Divinity: Original Sin 2

Divinity: Original Sin 2

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Qwesar Feb 20, 2020 @ 12:32pm
Earth spells are insanely powerful.
Earthquake has very huge radius, ignores vision/terrain/walls/height. If its in your radius, its getting hit and knocked down. Impalement has double crowd control (oil+cripple) and good efficiency. Worm Tremor entangles foes. Fossil Strike is only early game crowd control that ignores armor/magic armor resist.
Last edited by Qwesar; Feb 20, 2020 @ 12:35pm
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Showing 1-15 of 21 comments
Commander Gorda Feb 20, 2020 @ 2:09pm 
Wormtremor with torture talent is awesome.
Chaoslink Feb 20, 2020 @ 2:52pm 
Yes. It is a very powerful magic school. Though some of the CC requires dealing physical damage unless the target has no physical armor. Worm Tremor alongside Torturer is crazy good though.
ALYONA DECOY Feb 20, 2020 @ 3:29pm 
 Pyroclastic Eruption this spell can one shot every battle
BenSt88 Feb 20, 2020 @ 6:25pm 
Fossil Strike does not ignore armor. At least not for dmg purposes. If you just meant the oil part, you could accomplish that w/ a simple flask of oil.

However, in my current game oddly enough, it seems like Pyroclastic Eruption *is* ignoring armor. Looking at the battle log after certain foes get insta-killed, I see x pts of dmg...which is not always enough to account for the dead foe's magic armor + vitality. This must be part of the reason this spell is consistently considered OP, right? Or have I overlooked something?
ALYONA DECOY Feb 20, 2020 @ 9:07pm 
It isn't ignore armor
Chaoslink Feb 20, 2020 @ 9:20pm 
Originally posted by PlayWithMe:
It isn't ignore armor
The effect ignores armor, not the damage.
BenSt88 Feb 20, 2020 @ 9:37pm 
Originally posted by Chaoslink:
Originally posted by PlayWithMe:
It isn't ignore armor
The effect ignores armor, not the damage.
What effect? Doesn't it just do earth damage (admittedly tons of it)?? As such, why would that not be mitigated by magic armor? It can't be b/c I have Torturer, unless that tool tip description is sadly lacking.
EDIT: speaking of that tool tip, I understand every effect it talks about...except Death Wish. That's not affected by armor anyway, since you cast it on yourself or an ally, right?
Last edited by BenSt88; Feb 20, 2020 @ 9:39pm
Qwesar Feb 20, 2020 @ 9:59pm 
Originally posted by BenSt88:
What effect?

You never noticed the big oil puddle most Earth spells drop? Anyone in oil puddles is slowed by 50% and have their dodging reduced by 30%. Oil puddles ignore magic armor. But oil surface does slow teammates too, so keep your team out of oil if you can.
Last edited by Qwesar; Feb 20, 2020 @ 9:59pm
Qwesar Feb 20, 2020 @ 10:02pm 
Oil is good crowd control. If it takes melee 1 turn to get to you. If they walk through oil, it usually takes them 2 turns instead lol. Also enemies use AP as well, so they may get to you but not have enough AP to actually attack you lol.
BenSt88 Feb 21, 2020 @ 5:58am 
Originally posted by Qwesar:
Originally posted by BenSt88:
What effect?

You never noticed the big oil puddle most Earth spells drop? Anyone in oil puddles is slowed by 50% and have their dodging reduced by 30%. Oil puddles ignore magic armor. But oil surface does slow teammates too, so keep your team out of oil if you can.
Yes, I understand the oil effect. I thought something else was being referred to, to try and explain why--as it seems to me--the spell is bypassing magic armor. I'll try to post some sample numbers from a future fight to explain it better.
rasmasyean Feb 21, 2020 @ 7:05pm 
Originally posted by BenSt88:
Fossil Strike does not ignore armor. At least not for dmg purposes. If you just meant the oil part, you could accomplish that w/ a simple flask of oil.

However, in my current game oddly enough, it seems like Pyroclastic Eruption *is* ignoring armor. Looking at the battle log after certain foes get insta-killed, I see x pts of dmg...which is not always enough to account for the dead foe's magic armor + vitality. This must be part of the reason this spell is consistently considered OP, right? Or have I overlooked something?

If you have 2 targets near enough, they will get hit by eachother's blast radius. So in effect, it doubles the damage to each target, not counting crits. I don't know what this looks like in the log, but maybe you have to scroll up and examine it?

Also, if there's a fire surface, I think it does something like Surface damage and maybe a Oil-Fire reaction damage? I don't remember exactly. But that would be on top of the Earth damage. Perhaps even for overlapping radii.

This is what makes this spell so OP. You can teleport enemies into a cluster and each unit will get hit by everyone else's blast as well as it's own.
BenSt88 Feb 21, 2020 @ 10:03pm 
And...at least according to the tooltip, it is *not* resisted by armor, magical or otherwise. That's what I was noticing when I 1st started using it. The overlapping radii is just icing on the cake I guess.
LinkZeppeloyd Feb 24, 2020 @ 12:01am 
Originally posted by Commander Gorda:
Wormtremor with torture talent is awesome.

Currently the most OP thing in the game, it trivializes 90% of fights and and you can have it very early on.
Chaoslink Feb 24, 2020 @ 12:50am 
Originally posted by LinkZeppeloyd:
Originally posted by Commander Gorda:
Wormtremor with torture talent is awesome.

Currently the most OP thing in the game, it trivializes 90% of fights and and you can have it very early on.
Pre-DE, Spider legs had this role. The webs were spammable every turn for 1 AP. Not sure which I feel was more OP honestly. Spider webs burn easy and the enweb lasts just the one turn, but it creates a web surface that can reapply it automatically. However, if you spammed them on every character, you'd get hasted on everyone just for standing on webs yourself. Work tremor requires a talent to use like that, but the AP cost can be reduced if you're using it through a scroll/ambidextrous or with elemental affinity...

The ability to take away the opponent's movement is strong and both had their advantages and disadvantages. Hard to say which is the more OP option really.
LinkZeppeloyd Feb 24, 2020 @ 1:14am 
Originally posted by Chaoslink:
Originally posted by LinkZeppeloyd:

Currently the most OP thing in the game, it trivializes 90% of fights and and you can have it very early on.
Pre-DE, Spider legs had this role. The webs were spammable every turn for 1 AP. Not sure which I feel was more OP honestly. Spider webs burn easy and the enweb lasts just the one turn, but it creates a web surface that can reapply it automatically. However, if you spammed them on every character, you'd get hasted on everyone just for standing on webs yourself. Work tremor requires a talent to use like that, but the AP cost can be reduced if you're using it through a scroll/ambidextrous or with elemental affinity...

The ability to take away the opponent's movement is strong and both had their advantages and disadvantages. Hard to say which is the more OP option really.

I remember web well. But for me, its not close. Worm is a pretty huge AoE and lasts what, 2 turns? And does damage, a lot of it if you are a geo and get multiple enemies in the attack. Most fights you can teleport and/or nether swap any enemy away from the group right into their midst. Bam, worms and now they’re completely f*. Their melee are useless and they’re all frozen in spell-aoe range.
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Date Posted: Feb 20, 2020 @ 12:32pm
Posts: 21