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Divinity: Original Sin 2 |OT| Dragons & Dungeon Mastering

Mivey

Member
I wonder if the Act 4 cheese merchant is a nod to the annoying cheese seller in the first original sin.
Your criticism has more holes than a slice of this fine Camembert. Seems like you were never the big cheese on your block with a wheel of the good stuff.
 

Meccs

Member
Imho all the teleportation you have and all the teleportation your enemies have throws basically all strategic element out of the windows. Careful strategic placement is impossible if anyone can just teleport away. The AI seems to also have a hard time understanding it's own skills. I had enemies teleport onto higher ground just to apply their magic armor and then climb down the ladder again.
 
Imho all the teleportation you have and all the teleportation your enemies have throws basically all strategic element out of the windows. Careful strategic placement is impossible if anyone can just teleport away. The AI seems to also have a hard time understanding it's own skills. I had enemies teleport onto higher ground just to apply their magic armor and then climb down the ladder again.

You need to assume that there are some dumb Magicians out there too. lol
 

kionedrik

Member
Are there a different teleportation skills? I have one party with teleportation but can't seem to actually teleport anywhere

Teleport only works on other characters and some objects.
Nether Swap allows you to swap the positions of 2 "things" (allies, enemies, bodies, objects, etc), including yourself.
 

Labadal

Member
Are there a different teleportation skills? I have one party with teleportation but can't seem to actually teleport anywhere
Teleport - Teleport allies or enemies
Nether Swap - Switch places with someone
Spread Your Wings - Gives you flight mode. Not teleporting, but can be decent.
Tactical Retreat - This is a Huntsman ability that lets you teleport yourself away and gives you haste for one turn
Phoenix Dive - Jump in on enemies and create a burning surface.
Battering Ram - A short distance ability that lets you charge into enemies.

I probably for got one or two more.
 
Teleport - Teleport allies or enemies
Nether Swap - Switch places with someone
Spread Your Wings - Gives you flight mode. Not teleporting, but can be decent.
Tactical Retreat - This is a Huntsman ability that lets you teleport yourself away and gives you haste for one turn
Phoenix Dive - Jump in on enemies and create a burning surface.
Battering Ram - A short distance ability that lets you charge into enemies.

I probably for got one or two more.

Cloak and Dagger for the scoundrel

teleport and don't break invisibility and sneaking
 

Meccs

Member
Teleport - Teleport allies or enemies
Nether Swap - Switch places with someone
Spread Your Wings - Gives you flight mode. Not teleporting, but can be decent.
Tactical Retreat - This is a Huntsman ability that lets you teleport yourself away and gives you haste for one turn
Phoenix Dive - Jump in on enemies and create a burning surface.
Battering Ram - A short distance ability that lets you charge into enemies.

I probably for got one or two more.

Don't forget the
Pyramid
!
 
Teleport - Teleport allies or enemies
Nether Swap - Switch places with someone
Spread Your Wings - Gives you flight mode. Not teleporting, but can be decent.
Tactical Retreat - This is a Huntsman ability that lets you teleport yourself away and gives you haste for one turn
Phoenix Dive - Jump in on enemies and create a burning surface.
Battering Ram - A short distance ability that lets you charge into enemies.

I probably for got one or two more.

i wouldn't call Battering Ram teleportation variation. it triggers Reactive Shot while the rest don't. at least from my experience with the game
 

Meccs

Member
Err I need help with an item:
I seem to have lost my teleporting gloves. Is there a way to get them back?
 

Justin

Member
Cold rainy day here in Seattle so I am finally ready to jump into this. Is a rogue a fun/viable build for the main character?
 
Darn entered under Fort Joy and
fought some crazy bastard down in the cellar, after I got out every single soldier is fighting me on sight. Have a "fucked up" the game now. Were they supposed to give me some quests or anything?
I'm getting some good exp and loot but am afraid I shouldn't do this
 
Cold rainy day here in Seattle so I am finally ready to jump into this. Is a rogue a fun/viable build for the main character?

At 50-60 hours, around lvl 15.

Rogue is definitely pretty fun to play with - really really mobile and nice debuff effects, but not a lot of inherent support or recovery skills so you need to balance them out appropriately.

