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Edit: Just as ChaosLink says, you want to rush Summoner level 10 to get the Champion Incarnate.
If summoning requires full investment it sounds like I'm making the summoner himself useless in all but summoning and buffing his summons. Is it worth it?
not playing alone, myself and my buddy are reinvisioning the party for definitive edition.
we only got out of the city in the original game and didn't like the party much. I had a necro tank Red Prince, which sucked very hard due to physical armor blocking taunt and a general lack of speed and crowd control, and pure ranger Sebille, who was our top DD and I plan to get her for the new campaign, but would like something to supplement her with. Scoundrel skills maybe?
My buddy had a melee DD Fane with Polymorph but was a glass cannon and we had a hard time healing him. He wouldn't listen to my advice to take necro. And finally he had a dwarf summoner which he didn't like so I thought about giving it a shot
(This is more for chaos specifically, but if anyone else can give details, I'd appreciate it) I heard totems were getting some form of buff, but I did not see anything about incarnates. Are you sure, and if it's not too inconvenient, could you link it?
Addressing the OP now, If you keep roughly the same party you outlined, I would make a few changes that would help quite a bit.
-Don't make Fane (or any custom undeads) a glass cannon. While there are ways to heal them, a handful of good status cleansing powers will hurt undead, and it can be difficult to manage. If you are using polymorph, pairng it with warfare is usually a good route, as the handful of poly damage skills are strength based or blocked by physical armor, especially early on.
-Sebille is great as a ranger, since flesh sacrifice combos well with elemental arrowheads in an all physical damage party (which is what you seem to have). Really no need to change that up, whether it's you or your friend using her.
-Red Prince is a default tank, but unless you're doing a lone wolf tank run, or a party of full tanks, they are not as useful in here as they are in other rpgs. I usually use them only when I have a mod to get the power "guardian angel" from the start of the game (it's usually available at level 16) because it's what makes you able to tank like you'd expect in other games. Mix him up and try a rogue, necromancer, or any other physical based build you can think of. Even if you keep him sword and shield, it can work, it just won't be your typical tank.
As for summoning, you want to rush it to 10 and get any gear you can early on to bump it up (usually rings can be easy to get early on, but they're expensive). Once it's capped, necro combos well since you can have a backup summon (or two) if the incarnate dies, and you have some great utility powers. It also has some big attacks, but with summoning, you may not have the stats to utilize them as much. You can also just rush summoning to 10 and then grab as many skill groups as possible for all the utility powers you can accumulate. Haste/peace of mind/first aid/fortify/restoration/armor of frost all require only one point in their respective skills and can be extremely useful. Then netherswap, uncanny evasion, and teleport only require two points in aero.
Source: https://www.kickstarter.com/projects/larianstudios/divinity-original-sin-2/posts/2207876
I don't know anything more about changes to Summoning other than "Totems will gain increased Intelligence as they level up" which I believe is intended to keep them useful as the player levels up, instead of ceasing to be great after Summoning 10.
From what I've heard though, the super-Incarnate you get at Summoning 10 is considered good enough to be useful for the rest of the game (I imagine because it continues to scale with player level). I haven't played a full-on Summoner to the end-game, personally, so I can't confirm it.
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Unrelated, I plan to run a 4-Summoner all-custom party on Tactician difficulty in the DE, each Summoner a slightly different build, getting different secondary schools and secondary summons (A dual-wielding melee STR summoner, a single-dagger Scoundrel Summoner, a ranged Huntsman Summoner, and a caster summoner). As such I will be reaching level 10 summoning slightly slower on most characters than the earliest possible level (level 9, not counting All Skilled Up, I believe).
I know she works fine as is, and she was probably the most effective member of our party. But I felt bored just shooting different types of arrows every battle.
I went with warfare+necro and his build was borderline useless(
ok, so summoner hybrid, but what to combine him with?
I'd like to partake in battle as a summoner and not just spend every encounter only micromanaging my summons.
Once you have summoning at max, then you start to gain other abilities to truly open your possibilities. Remember that you can still find gear that gives skills or abilities and make use of those while you're still pumping summoning. A ring with Pyro or Hydro can allow you to get access to buffs or heals while other skills like warfare or huntsman can allow you to unlock skills for whatever weapon you go with. Or just use spells and dump INT. You have to realize that no matter what secondary thing you want to do with the summoner, its going to be simple and weak since you're gaining the benefit of your summons. If you try and build your character while keeping summoning on the side, the summons will be too weak to justify having it.
No matter how you look at it, your character is going to be weak on their own until the later stages of the game. Though by those stages, summoning is better off being dropped for a dedicated build anyway.