Water as the second school gives good synergy (Rain then Chain Lightning = Electrocution), as well as excellent healing in a pinch. Skills: Way of the Warrior 5, Air Elementalist 5, Water Elementalist up to 5, Way of the Ranger 1Īir magic has the most devastating damage spells and the most powerful summon (level 13 Air Elemental). Traits: Righteous, Considerate, Bold, Independent, Heartless, Pragmatic, Egotistical Talents: Tempest, Bigger and Better, All Skilled Up, Rainman, Leader of the Pack So don't waste them on stuff like skill-monkeying and support: they are your heavy hitters and your main conversationalists. So, obviously, the two heroes are going to be the strongest elements of your party. They also get various awesome benefits in the form of Traits. They are the ones you get the most control of, and are easy to min-max. Here's my suggestion on party specialisation: That way you can have an a$$-kicking party as early as Level 5. You get 4 characters to play with, enough to specialize them in all the important areas and not waste points on duplicate abilities. They wouldn't have been all that good if not for the "+1 to skill" talents/traits/items, and the great benefits from maxing certain abilities. The second best talents are those that add more ability points/skill points The best talents are those that add to a skillĤ.1 The "+1" from a talent always comes "on top" of your invested skillpoints, so eventually it will be saving you up to 5 skill points for the top tier Ĥ.2 It stacks with bonuses from items and traits, so with a bit of luck and good planning you can get a skill to level 5 by only investing 1-3 skill points.ĥ. Combined with low spellcost from high Intelligence, this can almost double the damage output of your mages.ģ.2 Without "Way of the Wizard" or "Way of the Rogue", its only real competitor is Way of the Ranger, which, although good for support, does not compare in terms of brute power.Ĥ. Way of the Warrior rules as a "class skill" for any classģ.1 Natural armor, more HP, and magic resistance are always goodģ.2 The capstone is magnificent with +4 Action Points per turn. And Wizards will be more effective with them.ģ. The Quick Questions and Looking for Group Threads exist for a reason, use them.This is intended as a repository for suggested optimal character and party builds.Ĭonsidering that a number of skills are not functional in the current alpha, here's what I personally found to be good suggestions towards an efficient party:ġ.1 Their primary stat, Intelligence, not only increases spell damage but also gives more skill points per level and decreases ability action point cost (-1 action point cost/5 Int) ġ.2 Their spells are A) ranged, B) AOE, and C) capable of great damage to every target.ġ.3 They get great talents and traits that add to the elementalist skills.Ģ.1 With nonfunctional pickpocketing, and with locks being breakable by brute force/magic, their skills are not really useful.Ģ.2 In melee damage and survivability, they lose out to Knights/Warriors (who can even take the Assassin talent to Backstab with a Greataxe/Greatsword).Ģ.3 In ranged damage they lose to Wizards.Ģ.4 Their specialty spells and abilities, while cool, can be learned by any other class. >!This is spoilery!< to get This is spoilery Submissions should relate to Divinity Original Sin or other works of Larian Studios.ĭo not put spoilers in the title of your post and mark your posts. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit. Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions fight foes in turn-based combat explore an open world and interact with everything and everyone you see. Welcome To The Divinity: Original Sin Subreddit! Looking for a Group to play with? Try this thread || Discussion Overview
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