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fextralife.com/divinity-original-sin-2-builds-crystalline-cleric/
https://youtu.be/fvnw-ENnYY8
I respect your opinion, but I have to disagree def early on. For a couple of reasons
1. Magic resistance sometimes goes up to 100 percent, and in fact, you got monsters who are resistant to say fire than have a water aura lol. So you got one element to work with, and air magic damage abilities are few with long CDs.If we are talking lone solo wolf, you are going to end up spending a lot of times wanding which does pathetic damage.
2. Almost every boss in the game has more magic armor than physical armor. I can only think of one enemy (lord kremm) In which a mage would kill faster than a melee/ranger honestly
3. Itemization - Like I said before wands do terrible damage and going staff leaves you squishy as hell while still not doing much damage. Early on this leaves you depending on skill books which are expensive and as I said before have long cooldowns. Meanwhile, with ranger or warrior, every chapter has a ridiculously unbalanced FREE weapon that allows you to tear into ppls face. Not to mention DIVINITY weapons which will enable you to break the game
SPOILERS
Act 1- Fort joy
Warrior - Dalis hammer Bam say goodnight to 90 percent of enemies in fort joy lol
Ranger = Darling bow / crossbow hound
rogue - torturer guys weapons/tigers blade/warfare vendors sword etc
Mage-.....turtle wand?
Swamp- Bam skeleton vendors ax and ifans crossbow. say goodnight to any most of the enemies in the swamp
Act 2-
Ramger= Bow/lute vendor ( GAME BREAKING bows )
warrior - walk 2 mins, check a box, bam you have an op ax.
Act 3/4 - Divinity gear
Meanwhile, with the mage, your only hope of doing even close it getting your crit rate to 100 percent and stacking point in scoundrel and even then my first to point applies which is- magic resistance and enemy bosses having more magic armor than physical armor.
But yea I am just counting the regular skills. If we talk source in that case Arrow storm and the necromancer ability trumps everything.
Watch this video this guy will talk and go over some wands damage that's why you can see just how devastating dual wands can be
https://youtu.be/H0O701ROmJM so
https://www.youtube.com/watch?v=ymnECUEYMD8 Like look at that just crazy
Or this https://www.youtube.com/watch?v=ZN5fDeVQWnM Kills braccus in one hit on tact mode (spoilers lol)
People fall into the 'number crunching' issue where you look at single statistics and base the overall strength of a character around things like how hard they can hit a boss in a single hit, or how hard their crits can hit an enemy. There are too many variables to make this difinitive though. Most fights don't include just one enemy or boss. Most fights include enemies at range and up close and you don't factor in how much goes into getting from target to target or how surfaces or clouds can affect the battle. I've had this discussion many times with people claiming that going all physical damage is the best strategy, when it isn't. Its just the simplest on that works. A split party 2/2 or 1/1 LW is the best way to go, but takes much more planning and effort to make it more effective than a stacked group. If I had to pick for solo, I'd have to give it to physical only because they don't have a rougher time of it early game.
But to call elemental casters weak... You clearly haven't used one properly. Cooldowns? Nah, learn to craft scrolls. Pathetic wand damage? Either you're splitting your skills (never do that) or aren't using a wand of your element. If you're an air mage, put two points into hydro to learn the skills, but dump all other points into Aero until it is max. Your wands will deal decent enough damage when you need them, though you shouldn't need them 90% of the time.
If you're running a four man party and run a 2/2 split, you can't make the common mistake of going with fire and air mages as they hurt each other's performance by about 25%. For lone wolf, they just wreck face once you get your scrolls. With the money you save not buying gear for 4 people, you can afford all the items needed to craft scrolls of your element to negate those cooldown issues. Solo generally runs the issue of being squish, but with usage of proper potions and abilities you're plenty tanky, even without a shield.
Just don't fall into the habit of making this decision based off things like boss fights. Think about ALL of the fight, not just the big baddie.
Also, there are areas where your entire primary element can be useless. IE Fire- Blackpit/that fire lady off the top of my head. With Air the whole mordus area/aeteran boss. Am I saying there are not ways around that? NO, you can use scrolls, wands of different elemental types, respec every area, etc. But meanwhile, warrior/rogue/ranger hardly ever have a scenario like this. You are at 100 percent for every fight. Lets also not forget rangers have aoe of their own like richeot shot and barrage which can rival a mages damage and warriors have thick of the fight/enrage/whirlwind combo that does disgusting damage.
Remeber the topic is best solo lone wolf build for an entire playthrough, not just last chapter where just about every build if done right should be trivializing the game.
My wand criticism was more at the beginning-middle of the game. If you are not dual wanding the damage sucks, and if you are your defense is crap. That's just the way it is.
So full physical vs. mixed Is a whole different subject, and I still would go with a full physical(rogue/warrior/ranger/summoner) but not going to get into that.
Far as if I know how to build a mage...lol
Look I did a lone wolf play through with aero/hydro and pyro/geo mages. At the end of the game my mages both had 100 percent crit both had over 20 points in their primary element/w support skills of other elements, savage/elemental affinity/hot head/far out man. Both with divinity wand/ divinity shield. I KNOW how strong a mage can be but I also know how fustratttttting they can be at certian parts of the game. With that I can not see a mage soloing the game better than a warrior/ranger/or rogue.
i love ranger
playing on taction on lone wolf first playthrough..... im ♥♥♥♥
Really enjoying reading this thread though. Great opinions and viewpoints guys. I've not got past level 16 yet, i started playing just before DE dropped and got to 16 in classic, then when DE was live i rerolled.
First time i was mostly physical and yes my ranger stood out. This time i'm mostly split but atm it's a toss up between my nerco mage and my aero/hydro mage as to who does the most damage.
If i was forced to choose a class above all others, i'd go an aero/hydro mage with wand and shield. Magic i feel is such a big part of this world and there are skills for all occasions. Having said that i'd probs take a ranger as second choice, then a two hand melee.
Anyway i'm just a nub. Great thread though. Cheers.
Yeah? Cool. If i do a another run after this, i'll try two lone wolves. Maybe a ranger and an aero/hydro mage?
Like what i've found so far in this game unless you have little understanding of the game's parameters and mechanics is that just about any class or combo is viable.
In your opinion dave and everyone would a ranger and an aero/hydro be a decently powerful lone wolf team? I mean i'd like the two classes to be as powerful as possible 'cause i don't cheese much at all if indeed ever and i don't savescum a battle. I just send a scout and once triggered run in or pyramid port in everyone else. Well if you consider coming in with chameleon cloak on to be cheesing or pyramid porting, then yes i do that.
1. Can do all the CC every other class can, and can do it from range (knockdown, freeze, charm, etc arrows). Imagine if your Warfare guy could knockdown a mage across the screen without using AP to move.
2. With height, which is nearly always available, you get your regular (high) damage + crit + height damage bonus. On my level 20 Huntsman with 50%+ crit I'm regularly doing double my Warfare guy's damage with normal attacks.
3. Works well with summoning. Can't hit a distant enemy? Toss a totem up near them, then attack your own totem with Richochet to hit that enemy you'd normally be too far away from.
4. With Execute Talent, it's normal to get 8AP every other round if you work it so your other lone wolf 'almost' kills an enemy (easy to do). And, you don't have to waste any of that AP moving around.
Mine is also undead, which means I never have to heal (haven't used poison to heal since level 5 or so; purely heals through high Necromancy + Living Armor to restore MA). Play Dea is also OP.