Divinity: Original Sin 2

Divinity: Original Sin 2

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Nonomori May 29, 2021 @ 3:50pm
Are there any self-teleport spells for Mages?
It is so weird that all of my party members have some sort of self-teleportation spells (Tactical Retreat, Phoenix Dive, Cloak and Dagger) and my mage Lohse can only teleport others LOL. I saw some enemies use Shade Shift but I weren't able to get my hands on that skill for some reason. Are there any mage-friendly teleports aside from Spread your Wings (which spends two action points therefore meh) and all sorts of swaps?
Last edited by Nonomori; May 29, 2021 @ 3:53pm
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Showing 1-15 of 24 comments
MULTIPASS May 29, 2021 @ 4:17pm 
It's well worth spending a few points in other skills to pick up utilities like that. For example, your mages could take a couple of points in Scoundrel to pick up Adrenaline and Cloak and Dagger and maybe Chloroform too.
HappyTortoise May 29, 2021 @ 4:19pm 
I'm complete n00b at this game but yes adrenaline I think is a must for all characters. The more enemies you kill on the first round before they can act the more the fight swings your way.
Nonomori May 29, 2021 @ 4:34pm 
Originally posted by orksmith:
It's well worth spending a few points in other skills to pick up utilities like that. For example, your mages could take a couple of points in Scoundrel to pick up Adrenaline and Cloak and Dagger and maybe Chloroform too.
So there is no way but to waste precious skill points on absolutely irrelevant things?
Yojo0o May 29, 2021 @ 4:57pm 
Originally posted by Nonomori:
Originally posted by orksmith:
It's well worth spending a few points in other skills to pick up utilities like that. For example, your mages could take a couple of points in Scoundrel to pick up Adrenaline and Cloak and Dagger and maybe Chloroform too.
So there is no way but to waste precious skill points on absolutely irrelevant things?

Skill point dips are actually massively powerful, and very much not irrelevant. A couple points of Scoundrel for Chloroform, Adrenaline, and Cloak and Dagger is extremely strong for any mage, and you also get the passive crit damage boost on top. I'm also a fan of a two-point dip into Warfare for Phoenix Dive and to unlock the Executioner talent.
Lethan May 29, 2021 @ 5:06pm 
Short answer is no.
You want 2 points into Huntsman anyway; as access to the heal, tactical retreat and combination skills (Geo+Huntsmans = Throw dirt) are all solid reasons to take the utility.

Most S tier builds, will sink points into scoundrel and Huntsman for the utilities included. If you aren't using them, you're just making the game harder on yourself.
MULTIPASS May 29, 2021 @ 5:50pm 
Originally posted by Nonomori:
Originally posted by orksmith:
It's well worth spending a few points in other skills to pick up utilities like that. For example, your mages could take a couple of points in Scoundrel to pick up Adrenaline and Cloak and Dagger and maybe Chloroform too.
So there is no way but to waste precious skill points on absolutely irrelevant things?

But they're not irrelevant. Tactics and movement are crucial and make more of a difference than a few extra % damage modifiers in a secondary offense skill.
Stormwind May 29, 2021 @ 7:21pm 
All your characters should have a few points in other classes, pick up skills that arent level based. Low hanging fruit, Everyone should get a self teleport, one way or another.
Chaoslink May 29, 2021 @ 8:34pm 
Geomages often pick up huntsman for Throw Dust. Worth another point to just pick up Tactical Retreat. Pyromages using The Pawn can use Phoenix dive to bring fire with them for Elemental Affinity. Aero/Hydro doesn't really have easy pickups like those, but you might find some of the combined spells like Vampiric Hunger (Hydro/Scoundrel) and use that to choose which self teleport you want. Scoundrel is a natural pick for Chloroform and Adrenaline so you can just pick up Cloak and Dagger.

I suppose Aero has Nether Swap, but I can't say I ever use it much.
SenMithrarin85 May 30, 2021 @ 4:49pm 
Originally posted by Chaoslink:
Geomages often pick up huntsman for Throw Dust. Worth another point to just pick up Tactical Retreat. Pyromages using The Pawn can use Phoenix dive to bring fire with them for Elemental Affinity. Aero/Hydro doesn't really have easy pickups like those, but you might find some of the combined spells like Vampiric Hunger (Hydro/Scoundrel) and use that to choose which self teleport you want. Scoundrel is a natural pick for Chloroform and Adrenaline so you can just pick up Cloak and Dagger.

