The Quick Questions and Looking for Group Threads exist for a reason, use them. Medusa Head is a Polymorph Skill in Divinity Orginal Sin 2. >!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. This seems to be a bug, if Sebille dies the wings should go away (or in my case, end up on the ground as an item that will disappear once you try to pick them up). 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! Thievery > barter.Looking for a Group to play with? Try this thread || Discussion Overview Make one char your persuasion, one your loremaster, and the other 2 thievery chars. Focus on providing armor survivability and buffs. If you managed to get out of Fort Joy without the skillbook, you can buy them and other polymorph skills from Trader Ovis (Dwarf) in Drift wood. Geo2->Hydro2->Pyro2->necro3->Geo10/hydro10 (as much as you can boost them). Or polymorph over scoundrel for base damage increases.Ĭhar4: Pure support. Huntsman3->aero2->Ranged10->Scoundrel5+, with a focus on boosting crit rates. I'd typically either throw them in the middle or near awkward targets and dip out with the abilities. Chicken claw, chameleon and Medusa are must haves. Personally I'd put points in dual wield (as that base damage boost gets the 150%+scoundrel% boost) then focus on crit damage.Ĭhar3: Either repeat char2 or go archer with extreme maneuvability and abuse of the skill that gets damage boosts from distance (sniper). Rogue was my primary physical+ auxiliary (stun effects) Combat points went to polymorph, scoundrel, dual wielding, and necromancy. Arguably getting crit damage is better because of backstab, but increasing base damage adds tons more damage to your backstab crit as well. So far it works great (tactician mode) if you focus on phys dmg :)īesides the summoner builds I hear about being OP (Haven't tried summoner yet).Ĭhar 1: Warfare3->polymorph5->warfare10->polymorph10, 2handed weapons.Ĭhar2: Scoundrel3->polymorph3->either dual wield 10 or dual wield 5 ->scoundrel 10. Havent quite decided what her 2nd focus should be but considering a bit of geo. Can raise totems in poison to heal fane and can summon the incarnate to deal phys dmg and taunt. Buff Fin and a little Wits (for initiative). Ive done those before but im simply wanting to try something new. Buff strength and some constitution.įane as cleric with 2hand to heal and deal damage. 1 Genocide 7:52pm Originally posted by Commander Gorda: Mostly warfare for damage, i like some polymorph for chameleon cloak, chicken claw, twntacle lash, and a few points in scoundrel for adrenalin and other skills. With a little Geo to buff and use poison on fane to heal. 1 failsafe 2 hours ago Actually best way to test builds seems to be just gathering every valuable piece of equipment (in certain range of levels and power) - if necessary storing it on the ship and then just changing skills, perks together with equipment depending on needs. Sebille (to get the wings for free and early on) Polymorph with Shield and Onehand. When faced with a High Phsyical defence enemy, let the Conjurer and Cleric eat away there low magical resist.Ī well balanced team thats easy to understand for beginers and lets you pretty much do what you want. Take Bull Horns (a must) and any of the remaining polymorph skills (I personally prefer chameleon over Tentacles)įocus on Phsyical dmg and then use your polymorph skills for CC. Originally posted by Panic Fire:MC - Polymorph 2
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