One fun tip if you play Sebille has her default Rogue class -
Spec Rogue and Polymorph, get Adrenaline and Skin Graft. With Flesh Sacrifice and Adrenaline costing 0, and Skin Graft resetting your cooldowns, you have the ability to spend a crazy amount of AP in one turn. For instance: Start at 4 AP -> Flesh Sacrifice (5 AP) -> maneuver with The Pawn for a Backstab (3AP) -> Backstab again (1 AP) -> Adrenaline (3 AP) -> Skin Graft (1AP) -> Flesh Sacrifice -> (3AP) -> Adrenaline (5 AP) -> Backstab (3 AP) -> Flurry (0 AP) -> End Turn. That's four attacks in one turn!
 

Meccs

Member
I am currently running a Rogue, 2H Knight and a Ranger and one Mage that feels extremely underpowered in terms of damage because of the separate magic resistance bar. I will test him as a pure support (buff/debuff/teleport) without doing any damage. The balance in this game seems a bit wonky. I also don't see where this "summoners are op op" comes from... unless they mean having summoning on 2 or more characters. That would probably work the best since the Ai is kinda dumb on classic and gets confused with a lot of summoned stuff.
 
Err I need help with an item:
I seem to have lost my teleporting gloves. Is there a way to get them back?

How did you lose them? Check your inventory, you can display only equipment. Maybe the skill is on the second row of you action bar. That said they are not essential for the main quest.

Cold rainy day here in Seattle so I am finally ready to jump into this. Is a rogue a fun/viable build for the main character?

Rogue is probably one of the more tricky builds. You want to be in the mix, but you don't have the highest armour. And you want to attack people in the back for max damage. So positioning and mobility is very important. That said, rogue has a lot of mobility skills. Also a great class to jump to ranged enemies.

Some build tips: Get Scoundrel for your skills and Warfare. Warfare boosts your (physical) damage, gives you access to attack of opportunity and it has some nice skills. Actually, for any physical damage dealer warfare is a must at the moment.

Darn entered under Fort Joy and
fought some crazy bastard down in the cellar, after I got out every single soldier is fighting me on sight. Have a "fucked up" the game now. Were they supposed to give me some quests or anything?
I'm getting some good exp and loot but am afraid I shouldn't do this

That normal. You just escaped their prison (and probably killed some of them)!
 

Currygan

at last, for christ's sake
So, I HATE
Toymaker Sanders
Offed every big bad, none of them required more than two tries:
Karon, Alexander,
Sallow Man, the trolls, Radeka, Linder Kemm, the Doctor, Wrecker's Cave, basically every asshole game put in front of you until now
, yet I can't beat him. Why? Because he's a fucking piece of shit who got SEVEN TRILLION love grenades in his pocket, repeatedly charming the entire party leaving me not a single fucking turn to finally end his miserable life. He's so weak he and his lolbots can't kill me after 23 turns where I stood there waiting for nothing. His puppets even die of reflective damage, yet I can't do anything. After 45 minutes of wasting time I stopped playing because fuck it. Anyone who had the same similar miserable experience can spare some advice?
 

Meccs

Member
Cold rainy day here in Seattle so I am finally ready to jump into this. Is a rogue a fun/viable build for the main character?

I would suggest always 2 points in poly for all melee heroes. You can fly and rush all over the place, have the chicken spell and physical armor skill. Push Scoundrel an Warfare equally. It works great with a 2H melee character as a partner for enrage (crit bonus) and guardian angel (redirect damage) skill.

How did you lose them? Check your inventory, you can display only equipment. Maybe the skill is on the second row of you action bar. That said they are not essential for the main quest.
I sold the gloves I think. I had a save before that. The gloves are pretty useful, at least in Act 1 and Act 2. Is there a way to enchant equipment with spells?
 
80 hours later I've finally finished Act II. Game is still amazing and I stopped caring about quests not closing. Might be problematic for people with OCD though.
 
