Divinity: Original Sin 2

Divinity: Original Sin 2

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LinkZeppeloyd Sep 24, 2018 @ 11:11am
No phoenix dive/blitz in act 1
Hey all, I’ve got nearly 500hrs in Dos2, mostly pre- definitive edish.

I thought these skills were availablenin Act I, Cork and some enemies use these, and they aren’t high level spells.

Scoundrel gets backlash and cloak n dag, Huntsman gets retreat, etc.

Why is warfare left out in act 1? Why is Phoenix dive especially restricted when enemies are using it and you can be many levels higher than required for the skill?
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Showing 1-15 of 23 comments
Chaoslink Sep 24, 2018 @ 11:17am 
You don’t see it until the level 9 abilities flight should hold you until then. Not all abilities are available just because enemies use them. On tactician, the level 3 shock toad in the elf cave uses superconductor, a level 16 Aero ability.
Sir Crow Sep 24, 2018 @ 11:24am 
I asked the same many time to myself but later I accepted this is part of the game and finishing act1 with this is quite fun for warrior. You may use the cat for teleporting as well if you need much.

reason of editing: spell correciton ...
Last edited by Sir Crow; Sep 24, 2018 @ 11:26am
LinkZeppeloyd Sep 24, 2018 @ 11:33am 
Right, but my question is why similar/superior abilities are available almost instantly, yet phoenix dive isn’t there until act 2 because... reasons.
Hobocop Sep 24, 2018 @ 11:42am 
I think it's because Warfare is super frontloaded as is with Battle Stomp and Battering Ram. Scoundrel and Huntsman are both largely weapon-restricted skill trees with more strict positioning requirements for best effect, and neither of them get CC skills on par with what Warfare gets right out of the gate.
Last edited by Hobocop; Sep 24, 2018 @ 11:47am
LinkZeppeloyd Sep 24, 2018 @ 12:05pm 
Originally posted by Hobocop:
I think it's because Warfare is super frontloaded as is with Battle Stomp and Battering Ram. Scoundrel and Huntsman are both largely weapon-restricted skill trees with more strict positioning requirements for best effect, and neither of them get CC skills on par with what Warfare gets right out of the gate.

Hm, I like both cloak and retreat better than dive. Even though warfare is strong it seems weird that dive is not available whereas the other schools do get their warp skill.
Hobocop Sep 24, 2018 @ 12:29pm 
Why is it weird that the most generally useful skill tree for physical damage dealers with two of the best early game CC skills doesn't get a teleport option at the same time that skill trees with situational/positional bonuses need to be more effective? Cloak & Dagger isn't even that good.
Last edited by Hobocop; Sep 24, 2018 @ 12:33pm
Chaoslink Sep 24, 2018 @ 3:20pm 
Originally posted by Hobocop:
Why is it weird that the most generally useful skill tree for physical damage dealers with two of the best early game CC skills doesn't get a teleport option at the same time that skill trees with situational/positional bonuses need to be more effective? Cloak & Dagger isn't even that good.
Depends how you use it really. I’ll use it very effectively on my rogue while trying to get into a cheeky position after combat is initiated. Popping cloak then cloak and dagger can let you leap across enemy vision without being detected and drawn into combat. It has uses, though tactical retreat is nice to get refunded the AP cost the next turn.
Edstyles Sep 24, 2018 @ 5:36pm 
Not everything makes sense in this game . Just have to accept it.
Like i wish you could make decent gear with crafting .
I wish there was an armorsmith who could polish your gear so that it matches your levels.
I wish the gear wasnt so random.
Etc xD ...But it is what it is.

Also you get global cooling rather late. Same with siphon poison and others . That are not nessesarily powerfull at all . I would love to see a change to make the game more flexible in this regard. So im with you, but i doubt devs will make any changes any more towards balancing
Last edited by Edstyles; Sep 24, 2018 @ 5:38pm
Imyo Sep 24, 2018 @ 6:21pm 
Vendors sell spells per level it was allways that way unless you use mods, what you can do is be an RNG god and be lucky as ♥♥♥♥, this way you can get higher level skill drops, i just had teleport at lvl 2 in my current playthrough, that was broken af.
Chaoslink Sep 24, 2018 @ 8:46pm 
In rare cases, it is possible to get the materials needed to craft scrolls early. Most of the time the higher tier resources to do so unlock at the same time as the related skillbook, but I've gained access to some things before the game intended this way. If you're lucky, you can even get a blank skillbook to make the scroll more permanent.
LinkZeppeloyd Sep 25, 2018 @ 12:11pm 
But Phoenix isn’t a “higher tier spell” is it? You only need lvl 3 warfare to use it.
Imyo Sep 25, 2018 @ 3:32pm 
Originally posted by LinkZeppeloyd:
But Phoenix isn’t a “higher tier spell” is it? You only need lvl 3 warfare to use it.

Yeah, but its in vendors when you hit lvl 9
Chaoslink Sep 25, 2018 @ 3:37pm 
Originally posted by LinkZeppeloyd:
But Phoenix isn’t a “higher tier spell” is it? You only need lvl 3 warfare to use it.
It is technically a third tier, so... it kinda is. Comparatively to the similar self-teleports anyway.
Iry Sep 25, 2018 @ 3:45pm 
They ARE sold in Act 1. At Level 9.

Phoenix Dive, Blitz, Thick of the Fight, etc.
Last edited by Iry; Sep 25, 2018 @ 3:45pm
Chaoslink Sep 25, 2018 @ 3:59pm 
Originally posted by Iry:
They ARE sold in Act 1. At Level 9.

Phoenix Dive, Blitz, Thick of the Fight, etc.
Depends on what you consider act one. Some players won't hit level nine until after the fight with Dallis boarding your ship. This means that those players won't effectively have access to these spells until after act two begins.
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Date Posted: Sep 24, 2018 @ 11:11am
Posts: 23