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For this run, I have no mages - other than the 1H/shield tank/support guy who has about 5 Hydrosophy and a bit of other things. Should I consider adding maybe a few Intelligence and Savage Sortilege on him then? He's already got over 50 percent crit at level 16 at the moment.
And how much Intelligence and Hydrosophy does he need to make a decent hybrid damage dealer?
I did a lot of experimenting tonight, and you seem to be right. Every spell does pitiful damage. The sole exception I found was Ice Breaker, but that has a huge AoE radius AND does friendly fire. So I don't think it's all that usable.
Is there anything like Ice Breaker that does not require huge Intelligence investment but also does not have such a massive drawback like Ice Breaker?
On the rogue stacking elemental damage idea: The only concern I have here is that stacking stuff like poison on your weapon may backfire if you fight immunes such as Undead. Am I not going to be constantly healing them in fact? Or are there no enemies with over 100 percent resist?
Got it; let me try it and see how it works for me then. Thanks as usual!
YES.
10 points invested into INT is 50% Damage increase,
10 points invested into Pyromancy is 50% Damage increase.
Savage Sortiledge talent then makes it possible to crit as a magic user on spells so you can achieve some one shots.
Now here's the thing though...
Your characters can benefit from dabbling in some magic abilities due to the fact that not all the skills are damage skills.
Example, I might want to invest 1 or 2 points into Necromancy, cause right off the bat I get Vitality back with any damage caused, its really good on a 2-Hander Warrior.
Cleric is a Hybrid type of class,
Warfare, Necromancy and Hydromancy...Thing is Clerics dont do a lot of Damage, they are mostly meant to just toss heals and correct status effects on your characters...Wrapped up in heavy armor with shield they dont tend to draw a lot of attacks from the opposition since they are not a high threat and tough to take down.
In a full 4 person party, your going to want 2 primary damage dealers....
I run with 1 focused on physical damage, Death Knight with 2 hander
and
a Battlemage: Pyromancer with 2 Handed Fire Staff.....Magic Based.
A Ranger, Archer/Summoner...
Cleric, <character spread out really thin but good for those heals and status changes.
In a 4 person party though having at least one character that is concentrated on just Buffing the other 3 people is really a good thing, this character you can afford to spread really thin cause Buff's dont do damage and you dont want to spend action points on primary damage dealers on Self Buffing.
It's simpler for beginners, and we humans have a tendency to cling onto what works initially. With that said, however, I have yet come across an encounter that is difficult for an all-Physical party up to end of Act 2 though.
Indeed; and that's what I have been doing. I go 2 Aerotheurge for Uncanny Evasion and Teleportation, 1 Geomancy for Fortify, and 1 Hydrosophy for Armour of Frost on literally every character. And I go 2 Necromancy for Bone Cage on most melees. So my question was strictly for nukes - which you answered well.
I am running a hybrid of sorts that actually mixes all three schools you cited at the moment, but he is actually more of a 1H/shield support than a caster support. I use Fextralife's "Frost Paladin" as a template:
https://fextralife.com/divinity-original-sin-2-builds-frost-paladin/
Is your support/buff guy also high on Wits and going first? If not, then who goes first?
Is your support/buff guy also high on Wits and going first? If not, then who goes first? [/quote]
Thats the plan, I have been refining my characters for some time.
My Deathknight used to have the "Deathwish" ability on them but I figured out it was better to have that on my Cleric so the DK didnt waste AP self buffing.
My thinking is now that I'd be better off having a Buff character that has high Wits and high Memory...Plus about 2 points in each of the elements to get access to each of the Buff spells to apply to other characters.
A point in Scoundrel for Adrenaline Rush, will help me to rush out 6 single AP abilities at the start of the combat. My battlemage would normally apply something like Haste and maybe another buff at combat start but thats not really effective seeing as he is buffing rather than fighting. Not that I would remove Haste from my Battlemage, its a single AP skill easy to use now and then but if I waste 1 to 3 AP getting my primary damage dealers ready at turn 1 well than thats not real effective use of them.
Something of a Bard Class character, in a 4 person party it doesnt feel like a waste to me seeing as the other 2 or 3 can be full on attack mode from the start.
Okay, the more I play the more I realize that any investment in magic schools beyond 1 or 2 get buff spells for Physical damage classes is a waste. I re-did all my characters, and even my support "Paladin" has only 2 Hydrosophy/Huntsman for Mass Cleanse.
I am also thinking even Arrow Storm on my archer is "wasted," because 1 3-Sourcery AoE mega-nuke is still not enough; and I don't have any other character who can utilize a 3-Sourcery AoE nuke.
I am frustrated in my effort to make my support guy a hybrid who can tank and do some damage - as well as "support" of course. So I abandoned anything beyond 2 investment in a magic school for even my support character, because he is a 1H/shield "paladin." I guess I could go for a full Intelligence support, but that would mean I'd also abandon the tankiness and the massive Overpower (massive even for a 1H wielder!) to start off fights.
Does your Intelligence support guy do any damage? How does his first turn go?
I have never built a 1h/shield character. I don't build many physical dealers and my party is always more magic damage favored than physical. Even the 2/2 splits I've built, at least one physical dealer does something to assist the mages instead of the other physical.