Divinity: Original Sin 2

Divinity: Original Sin 2

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spineduke Apr 25, 2019 @ 9:30am
spice up a ranger build?
I'm playing Sebille with a crossbow and while her damage is great, the gameplay is getting one dimensional (get on high ground, buff up and then shred enemies)

any ideas to add some variation to it? i need something that could work at range
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Showing 1-15 of 28 comments
danbjp Apr 25, 2019 @ 10:59am 
Only way to make a ranged archer is to stick with a bow; if you want range, a mage is best bet; but IMO the best way to spice up your archer build is to buy him 2 daggers.

Others will come with some archer builds if you want to stay with that class.

Last edited by danbjp; Apr 25, 2019 @ 11:00am
Haddon Apr 25, 2019 @ 11:09am 
Yeach, archers are boring. Strong, but very dull. They need more position-dependent skills, and some skills that have interesting, unique effects, like changing Farsight to be targetable on an ally, and it also gives a bit of crit. Maybe blinding (ignore MA) close range shot, or a shot that knocks the enemy back in a straight line. I dunno, there is a lot that could be done with the class to make it more interesting, and have its damage brought down a bit to match new tactical ability.
Stabbey Apr 25, 2019 @ 11:25am 
Originally posted by spineduke:
I'm playing Sebille with a crossbow and while her damage is great, the gameplay is getting one dimensional (get on high ground, buff up and then shred enemies)

any ideas to add some variation to it? i need something that could work at range

If you want variety for a ranged build that stays ranged, then take Summoning. You can drop totems or incarnates at range. Surfaces created through your elemental arrows can also help for that.

If you want something totally different, take Warfare and pick up some spears to make a Spear/Bow user.
Chaoslink Apr 25, 2019 @ 11:27am 
The only build I've had work to make rangers play differently is to turn them elemental. Using a bow with innate magic damage, poison/artifact buff it and add in a magic rune. Then you use elemental arrowheads on a magic damage source and venom coating/firebrand/absorb poison to add even more and you can fire arrows that will deal more magic damage than physical, while still dealing your normal physical damage as well. Very potent in a team with mages and it can open up the possibility of using charm arrows without an ally stripping armor first.

Otherwise, they're a straightforward class.
Godwoken Dovahkiin Apr 25, 2019 @ 11:32am 
You can spice up the ranger by using it as a summoner. Since summoning doesn't scale with attributes you can have your "pet" do things while you auto attack and raise finesse.

Another thing is using elemental arrows with the ranger, they deal magic damage and scale with finesse. Also Elemental Arrowheads add more magical damage.

Other spices include changing to dual daggers and use some scoundrel skills when your ranger spells are on CD, you lose nothing as both bows and daggers scale with finesse and you can always use sucker punch in a pinch.

Also using the ranger with some necromancer skills, both deal physical damage and scale with warfare.
Stabbey Apr 25, 2019 @ 12:50pm 
If you're considering making an elemental Ranger, consider taking the Torturer Talent, because that DOES work with suitable arrows to inflict poison and burning through magic armor.
Chaoslink Apr 25, 2019 @ 12:52pm 
Originally posted by Stabbey:
If you're considering making an elemental Ranger, consider taking the Torturer Talent, because that DOES work with suitable arrows to inflict poison and burning through magic armor.
It works, though I generally suggest holding off on the consumables at first in fights. Just the buffs are often plenty enough at first. Once arrowheads and Venom Coating wear off, then you pop the consumables as needed to dish out the extra magic damage if needed, or focus back on physical. Best part about playing ranger that way is the versatility. No wasting points in summoning and much easier on the memory usage.
Last edited by Chaoslink; Apr 25, 2019 @ 12:56pm
Stabbey Apr 25, 2019 @ 1:10pm 
Originally posted by Chaoslink:
Originally posted by Stabbey:
If you're considering making an elemental Ranger, consider taking the Torturer Talent, because that DOES work with suitable arrows to inflict poison and burning through magic armor.
It works, though I generally suggest holding off on the consumables at first in fights. Just the buffs are often plenty enough at first. Once arrowheads and Venom Coating wear off, then you pop the consumables as needed to dish out the extra magic damage if needed, or focus back on physical. Best part about playing ranger that way is the versatility. No wasting points in summoning and much easier on the memory usage.

Elemental Arrowheads only has a very short range, and Rangers usually like to be up as high as possible for the high-ground bonuses. Where do you get the elements on the ground to use for Elemental Arrowheads if you don't want to use Consumables (arrows, grenades) or put a point into Summoning for Dimensional Bolt?

