 年 11 月 5 日 上午 7:55
Want your opinion on rogue+summoner lone Wolf duo build
Hi everyone!

I recently finished the game on classic and decided to start a new one on tactitian.

I go with lone wolf, my maine as Sebille rogue, and I joined up with Beast who is a summoner. I picked these two, bec on my previous run I went with the other four origón characters.

My question is what should I pick next to summoning on beast. For now I pumped int, with hydro support in mind, but still not decided yet.
Thanks for the tips!
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ketsuppikeisari 2017 年 11 月 5 日 上午 9:09 
I mean, he is a summoner. Get all the infusion skillbooks (Power Infusion, Farsight Infusion and Warp Infusion) if you don't already have them. You can probably use magic skills beside your summons.
raubrey 2017 年 11 月 5 日 上午 9:18 
It's all useful in one form or other and ultimately I had skills from pretty much all the elements -- my rogue archer handles some, esp. Poly. But aside from hydro I think geo has the most utility offensive and defensive plus there is relatively little poison resistance in the game. Charm is OP so while that is the case you should be good.
最后由 raubrey 编辑于; 2017 年 11 月 5 日 上午 9:20
Sarasin 2017 年 11 月 5 日 上午 9:28 
With your rogue doing mostly physical damage you will find it hard to consistently break enemies magic armor before they could have easily died or been perma cc'd to die through physical armor. Your incarnate will do phys much of the time as well unless you go out of your way to make sure it has specific infusions. If you try to run the split damage you'll often get into stupid situations where some guy as a sliver of health but full magic armor and you can't actually kill him which is very frustrating.

If you want to do a summoner I would recommend going into necromancy at least a bit in order to get your physical damage spells. Also recommend taking 1 point in warfare so you can get the shield throw since its damage is based around the shield armor mainly and doesn't suffer too much from being used by a caster. A point or two in hydro is fine I suppose but generally speaking you don't need to muck around with healing damage that is never dealt to you because all the enemies are dead within 2 turns 95% of battles.
raubrey 2017 年 11 月 5 日 上午 10:39 
引用自 Sarasin
If you want to do a summoner I would recommend going into necromancy at least a bit in order to get your physical damage spells. Also recommend taking 1 point in warfare so you can get the shield throw since its damage is based around the shield armor mainly and doesn't suffer too much from being used by a caster.

This too. I run this first before I add the other elements generally but it slipped my mind. Shield bashing mages are a terror to behold too. :D
ketsuppikeisari 2017 年 11 月 5 日 上午 10:55 
引用自 raubrey
引用自 Sarasin
If you want to do a summoner I would recommend going into necromancy at least a bit in order to get your physical damage spells. Also recommend taking 1 point in warfare so you can get the shield throw since its damage is based around the shield armor mainly and doesn't suffer too much from being used by a caster.

This too. I run this first before I add the other elements generally but it slipped my mind. Shield bashing mages are a terror to behold too. :D
Plus dealing physical damage with Bouncing Shield and getting the enemies physical armor down is good for your rogue.
hagencsaba 2017 年 11 月 5 日 下午 2:02 
Thanks!
I think after reaching lvl 10 summoner I Will drop 1 point ín warfare, hydro, geo for cc/support skills. Also, if I put points in necromancer will the damage of my incarnate heal the caster?
corisai 2017 年 11 月 5 日 下午 2:13 
Summoner is inferior past 12 lvl. LW partially will negate it, but your rogue will be higly superior damage-wise if you will build this char rationally ;)

引用自 hagencsaba
Also, if I put points in necromancer will the damage of my incarnate heal the caster?

No.
最后由 corisai 编辑于; 2017 年 11 月 5 日 下午 2:14
Rak 2017 年 11 月 5 日 下午 2:38 
It honestly doesn't matter if your playing lonewolf. You can literally just put points into finesse with your rogue and you can click your way to victory.
Chaoslink 2017 年 11 月 5 日 下午 2:47 
For the summoner, if you are really set on this, keep on it and take support stuff like hydro/geo both to buff and to create surfaces to summon on.

However, a really strong build is a summoner that stacks summoning to ten as fast as possible while building hydro/aero for damage, using summons to augment wet/shocked effects. Lightning totems will shock water surfaces while water totems apply wet. Add shock to a wet target for instant stun. Your incarnate is always a lightning summon to get extra lightning abilities early game. Basically all you do is focus stunlock using rain + lightning. Once you hit act 2 though I recommend dropping summoning to raise your hydro/aero damage. Keep only 1-2 points summoning for totems, using them only for their wet/shock effects.
How you actualy kill as solo rogue when bosses deal around 300 to 500 dmg per turn on lvl 6, i can understand killing boss in a turn or two but after that cancer vs henchman begins
最后由 :bestgamerchina#1最好的中國 编辑于; 2017 年 11 月 5 日 下午 3:17
corisai 2017 年 11 月 5 日 下午 3:26 
引用自 Lemings
How you actualy kill as solo rogue when bosses deal around 300 to 500 dmg per turn on lvl 6, i can understand killing boss in a turn or two but after that cancer vs henchman begins

Rogue build in this game is :

Scoundrel 2 > Warfare 10 (in process up Scoundrel to 3), then get some utitlity like dual-wind or polymorph (you can put 1-2 polymorph early) and only then finish Scoundrel.

This how he can deal damage and have access to a lot of nice warfare spells :)
Chaoslink 2017 年 11 月 5 日 下午 4:32 
引用自 Lemings
How you actualy kill as solo rogue when bosses deal around 300 to 500 dmg per turn on lvl 6, i can understand killing boss in a turn or two but after that cancer vs henchman begins
Good to get an aero point from gear or by putting into for uncanny dodge. Mix with cloak and you can be relatively safe from melee at least.
引用自 corisai
引用自 Lemings
How you actualy kill as solo rogue when bosses deal around 300 to 500 dmg per turn on lvl 6, i can understand killing boss in a turn or two but after that cancer vs henchman begins

Rogue build in this game is :

Scoundrel 2 > Warfare 10 (in process up Scoundrel to 3), then get some utitlity like dual-wind or polymorph (you can put 1-2 polymorph early) and only then finish Scoundrel.

This how he can deal damage and have access to a lot of nice warfare spells :)
Right now i have 10 in dual wield, 3 scoundrel, 3 warfare. Is that fine, or should i respect from dual to warfare?
I have around 40% dodge and 25% crit.
Ashera 2017 年 11 月 6 日 上午 5:24 
So have Sebille pump finesse, Warfare and Scoundrel.
Have Beast pump Strength, summoning, Warfare, poly/necro to 4.

That way, you have both deal physical damage. Strength with poly skills is good, works nice on the summon oil blob too. Warfare will increase the damage of your poly/warfare/necro skills so you aren't solely reliant on summoning. Have necro because blood totems/incarnate, and bone widow i guess.
Ashera 2017 年 11 月 6 日 上午 5:26 
引用自 Lemings
Right now i have 10 in dual wield, 3 scoundrel, 3 warfare. Is that fine, or should i respect from dual to warfare?
I have around 40% dodge and 25% crit.

The tooltip is misleading, but having all those dual wield points in warfare will increase your damage immensely, due to where that 5% increase is in the math behind the scenes.
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发帖日期: 2017 年 11 月 5 日 上午 7:55
回复数: 16