I am currently running a Rogue, 2H Knight and a Ranger and one Mage that feels extremely underpowered in terms of damage because of the separate magic resistance bar. I will test him as a pure support (buff/debuff/teleport) without doing any damage. The balance in this game seems a bit wonky. I also don't see where this "summoners are op op" comes from... unless they mean having summoning on 2 or more characters. That would probably work the best since the Ai is kinda dumb on classic and gets confused with a lot of summoned stuff.

Magical classes in general do less damage than physical classes. But having a 3-1 damage split will probably screw over anyone (well, maybe not a ranger). You can have your ranger help out with special arrows. You can go summoning + either geo, pyro or hydro. Or you can go utility. Every magical school has pretty good support spells at early levels.
pyro: at lvl 1 you get haste and clear mind! These spells are amazing.
Aero: lvl 2 for the teleport and netherswap. The movement aura is also nice.
Geo: Fortify is pretty nice, removes poison and acid. Fossil strike is great due to the slow. The earth spells have disables that rely on physical armour. At lvl 2 you can slow and set cripple in an aoe.
Hydro: Probably the school you want to max, because it increases your healing and magic armour restoration. Heal your team or nuke undead (regen damage goes through physical armour), give your team magic armour/remove status effects. You can even get some damage spells.
Necro: These all do physical damage and status effects rely on physical armour. At lvl 2 you can set bleeding and diseased.

But I would not focus on a single type of damage. There are enemies with physical damage resistances in the game. The first game had a fight with a physical immunity aura.

Summoners are great because the summon hits hard, you can choose the type of damage and it works as a distraction. Always summon them on a surface. You can unlock extra abilities with the infusion skills: ranged attack, AoE melee attacks. They get a big upgrade at lvl10, so you want to prioritise that school.
For example: Is the enemy weak to fire? Spawn a fire surface next to the enemy (2 AP) and summon the incarnate (2 AP). The fire incarnate can attack with fire damage and cast fireball (2AP) . By now the enemy is probably on fire. Next couple of turns the incarnate is a melee character who can walk freely through an inferno. Pretty good deal for 2 AP. Spend another 2 AP to give it a ranged attack and whirlwind+battering ram.
 

Sanctuary

Member
I am currently running a Rogue, 2H Knight and a Ranger and one Mage that feels extremely underpowered in terms of damage because of the separate magic resistance bar. I will test him as a pure support (buff/debuff/teleport) without doing any damage. The balance in this game seems a bit wonky. I also don't see where this "summoners are op op" comes from... unless they mean having summoning on 2 or more characters. That would probably work the best since the Ai is kinda dumb on classic and gets confused with a lot of summoned stuff.

Summoners aren't OP at all, but they are the strongest caster variant. They also have a generally easier time through Act 1 than just about any other build than maybe a Ranger, but because of gear scaling, start falling behind damage wise about half way through Act 2, and don't compete in Act 4 (although you'll still have an extremely durable pet that can still dish out some damage, just not nearly as much as anyone else). They are actually kind of crummy in an all physical group, but do particularly well in a split (due to being able to be physical OR elemental) or all elemental group. If you plan on being a buffer/healer, pair that with Summoning so that you can actually deal some damage for a while.

Elemental casters on the other hand are pure weak sauce until close to Act 3, and even then they aren't ever going to be comparable to a physical class other than when using Source spells. They aren't weak because of there being a separate magic armor. Physical and magical armor are the same thing, you just take them out through different methods. The biggest reason elemental casters kind of suck is because of elemental resists (physical builds have nothing comparable to contend with) and because none of their spells scale in damage with weapons like they do with the physical builds. Your current group is lopsided too. You either want to run two physical with two elemental, four physical or four elemental. Otherwise the odd man out is going to feel like they can't contribute much of anything since they will be the only character required to take out a specific armor type, while the rest are on the other.

Summoners are great because the summon hits hard, you can choose the type of damage and it works as a distraction. Always summon them on a surface. You can unlock extra abilities with the infusion skills: ranged attack, AoE melee attacks. They get a big upgrade at lvl10, so you want to prioritise that school.

That's one thing I've actually been meaning to test with the mirror, but just a quick glance as ranks increase for Summoning doesn't really make it seem like rank 10 actually does anything significant stat wise at all. The gains seem fairly linear up to rank 10, and rank 10 simply gives you a larger graphic. There may be a slightly larger boost going from 9 to 10 than say 8 to 9, but it doesn't seem very large. 15% vs 10%. Remember, they scale with your level too, so what you get at character level 8 or 9 with a rank 10 in Summoning is going to be a lot stronger than what it was at character level 5 with 6 in Summoning.
 