(Admittedly, Dimensional Bolt is not a super choice to use with Elemental Arrowheads thanks to its 2 AP cost).
danbjp Apr 25, 2019 @ 1:13pm 
A rogue has range, with themselves being the bullet; they have huge manoverability with multiple skills and sleeping arms is one of the best skills in the game, imobilising target for 2 turns; corrosive blade does huge damage while creating disease and decay so your healer can do damage. Rangers are better for me as I'm in Honour, but rogues do massive damage, and have access to all warfare skills, so they have huge diversity; for example a rogue can do a sleeping arms attack and a battlestomp for cc, wheras a ranger has knockdown arrows, and cripple for cc - cripple being pretty useless as mobs can still attack.

danbjp Apr 25, 2019 @ 1:15pm 
A rogue has range, with themselves being the bullet; they have huge manoverability with multiple skills and sleeping arms is one of the best skills in the game, imobilising target for 2 turns; corrosive blade does huge damage while creating disease and decay so your healer can do damage. Rangers are better for me as I'm in Honour, but rogues do massive damage, and have access to all warfare skills, so they have huge diversity; for example a rogue can do a sleeping arms attack and a battlestomp for cc, wheras a ranger has knockdown arrows, and cripple for cc - cripple being pretty useless as mobs can still attack.

If your in a magic team rangers work better as they have access to more cc like charm and freeze arrows, but in a phys build they lack a bit of fun, but do huge damage.
Haddon Apr 25, 2019 @ 1:18pm 
If you play with mods, the throwing knives/axes/darts mods are fun, though not well balanced. For a bit in my last game I made a throwing ranger, that was pretty fun until it scaled to the point I was able to 2shot most weak-PA enemies.

There should be a 1h ranged weapon that isn't magic. Javelins are under-appreciated in gaming.
Chaoslink Apr 25, 2019 @ 1:20pm 
Originally posted by Stabbey:
Where do you get the elements on the ground to use for Elemental Arrowheads if you don't want to use Consumables (arrows, grenades) or put a point into Summoning for Dimensional Bolt?
Personally, I set up water ahead of time with rain since I usually have air/water mages with me. I don't worry about being too far or high up since either my mages are right there too, or because I hold the enemy at bay with Worm Tremor/Torturer. In the event I don't have an element, I use flesh sacrifice's blood as I need that AP boost anyway to get two attacks off the same turn I buff up on.
Chaoslink Apr 25, 2019 @ 1:23pm 
Originally posted by Haddon:
There should be a 1h ranged weapon that isn't magic. Javelins are under-appreciated in gaming.
Oh definitely. Spears too. Its annoying since spears were the most common weapon for so long in history due to their low cost and ease of use. Javelins fall into the same situation though.
Haddon Apr 26, 2019 @ 6:21am 
Originally posted by Chaoslink:
Originally posted by Haddon:
There should be a 1h ranged weapon that isn't magic. Javelins are under-appreciated in gaming.
Oh definitely. Spears too. Its annoying since spears were the most common weapon for so long in history due to their low cost and ease of use. Javelins fall into the same situation though.
Spears at least show up regularly, though the 1h/spear combo is rare to see for some reason in games. Spears are the most effective weapon overall in battles, but they are only slightly less effective in small-scale fighting. Definitely much more useful in more situations than like whips, and those show up often. Or daggers, which are a great secondary weapon but make no sense as a primary weapon. It is a damn shame that in gamer's (and thereby gamedev's) minds, spears are basically used how ZHao Yun uses his in Dynasty Warriors.
spineduke Apr 26, 2019 @ 6:46am 
Originally posted by Stabbey:
Originally posted by spineduke:
I'm playing Sebille with a crossbow and while her damage is great, the gameplay is getting one dimensional (get on high ground, buff up and then shred enemies)

any ideas to add some variation to it? i need something that could work at range

If you want variety for a ranged build that stays ranged, then take Summoning. You can drop totems or incarnates at range. Surfaces created through your elemental arrows can also help for that.

If you want something totally different, take Warfare and pick up some spears to make a Spear/Bow user.

Funnily enough, I already keep a spear as a backup weapon. Theres no incentive to use it though, since theres no damage penalty for using a ranged weapon up close. Use a bow - 2AP and immediate damage, while a melee weapon requires you to at least walk up to the target.
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Date Posted: Apr 25, 2019 @ 9:30am
Posts: 28