Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So just wait for Mr. Min-Max fox to show up and type the "same 5 pages" they typed up countless times. They probably will be helpful.
Full party glass Glass Cannon on honour run.
Have fun being stunned/knocked/frozen/shock stunned.
Most of the AI can see your resistance weaknesses.
I had a Glass Cannon rogue locked for 11 turns.
Tell me how far you guys will get.
My bet is lvl 4.
no I'm not kidding. it was originally a throwaway playthrough but here we are, and many milestones we thought would be our party wipe have been dealt with.
granted again that my melee guy isn't glass cannon, but with his AP he might as well have not participated in half the battles at all.
hence my considering doing the mad move)
not even dual wield?
Many players felt like 8AP was quality of life or should’ve been baseline. It shouldn’t have and is very much broken. If you’re not a glass cannon, nothing you do is going to fix that inadequacy you feel compared to your allies with that mass AP boost above you. Even a two handed build wouldn’t feel that relevant.
sounds like a plan!
might consider getting 2 into aero for the dodge spell
I can't help but notice that fane's time warp is the only ability that support physical based offensive builds. You can probably make something out of sebile's unchained but, that seems like something a character on the more tanky side would use.
All the other characters sort of deal with magic damage.
Ifan's spirit wolf is a bit useless imo.
But fane's time warp if you spend alot of time planning out ambush attacks, keep in mind melee users have alot of AOE. You have bullrush, battering ram, battle stomp, whirlwind, and cripling blow. I dont really include tentical lash because that move doesnt work with enrage... which you should utilize alot.
Also keep in mind that crippling blow does about the same damage as your all in attack for only 2 AP. it also has a small AOE, if the enemy is standing next to the attacked character, it'll usually work. Teleportation skill is helpfull with this.
You have a few options in gaining more action points. Enter the combat and survive the one guy that is after you. Remember that divinity's intiative process works so that only one person on each team can go at a time, meaning that if you just dont care about witts and max out strength, there will only be one person after you in a solo build. You can just examine all the enemies, that extra action point really comes in handy. find the guy with most initiative and move to other side of battle field from him to gain the upper hand.
You can also use things like adrenaline, and use fane's mask to turn into an elf and have blood sacrifice as another option.
I also like having a single teammate partner in lone wolf have skills such as encourage, and the pyromancy skills. Clear mind, and haste... especially haste. Haste works so well when you give it to your character before the battle starts. And the other buffs, give that little edge. Idk maybe you need like 10 or so more damage to just break even and destroy enough enemy armor in a few amount of turns.
It's a bit cheating, but hey. Still impressive.
Hell even just use formentioned camelion cloak, to stop AI in their tracks, end turn twice, then delay turn to get two free moves after one another. You can also use uncanny evasion. Just make sure you use a bunch of manipulation such as movement or whatever you AEO all the enemies with massive damage and knock down status.
You can do things like cloak and dagger, or teleport aerothurg skill to manipulate alot of situations into your favor.
Good luck.
The game's build open-endedness means you can build both an unreasonably bad and an unreasonably good char.
What I do consider as cheating is buffing allies in-dialogue because the status effect timers are paused and you can enter the combat fully buffed. And yes I exploit the heck out of that)
Glass Cannon also makes Adrenaline even more broken because it gives you max AP regardless of any modifiers.
Any physical damage dealer should go for Warfare first, along with their main attribute (Str/Fin/Int) because it will scale so well even early on, only put points into your secondary/utility (Huntsman, Scoundrel, Pyro, etc) once Warfare is maxxed, and don't bother with the other combat skills (Dual Wield, Two handed etc).
Ranger is by far one of the best damage dealer in the game next to Necromancer, dont build them as a "hybrid". You want Elemnetal Arrowheads used on simple blood surfaces (be an elf or hit your characters a bit to create pools of blood, or if you run Necromancer as well use Blood Rain) and Ballistic shot, keep your weapons on level and keep yourself buffed with Peace of Mind, Teleport/Swap for Utility, Invisibility (Chameleon Cloak),Tactical Retreat/Cloak and Dagger, Adrenaline and Skin Graft for utility and more burst
Rogue is the same with daggers: Crippling Blow can backstab multiple foes same as whirlwind and fan of knives, and Onslaught can be used to a devastating single target burst. You want Peace of Mind and teleports here too, same utility stuff. He can also knock down multiple foes with Battle Stomp.
Support mage: Two ways: Either reroll for Necro or Geomancer to deal damage, or max Wits to ensure you always come first and use Torturer coupled with Worm Tremor to immobilize enemies sot hey can't reach others. Healing is pointless in general, use potions if needed but otherwise it's better to evade or cc/kill enemies.
Str guy: 2 Handed or 2x 1 handed, 2 handed is overall better. Don't try to be a tank, it doesn't work in this game, especially on Tactician. Use him for damage and CC.
Since your armor values don't worth a damn go for main stats always (Warfare for physical, and main Attribute, Wits and Initiative on others)
4 Man full glass cannon run is viable and doable but does not really allow fun builds on Tactician/Honour mode.
2 mages can combo off of each other.
e.g. one max geo with medium pyro. the other one max pyro with some geo. Surface explosion damage should scale with both levels, the one who created the surface and the one who triggers it with their spell.
(If a geo 10 creates an oil surfaces and pyro 10 explodes it you should get a "lvl 20" explosion.)