Currygan

at last, for christ's sake
KK, the asshole is dead

no amulet

giphy.gif


So i reloaded, pickpocketed him and
no amulet

So i killed him again

Thefuq is going on
 

Pancakes

hot, steaming, as melted butter slips into the cracks, drizzled with sticky sweet syrup OH GOD
KK, the asshole is dead

no amulet

So i reloaded, pickpocketed him and
no amulet

So i killed him again

Thefuq is going on

Go upstairs. It's
in the locked desk
 

Metroidvania

People called Romanes they go the house?
Just got to the final battle(s), and yep, everyone was right.

It's really bad, and definitely a fight you would have to 'game' in order to not get slaughtered by the busted initiative system and all the adds that get summoned and directly ignore turn order on the first go.

Really dumb last boss and such, after so much of the game's earlier fights (even the encounters I described earlier) were 'fair', all things considered.
 

Stiler

Member
Darn entered under Fort Joy and
fought some crazy bastard down in the cellar, after I got out every single soldier is fighting me on sight. Have a "fucked up" the game now. Were they supposed to give me some quests or anything?
I'm getting some good exp and loot but am afraid I shouldn't do this

This makes the fort joy magisters hostile toward you, but not the "silent" monks and things.

He's not tied directly to any quest that I know of, but he has something an undead/Fane might want.

Keep in mind, once you escape fort joy/have your collar removed the magisters become hostile, it's not a huge game breaking thing or anything, as it will happen eventually depending on when you choose to escape or get your collar removed.

I suggest doing it near when you are ready to escape the Fort Joy area.

If you did it early on I'd just avoid that area until after you've finished up the quests and anything related to magisters in the fort.
 

Labadal

Member
Summoners aren't OP at all, but they are the strongest caster variant. They also have a generally easier time through Act 1 than just about any other build than maybe a Ranger, but because of gear scaling, start falling behind damage wise about half way through Act 2, and don't compete in Act 4 (although you'll still have an extremely durable pet that can still dish out some damage, just not nearly as much as anyone else). They are actually kind of crummy in an all physical group, but do particularly well in a split (due to being able to be physical OR elemental) or all elemental group. If you plan on being a buffer/healer, pair that with Summoning so that you can actually deal some damage for a while.

Elemental casters on the other hand are pure weak sauce until close to Act 3, and even then they aren't ever going to be comparable to a physical class other than when using Source spells. They aren't weak because of there being a separate magic armor. Physical and magical armor are the same thing, you just take them out through different methods. The biggest reason elemental casters kind of suck is because of elemental resists (physical builds have nothing comparable to contend with) and because none of their spells scale in damage with weapons like they do with the physical builds. Your current group is lopsided too. You either want to run two physical with two elemental, four physical or four elemental. Otherwise the odd man out is going to feel like they can't contribute much of anything since they will be the only character required to take out a specific armor type, while the rest are on the other.



That's one thing I've actually been meaning to test with the mirror, but just a quick glance as ranks increase for Summoning doesn't really make it seem like rank 10 actually does anything significant stat wise at all. The gains seem fairly linear up to rank 10, and rank 10 simply gives you a larger graphic. There may be a slightly larger boost going from 9 to 10 than say 8 to 9, but it doesn't seem very large. 15% vs 10%. Remember, they scale with your level too, so what you get at character level 8 or 9 with a rank 10 in Summoning is going to be a lot stronger than what it was at character level 5 with 6 in Summoning.
My pet is very durable, especially with power infusion or whatever the names is. It is durable and hits like a truck. Maybe it is because my Summoning skill is at 15, idk.
 

Flare

Member
In Act 4 and whoever thought infinite cursed-fire respawning enemies were a good idea were dead wrong. They are so fucking annoying.
 

