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You play on tactician or do a solo play?
All offensive scoundrel skills need a dagger, except for Chloroform.
Except for Bull Horns all Poly skills scale with Str
The upside I see is that you can change to dual daggers and learn some scoundrel skills if you ever feel unhappy with spears.
(You know I only know the DE version and bought the game relatively late ^^)
ps:
I created a strength poly supporter in a game with a friend of mine and chose as core abilities: medusa head, spider legs, worm tremor + torturer, teleport, nether swap, adrenaline, terrain transmutation.
This allows me to hold 3+ enemies in place for up to 7 turns and terrain transmutation is used to remove burning ground before the spider web cast.
After writing this I'd also recommend Geo 2 Worm Tremor + Torturer combo (and Fortify, Mend Metal)
It doesn’t make much sense to me since the total AP cost compared to Worm Tremor is the same, but webs are able to burn, removing them entirely and the burning status effect removes the root. Worm Tremor is clearly the better option by comparison for an armor ignoring root effect, yet Spider Legs was needed and Worm Tremor buffed to take its place.
For additional reference, the old Torturer talent only made the damage over time status effects, bleed, poison and burning, last one additional turn. It didn’t have any effect to make those status effects ignore armor.
So… they just made Worm Tremor overpowered and nerfed a weaker version of it to the point of irrelevance. There’s not much reason to use Spider Legs anymore.
As for the Scoundrel skills i want, they are Chloroform, Cloak and Dagger, Adrenaline, and Gag Order.
my plan was to get Polymorph to 5, Scoundrel to 2, then max out Warfare and two handed.
According to the wiki Gag Order [divinityoriginalsin2.wiki.fextralife.com] requires a Dagger to use
Poly 5 sounds always good with Apotheosis, Adrenalin, Skin Graft, Adrenalin combo
1) you can get it by level 4 vs lvl 9 with Pheonix Dive
2) Two movement abilities are minimum for melee characters. If you get teleported during a fight after your first jump you're out of the combat for a few rounds
3) Scoundrel passively increases movement speed.
Now Two handed vs Spear was talked about by Chaoslink above.
Spear has the upside of having the highest attack range, allowing you to immobilize enemies with Worm Tremor (+ Torturer to ignore magic armor) and attack them for 3 rounds without being hit back.
Two handed str weapons have the upside of str scaling with poly.
And that's one of the reasons why the metamorph is a silly archetype ^^.
- A Rogue without Thievery
- The Witch starts with a talent that can remove the blood beneath her feet, while necro spells are on the more expensive side, because the of elemental affinity synergy
- Fighter doubles down as tank with shield and fortify while the Knight has no way to restore physical armor
- Enchanter (Hydro/Aero) without elemental affinity
- Inquisitor starts with dual wands (magic damage), I think, but has physical damage spells
- And finally Metamorph starting with a spear, while poly scales with str, invis is more useful for dual daggers and the elemental skins are nice for combat mages that stand in their own spell's AoE
I wouldn't drop the Poly and spear idea just because of some mismatched scaling. I've actually done the build myself and it worked just fine.