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To the OP, as stated by laserguy, chameleon cloak, chanterelle, invis potions, and evasion will be very helpful. Either bringing the glass cannon in after the start of combat, or making them slow for the other members to have time to cure cc would help. But you're experiencing the glass half of the glass cannon.
https://divinityoriginalsin2.wiki.fextralife.com/Smoke+Cover
Glass Cannon makes nearly all enemies target the character. Constantly Hitting it with CC moves. (even if its already cced)
Walk It off reduces the CC time by 1 turn down to 1 turn.
Retribution will return enemy dmg back to them for each attack they use on the character.
Perseverance will return armor and magic armor after each CC expires (which will be faster because of Walk It off)
Comeback Kid insures the character continues to stay up continues the enemy attacks on it.
Unstable works as a last defense severely injuring or killing nearby enemies if all else fails.
While Morning person allows you to reset the entire tank trap with one res scroll.
Stat points should primarly go into Con and what ever armor stats you want to roll. Wits is also nice as it allows your character to throw off some skills and move around on the first turn.
Then you can throw the rest of your combat points into either warfare for more hp (via the picture of health) talent or Leadership so that your walking punching bag can actively benifit the rest of the team as well.
No. Read up. Invis, dodge, basic fortify+AoF, and other methods negate it's downside. Hell, act 1 gives a stun immunity necklace and a freeze immunity helmet to get rid of two common cc effects. By late game, there's armor with stun immunity, boots with kd immunity, and several freeze immunity items. Just know what to expect and it's very easily countered.
Exactly this, sadly.
Glas-Cannon, imho, is a paragon example of all the problems in dos 2.
This post describes nicely how the mechanics in the game hamper eachother and create an awful OOC meta that even infects the remaining aspects of the game.
It may start with problems like the described glass-cannon situation, goes on with the teleport spamming that pretty much destroys any form of phalanx/positioning play or the "armor" system itself whose inflexibility and dependancy on damage cripples character variety horribly, but doesn't stop there... once again, sadly.
And that doesn't even count in extremely immersion breaking elements like enemies having often 5x higher stats than neutral world NPCs, or the cheaply made script events like fthe insect abduction in act 2... and so on.
I really had high hopes of the game after DOS1. But seeing after a 1 year break from the second game all they do is release a sequel with all the shortcomings carried over, and the promising aspects even more reduced, also in concept (!), makes me feel like I did with beyond divinity many years back: betrayed. Regretting that I backed that game.
How is the saying... "fool me once, shame on you, but fool me twice...". Yeah... This time I'm burying my affection for Larian for good.
A) 4 man without glass cannon, the AP for full round u can spend is: 16 = 4 * 4
B) 4 man with glass cannon the AP is: 24 = 4* 6
C) 4 man without glass cannon, but one of character in your team been cc, AP is: 12 = 3 * 4
D) 4 man with glass cannon, but half of your team been cc. So AP is: 12 = 2 * 6
In conclusion, 16,12 without glass cannon, 24, 12 with glass cannon. Glass cannon wins.