Divinity: Original Sin 2

Divinity: Original Sin 2

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How does the lizard racial (Dragon's Blaze) scale?
Should be pretty obvious from the title. Encourage for humans raises attributes more as you level, Flesh Sacrifice on the elves takes more con but, as a percent, scales with you automatically, and Metamorph on dwarves is always available hard cc. But for the life of me, I can't figure out how the damage on DB scales. Is it only tied to level? Intelligence? If you hear a giraffe?
Last edited by Navel Warfare; Sep 30, 2016 @ 8:15am
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Showing 1-13 of 13 comments
HugsAndSnuggles Sep 30, 2016 @ 8:44am 
Definitely level. Girrafe - perhaps, but I doubt it will scale much (if any) without PetPal.
Macro Tofu Sep 30, 2016 @ 10:34am 
It does scale, but as long as it deals fire damage it will always be of use.
Stabbey Sep 30, 2016 @ 12:44pm 
Very, very, poorly. You'll probably have to be pumping INT a lot if you want it to deal actual damage. For non-mage lizards it's of marginal, situational use.
mt1green Sep 30, 2016 @ 1:52pm 
It's a free fire starter, not a major breath weapon.
Freya Crescent Sep 30, 2016 @ 2:14pm 
I made a Lizan Mage and had above-baseline intelligence, even getting a Staff with +11 INT from the last boss... Dragon's Blaze was still doing miniscule damage. As a racial talent, I think it should have some other advantage... perhaps increasing fire resistance as well. :rainbowfart:
M13908 Sep 30, 2016 @ 2:18pm 
Aside from setting things on fire, it honestly is kind of a garbage racial ability, especially compared to that of the abilities of the other races, which have a more universal level of usefulness, especially the elves.
hairyscotsman Sep 30, 2016 @ 3:38pm 
They never need a shovel...
Sacred)(Rhaine Sep 30, 2016 @ 3:50pm 
The race benefits are certainly not well balanced.
what others have said i use it to set off barrels, or poison clouds... its not meant to be a heavy hitter, its meant to be a utility skill.
Stabbey Sep 30, 2016 @ 4:18pm 
Originally posted by mt1green:
It's a free fire starter, not a major breath weapon.

It's crap.

Dwarves get a one-turn petrify on anything without Physical armor. That doesn't need to scale
Humans get a full-party buff on a bunch of stats.
Elves get an AP plus 25% damage boost. That scales.

I can carry around a candle in my inventory if I need a free firestarter.

I'd much rather have Lizards get this other great idea I heard: Shed Skin - a temporary constitution debuff in exchange for removing all positive and negative status effects from the character. That would be useful for all builds.
Last edited by Stabbey; Sep 30, 2016 @ 4:19pm
Acadian Sep 30, 2016 @ 5:42pm 
they should prob just have it gain more damage, and give them a fire resistance passive as a the racial. Makes sense that if u can breath fire u are more resistant to it no?
The Pants Sep 30, 2016 @ 11:02pm 
Elves also can eat things to learn skills and information. Fire breath is pretty weak compared to the suite of things other races get.
Snardbuckett Oct 10, 2017 @ 11:23am 
TLDR :: Its useful but not in every build and its certainly not a good spell for flat mages whos only concern is INT .... for more detail please see below.


I'm going to put my 2 cents in on the skill .... from a blasty mage perspective .... yes it is a useless skill .... however those of you who are vets from Divinity OS1 will note that if you are building a hybrid tank STR/INT particularly for those lone wolf runs or even if you just like having very utilitarian characters ..... the fire damage will stay fairly even with your field control spells like contaminate ..... so simply put the best way to use this skill is on a low damage character such as a paladin style tank. it is also by the by FIRE damage so it is enhanced by pyromancy skill levels as well as regular character levels .... it costs very little AP and also has a fairly short cooldown. A common tactic is to make a shields up pyro/hydro/geo/Warfare build so you can protect yourself from your own AOE easily, and spam ground effecting effects and use the taunt skill to keep them in it. Allowing the actual wizrds/archers/rogues to take advantage of the low or non existent physical and magic armor to do your cc ....

in response to the other abilities being stronger ....
the elf ability to get skills off corpses peters off once you have most of what you can or will use .... it really has no purpose after that while the breath weapon will still do damage. and thier AP is somewhat mitigated by the fact that one can only hold 8 AP and many times when using smart tactics you will be holding some spare AP in reserve and letting the enemy come to you (across flaming poisonous oiled surfaces)

the human skill that buffs the whole party is not as strong as it looks conferring basically a 5% damage boost for most of the game a 5% damage boost is like 1 damage a hit maybe .... till later like lvl 15 ish.

If anyone has a powerful useful spell thats useful all the time i would say its the undead "Feign death" they make excellent glass cannons, or squishy damage dealers because if you get in a spot of trouble just feign death to drop aggro .....

Leaving lastly dwarves .... a one turn cc ? maybe 2 if you take torturer ? those are a dime a dozen in this game you know what stops cc magic and physical armor you know what kills those armors so you can get that cc off ? ground effects .... thats what.

So yeah it might not slap you in the face with i high powered crit or anything fancy but if you cover the ground in poison and fire i guarantee you will see enemies being more susceptible to cc on a mass scale. add on top of that that if you go pyro to enhance it you have other aoe fire options like eruption, fireball, etc.... to keep that field burning, and if you mix in the geo for the physical armor management you have plenty of poison options to combo with as well like contaminate, poison breath, poison coating, poison dart.

i am presently using it lonewolf with my friend doing a str/dex hybrid rogue damage dealer who is undead so he can chameleon, feign death, and lots of re position options .... generally he goes first, and puts out a bunch of damage on a single target and then feigns death, if i go second i will litter the ground with poison and fire and they will all have to come at me on top of it breaking down their magic armor, and turning thier backs to him since he probably started with the teleport backstab since its lone wolf i littered a little necromancy in there too so when i use large aoes past their armor i gain hp from every victim and i can constantly spam shields up and the base hydro heal to put out any fire on my person. In a pinch once they are gathered up he can easily use Fane's ability for an extra turn, and my poison heals him so its a very symbiotic relationship.
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Date Posted: Sep 30, 2016 @ 8:14am
Posts: 13