Divinity: Original Sin 2

Divinity: Original Sin 2

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PandaSav Sep 27, 2017 @ 12:54am
how to get/add more AP?
anyone knw?
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Showing 1-12 of 12 comments
godukz Sep 27, 2017 @ 12:56am 
Default : 4 / 6 AP
You could add talent like lone wolf which give you more AP*
PandaSav Sep 27, 2017 @ 12:57am 
does lone wolf affect any biggy way?
Marisher Sep 27, 2017 @ 12:58am 
Lone Wolf gives you 2 more starting AP per round and 2 more max AP you can have any given turn, but only works with one extra person in a party besides your main. Also increases your Physical/Magic armor and vitality by 30% and double every non-civil skill point invested.

Glass Cannon give you 6 AP to start with every turn, but your physical/magic armor doesn't protect you from status effects in exchange, so it makes it likely you're gonna get stunned/frozen/petrified/chicken'd and not be able to use those 6 AP.

Maybe if Glass Cannon simply reduced your max physical/magical armor and vitality by a certain percentage (25%?) instead of complete CC immunity removal it would be more worth it to me personally.
Last edited by Marisher; Sep 27, 2017 @ 12:59am
PandaSav Sep 27, 2017 @ 12:59am 
damn tht sux, i guess lone wolf then
wds_ncs Sep 27, 2017 @ 1:00am 
To add, the elf ability Flesh Sacrifice (in exchange for Con), the Scoundrel skill Adrenaline (but it takes some from your next turn), the talents Executioner (+2 once per turn on a kill) and The Pawn (+1 free AP to move), and the always useful haste status for a +1 per turn, via Haste, Tactical Retreat, and it's entirely possible I'm missing one more.
PandaSav Sep 27, 2017 @ 1:03am 
tactical retreat what type of spell is it?
Last edited by PandaSav; Sep 27, 2017 @ 1:03am
Marisher Sep 27, 2017 @ 1:03am 
Tactical Retreat is a Huntsman skill, requires 2 Huntsman. It also requires 1 AP to use and casts Haste on your for 1 turn only, to *give* you that 1 ap it used back for next turn.
Last edited by Marisher; Sep 27, 2017 @ 1:04am
PandaSav Sep 27, 2017 @ 1:06am 
ah ok thanks just what i need for my ranger
Crow Sep 27, 2017 @ 1:12am 
[Haste] Grant's +1 AP and increases distance you walk per AP point.
[What a Rush] increases AP cap & regen by 1 when below 50% health.
[Lone Wolf] increases AP cap and regen by +2
[Flesh Sacrifice] grants +1 AP
[Time Warp] Grants a full turn once it end's.
[The Pawn] grants 1 AP free movement per turn

Note: You can Make Fane your primary character and have him become a scoundril with polymorph, once you have 3 source points you can use Apotheosis + Time Warp + Skin Graft in order to reset cooldowns and get 3 turn's in a row with 3-4 turns free source point usage. You can even make him lone wolf + what a rush & the pawn + Death Wish & Living on the Edge.

In short you would end up with 8 AP per turn with 1 free AP for mobility which streches very far and a crazy damage boost followed by forcing it to be your turn up to 3 times in a row...
PandaSav Sep 27, 2017 @ 1:59am 
thanks for the info
JamesWhisky Aug 17, 2019 @ 7:09am 
Originally posted by Marisher:
Lone Wolf gives you 2 more starting AP per round and 2 more max AP you can have any given turn, but only works with one extra person in a party besides your main. Also increases your Physical/Magic armor and vitality by 30% and double every non-civil skill point invested.

Glass Cannon give you 6 AP to start with every turn, but your physical/magic armor doesn't protect you from status effects in exchange, so it makes it likely you're gonna get stunned/frozen/petrified/chicken'd and not be able to use those 6 AP.

Maybe if Glass Cannon simply reduced your max physical/magical armor and vitality by a certain percentage (25%?) instead of complete CC immunity removal it would be more worth it to me personally.


Well glass cannon should give you at start of turn full ap but most of the time that is the issue. In my opinion it would be awesome but sad truth is when you have some debuff or use adrenalin for some ♥♥♥♥♥♥ up reason you dont have full ap count even when the talent says that you get full ap every turn. Either the developers thinks we re stupid or they ♥♥♥♥♥♥ up big time in this cos when they made it look good on paper you shoot yourself in the leg with this talent cos most of the time you be missing 1-2AP no matter if you have glass cannon or not which makes no sense for me cos I get the GC for the reason I wanna to have full AP everytime. If it s not givin you AP full every turn then the talent is invalid and has no value for the character whatsoever
iRaged Aug 17, 2019 @ 8:03am 
Generally, it is very helpful to make your Persuasion character a glass cannon or the character you generally start conversations with before a battle starts. ALOT of battles in this game start after a conversation and this makes plenty of battles a lot easier. You can easily unlock your team and position them appropriately before fighting occurs. There are times when you can agro the other enemies and the boss doesn't even start in the fight due to the conversation. If buffs are applied to the character talking, they remain and do not count down until the fight occurs. Therefore, use a glass cannon character and buff the hell out of them so that they have enough wits to go first.

When the conversation ends, if you chose not to fight to get EXP, you can quickly agro the battle, fight, and get extra experience. If you choose to fight, you will get the just the EXP of the kill.

Since the glass cannon character has been pre buffed, you will most likely 1 shot a battle late game, or kill 2 or more enemies mid to early game if you are using executioner and Adren. Late game you can abuse using Skin Graft and Apotheosis scrolls. They are by far the most broken items in the game.

Skin Graft Scrolls cost 0 AP to cast so technically you can abuse these with Adren for some juicy extra AP. With Fane, it becomes borderline broken due to Time Warp. Fane is the Ultimate Glass Cannon Late Game.
Last edited by iRaged; Aug 17, 2019 @ 8:04am
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Date Posted: Sep 27, 2017 @ 12:54am
Posts: 12