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You gotta have some abilities on your ranged companions that will let them get out of a tough spot. Any of the 1 AP abilities. Then there's teleportation skills, chameleon cloak, etc.
Because there will always be NPC's going after them.
If there is anything I've learned so far is that there isn't a "specialized" build. Each companion has to carry something that will get them out of a tough spot.
Don't build your companions to cover for each others weaknesses, because sometimes NPC's will focus your CC companion, knock them down, and throw a wreck in the entire fight. Play around their individual strength rather than the strength of the party as a whole. At least, this is my opinion.
My dual Lone Wolf build, both of my characters have CC abilities, and escape abilities, and I use them whenever I need them.
You can never fully control the battlefield. But you can adapt, and use it to your advantage.
Sometimes, even if you fully block their path, and it means death if they try to reach you, then they do just that. Walk on fire, and die before they reach you.
I've been watching Sin Tee playthrough though, and his method of avoiding being controlled - is simply killing them. You just have to feel sorry for the AI.
I think Teleport is one of the most useful spells, and I have it on 3 of mine. Learning from watching, and it's been a bit of a Breeze on Classic difficulty.
Teleport them all together, and kill them with your high damage dealing party. That's the best form of Crowd Control.
2. rogues (scoundrels) are the most complicated DPS class to make work while also probably giving the least DPS. Not a good choice for a beginner.
If you are new to Divinity 2 i suggest using a Magic Mirror to respec your tank and rogue character into something more reliably useful (if you are in act 1 use the gift bag modifications in ESC menu to enable Fort Joy Magic Mirror).
For example you can turn the tank into a strength warfare/polymorph/necro 2 handed melee damage dealer - and you can turn the rogue into Finesse warfare/huntsman/polymorph with a crossbow (probably the best and easiest physical DPS).
Your casters need to focus in one or two schools of magic - and have enough memory to take every important spell - also find/buy/steal ALL the important spell books and check out wikipedia for the "craftable skill books" which give unique hybrid skills.
For example have one caster be pyro/geo and the other aero/hydro - the pyro/geo is more offensive while aero/hydro is more defensive, but both have great crowd controls.
Make sure to give your casters the best shield possible, it is crucial to their survival. Staffs are for melee mages (dont make that) and wands are just for useful stats.
Check out the other thread on this steam forum for a much larger reply on this similar topic (thread name begins with "entering blind").
For the sake of simplicity do the following with your attributes:
- put enough attributes into Memory JUST to have the spells you need/want.
- the rest of the attributes split evenly between Endurance and whatever primary attribute for your character is (strength, finesse (huntsman scoundrel) or intelligence (pyro,geo,aero,hydro,necromancy).
Keep in mind attributes ONLY AFFECTS THE DAMAGE OF SPELLS/attacks and not their other effects like healing, debuffs, armor restoration etc.
Intellect spells do not require weapons but warfare/huntsman/scoundrel abilities VERY MUCH require the best possible weapons.
Magic Mirror lets you change stats as often as you want.
If this is your first playthough do NOT use the talents Lone Wolf and Glass Cannon - they are overpowered and will ruin your first playthrough of the game.