Divinity: Original Sin 2

Divinity: Original Sin 2

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Thoughts on Magic cycles talent
At the start of an encounter, you gain one of two statuses: Cycle of Fire and Water or Cycle of Earth and Air. Cycle of Fire increases your Pyrokinetic and Hydrosophist by 2. Cycle of Earth and Air increases your Geomanancy and Aerothurgy by 2. Statuses swap each turn

Though this talent sounds interesting and unique i forsee a couple of problems that might limit its practicality.

For one, the abilities that the statuses buff are diametrically opposed and so using both at the same time might be ineffective. For example burning gives resistance to water damage and is cancelled out by most hydro statuses.

Also it seems at first glance that the statuses only ever give a +2 for the affected abilities which (assuming the status doesn't scale with level) only amounts to a 10% additive increase to damage which i'm worried will become insignificant as the numbers begin to bloat.
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Showing 1-3 of 3 comments
Chaoslink Jan 23, 2020 @ 1:51pm 
I don't believe that it would be additive, the magic skills work like Warfare for their element. So the boost is more significant than it could be. That said, if the status is constantly changing every turn, I could see it being somewhat decent as a damage booster early on.
LArc7thHeaven Jan 23, 2020 @ 4:46pm 
the talent not supposed to help you cheese the game lol
Lethan Jan 23, 2020 @ 5:21pm 
It's a boost for both of the most common mixers; most often a mage will go Hydro/Aero or Pyro/Geo; that means each rotating round, one of your typical elements is boosted by 10%
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Showing 1-3 of 3 comments
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Date Posted: Jan 23, 2020 @ 11:13am
Posts: 3