I suppose Aero has Nether Swap, but I can't say I ever use it much.

only ever took that on a ranger to swap myself with an elevated enemy. Can also be useful to swap melee range allies with enemies for a nice corpse explosion!
Yojo0o May 30, 2021 @ 7:15pm 
Nether swap is one of my favorite spells. Swap yourself with a dead body to deliver close-range AoE like Closed Circuit, swap melee and ranged enemies, all sorts of fun stuff can be done for just one AP. The secret sauce is to swap enemies with Sir Lora when opportunity strikes, I brutally cheesed a major boss battle in act 3 this way, denying multiple turns each time due to how far away Sir Lora was hiding when I did it. It's quite good.
MULTIPASS May 30, 2021 @ 7:46pm 
Originally posted by Yojo0o:
Nether swap is one of my favorite spells. Swap yourself with a dead body to deliver close-range AoE like Closed Circuit, swap melee and ranged enemies, all sorts of fun stuff can be done for just one AP. The secret sauce is to swap enemies with Sir Lora when opportunity strikes, I brutally cheesed a major boss battle in act 3 this way, denying multiple turns each time due to how far away Sir Lora was hiding when I did it. It's quite good.

Just to satisfy my hunch here, was it Alexander from a high platform down 2 levels?
Stormwind May 30, 2021 @ 9:24pm 
Originally posted by Yojo0o:
Nether swap is one of my favorite spells. Swap yourself with a dead body to deliver close-range AoE like Closed Circuit, swap melee and ranged enemies, all sorts of fun stuff can be done for just one AP. The secret sauce is to swap enemies with Sir Lora when opportunity strikes, I brutally cheesed a major boss battle in act 3 this way, denying multiple turns each time due to how far away Sir Lora was hiding when I did it. It's quite good.

Lol. Thanks for the idea, never thought of that.
Nonomori Jun 3, 2021 @ 12:20am 
Originally posted by Stormwind:
All your characters should have a few points in other classes, pick up skills that arent level based. Low hanging fruit, Everyone should get a self teleport, one way or another.
But why I should play an CRPG game how devs or guide makers want it? I want to play it my way and have a pure magic damage dealer mage without Scoundrel abilities (how would that even work RP wise?) and I find it quite weird that all the other classes have self-teleport but mages should invest points into other to have that utility. Why just don't have something in aerotheurge tree for example? Especially when enemy mages can use Shade Shift whenever they want?

That's an absolute anti-climax.

Originally posted by Lethan:
Short answer is no.
You want 2 points into Huntsman anyway; as access to the heal, tactical retreat and combination skills (Geo+Huntsmans = Throw dirt) are all solid reasons to take the utility.
What a joke x) No idea what were they thinking.
Last edited by Nonomori; Jun 3, 2021 @ 12:29am
Yojo0o Jun 3, 2021 @ 3:08am 
Originally posted by Nonomori:
Originally posted by Stormwind:
All your characters should have a few points in other classes, pick up skills that arent level based. Low hanging fruit, Everyone should get a self teleport, one way or another.
But why I should play an CRPG game how devs or guide makers want it? I want to play it my way and have a pure magic damage dealer mage without Scoundrel abilities (how would that even work RP wise?) and I find it quite weird that all the other classes have self-teleport but mages should invest points into other to have that utility. Why just don't have something in aerotheurge tree for example? Especially when enemy mages can use Shade Shift whenever they want?

That's an absolute anti-climax.

Originally posted by Lethan:
Short answer is no.
You want 2 points into Huntsman anyway; as access to the heal, tactical retreat and combination skills (Geo+Huntsmans = Throw dirt) are all solid reasons to take the utility.
What a joke x) No idea what were they thinking.

Well now you're just being a contrarian. This is a game with a free-form build system that actively encourages utility dips. Why play a game that gives you full freedom to choose how you want to level up, if you're going to force yourself to put your skill points in the same tree every time? Doing so isn't even a pure damage choice, as there's a relatively low soft-cap anyway, and the passive bonuses/unlocks of these dips are great for mages. As for RP reasons, it's simple: Your mage, being an intelligent and discerning adventurer, picks up minor skills from others to make himself stronger. That's been a thing ever since DnD Dual-Classing awkwardly handled it 30+ years ago.

But fine, if you want a pure magical movement ability, dip into Polymorph for wings plus other utility spells. Doing so gives you free points in Intelligence so you haven't sacrificed any damage even in the short term, it's a great dip tree for utility magic, and it'll help you get around nicely.
Yojo0o Jun 3, 2021 @ 3:09am 
Originally posted by orksmith:
Originally posted by Yojo0o:
Nether swap is one of my favorite spells. Swap yourself with a dead body to deliver close-range AoE like Closed Circuit, swap melee and ranged enemies, all sorts of fun stuff can be done for just one AP. The secret sauce is to swap enemies with Sir Lora when opportunity strikes, I brutally cheesed a major boss battle in act 3 this way, denying multiple turns each time due to how far away Sir Lora was hiding when I did it. It's quite good.

Just to satisfy my hunch here, was it Alexander from a high platform down 2 levels?

Probably, but the big one was Sallow. With high ground and Sir Lora hiding off in a corner, I was able to throw him comically far away and keep him out of melee. I don't really consider Alexander himself to be enough of an offensive threat to worry too much about how close he is.
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Date Posted: May 29, 2021 @ 3:50pm
Posts: 24