Brockxz

Member
So, I HATE
Toymaker Sanders
Offed every big bad, none of them required more than two tries:
Karon, Alexander,
Sallow Man, the trolls, Radeka, Linder Kemm, the Doctor, Wrecker's Cave, basically every asshole game put in front of you until now
, yet I can't beat him. Why? Because he's a fucking piece of shit who got SEVEN TRILLION love grenades in his pocket, repeatedly charming the entire party leaving me not a single fucking turn to finally end his miserable life. He's so weak he and his lolbots can't kill me after 23 turns where I stood there waiting for nothing. His puppets even die of reflective damage, yet I can't do anything. After 45 minutes of wasting time I stopped playing because fuck it. Anyone who had the same similar miserable experience can spare some advice?

Piece of Mind and Enrage. Probably there is even some other ways to remove charm. Also, have more magical armor and you won't be charmed.
 

Meccs

Member
Magical classes in general do less damage than physical classes. But having a 3-1 damage split will probably screw over anyone (well, maybe not a ranger).

But I would not focus on a single type of damage. There are enemies with physical damage resistances in the game. The first game had a fight with a physical immunity aura.
But what formation are you running then? Two magic dmg dealer? I am currently in Act 2 and 3 physical + 1 magic user just for buff/debuff/teleport works great so far. It's a problem if enemies have phys resistance but if they don't you are essentially burning down and additional HP bar for no real reason.
 

Renekton

Member
Just got to the final battle(s), and yep, everyone was right.

It's really bad, and definitely a fight you would have to 'game' in order to not get slaughtered by the busted initiative system and all the adds that get summoned and directly ignore turn order on the first go.

Really dumb last boss and such, after so much of the game's earlier fights (even the encounters I described earlier) were 'fair', all things considered.
Sounds like the fight is only bad on Tactical and Honor.

It's pretty breezy on Classic. I just spent everyone's AP on keeping shields and HP up inside a dome bless, any spare AP used to hit the BR guy, patiently wait for AI to hit each other instead of me.
 
Sounds like the fight is only bad on Tactical and Honor.

It's pretty breezy on Classic. I just spent everyone's AP on keeping shields and HP up inside a dome bless, any spare AP used to hit the BR guy, patiently wait for AI to hit each other instead of me.

Yup, I beat it in one try too. The AI fight each other so all I needed to do is to keep everyone alive and beat the main boss (or the sub-boss first to eliminate the adds).
 

Sarcasm

Member
This is kind of a stupid trial. Is it worth the trouble to do all this? I am lvl 17 about to head to Act 3.
If it is worth the exp, how to do it? I don't have magic lol.
 

kionedrik

Member
Started an Honor run the other day with a custom Human Inquisitor and the 3 characters I didn't take on the first run (Sebille, Fane & Red Prince). Since I already have Fane's Mask of the Shapshifter and I don't have other undead with me there's no point in crafting another mask right?

This is kind of a stupid trial. Is it worth the trouble to do all this? I am lvl 17 about to head to Act 3.
If it is worth the exp, how to do it? I don't have magic lol.

The XP is always worth it. Iirc you can use elemental arrows to trigger the idols.
 

Sarcasm

Member
Started an Honor run the other day with a custom Human Inquisitor and the 3 characters I didn't take on the first run (Sebille, Fane & Red Prince). Since I already have Fane's Mask of the Shapshifter and I don't have other undead with me there's no point in crafting another mask right?



The XP is always worth it. Iirc you can use elemental arrows to trigger the idols.

Thing is they return to normal. I did the cloud + static and it glows for like 8 seconds then goes away.
 

Sarcasm

Member
The item rewards SUCK like usual. Always getting magic and int stuff for all of act 1 and 2, even the dang vendors. Including music chick.

IS the phoenix egg worth it? What to do with it?
 

Lanrutcon

Member
The item rewards SUCK like usual. Always getting magic and int stuff for all of act 1 and 2, even the dang vendors. Including music chick.

IS the phoenix egg worth it? What to do with it?

Hatch it. You're going to need a fire Pokemon for the Driftwood gym.
 

Sarcasm

Member
The quest log and marker system is going to make me delete this game. Something so simple breaks the entire game.

I either:

1) Don't know if I completed it
2) Missing something
3) Useless to use

This shitty quest system should be abolished.
 
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