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

KHlover

Banned
First game I've ever played where I really feel like I'm
Deciding everything. Who to kill. Who to pickpocket. Wether to save someone. How to approach a fight. Shall I improve my bartering skills to deal with this trader? Am I short on cash so pickpocket them? Do they catch me so I kill them and take their stuff anyway?

Fucking fantastic.

Any schools that synergise well with necromancer?

My Fane seems a tad week other than his necro skills. He's the standard necro and scoundrel but my Sebille is the far better scoundrel so she gets all the skills and daggers.

I'm running with Necro/Summoner, to strengthen my Bloated Corpse and for the Summoner's turrets (still in what I presume to be pretty early in Act 1, just got Lv4). My friend is playing Summoner/Water Mage, so if needed we can drown enemies in turrets.

Btw, Rain+Contagion+Ignite =

992565B9C31B0A0BCF7A382EA27A0F7B246CF51A


6NfmQ.jpg


I love this game :D
 

Stevey

Member
19 hours in, still on the first island, just got the
purging wand
, still got loads of stuff to do before I leave.

This game.
 
Any schools that synergise well with necromancer?

If one necro is undead, another necro synergizes really well.
I have a
- Two handed - warfare maxed-necro.
- And a hydro maxed necro spellcaster.
-Both only have two necro points.
The undead necro works well for the high damage + sustain DPS. And the hydro necro either nukes people with Blood Rain+Decay+Blood sucker + More heals, or support the rest of the team.

God dam the flexibility in this game is amazing.
 

MikeBison

Member
Cheers for the responses guys. Wanted to avoid Warfare or summoning as have others using those skills.

Does necro huntsman go ok? Just picked up a sweet bow and have the huntsman vendor close by if needs be.
 
Cheers for the responses guys. Wanted to avoid Warfare or summoning as have others using those skills.

Does necro huntsman go ok? Just picked up a sweet bow and have the huntsman vendor close by if needs be.

I'm not sure what sort of necro spells can benefit huntsman aside from mosquito drain. Regardless it really depends on what primary stat you're going for. Majority of necro spells do dmge from Int, but the inherent lifedrain they do is useful for strength melee to due to sustain.
 

MikeBison

Member
I'm not sure what sort of necro spells can benefit huntsman aside from mosquito drain. Regardless it really depends on what primary stat you're going for. Majority of necro spells do dmge from Int, but the inherent lifedrain they do is useful for strength melee to due to sustain.

Well I've heard you can respec in act 2. So wanted to have a think on what direction to take him before that.

Wanted to steer clear of warfare and summoning because my PC and Loshe use those respectively.
 
I literally just finished an 8 hours session of wandering round driftwood, and thought "Yea this game is gonna get reviews in the 9.75-10 range". Its fuckin ridiculously incredible so far.

Reading that review it makes me really happy that it sounds like Larian keeps the C&C stuff up throughout the length of the game.
 

Philtastic

Member
Well, yeah. But couldn’t that be solved if the designers scrapped regular armor and simply prevented most status effects from applying if magic armor is still up? What’s the game design benefit to implementing magic armor AND regular armor?

Right. I don’t see how this distinction helps the game design though. At least when it comes to the armor mechanic. Why not just design the game so that there’s only one armor mechanic and restrict virtually all status effects until it’s stripped?

In theory (I'm only a couple of hours into the game - this could change quite a bit as numbers scale up), I think that having 2 kinds of armour was a good design choice for a number of reasons:

1) If it were just one kind of armour, losing it would possibly be more devastating as both magical and physical skills could affect the character instead of just one. Loss of armour becomes an "execute" phase since all characters would be able to easily pile on the secondary effects and crowd control (CC). With 2 kinds of armour, there's more of a limit to the skills that could suddenly decimate the character. Worst case, all of your enemies use just physical or magical skills which would encourage equipment diversity where you might want different kinds of equipment against different opponents.

2) Armour in general allows for every skill to have interesting effects, and having 2 kinds of armour helps balance out these effects so that they aren't always powerful. Many games have basic skills that simply do damage that fill in the gaps between your more powerful and interesting abilities. Armour allows you to have every ability able to do something interesting without being overpowered since those powerful effects won't apply until you've burned through the enemy's armour... or used it on the environment for an indirect effect that is independent of armour. Since your damage abilities are also your CC/secondary effect skills, you now have the dilemma of deciding whether or not to use certain abilities now for their damage or save them for when their armour is down. Having 2 kinds of armour adds to this in that certain skills and combos might not always be the best solution depending on whether it's easier to bring down an opponent's physical or magical armour. This encourages diversity of skills.

3) With one kind of armour, there's an incentive for all characters to be on the offensive and for all of them to focus fire and burn down enemies since all skills are effective on all enemies. With 2 kinds, it may make more sense for some characters to either target other opponents, play more defensive roles, or find creative ways to indirectly affect opponents since their direct attacks would be relatively useless. Alternatively, you could diversify your skills or acquire items so that each of your characters has an offensive option against both armour types. You could opt for a party of all physical or all magical attacks but then you might run into a group that is particularly resilient against you... which might make for an interesting challenge itself. In fact, this might actually give you a reason to swap party members at times to make optimal groups for specific encounters. I've found that most RPGs never really give me a good reason to use other group members other than for story. Changing up your party for full physical or full magical groups to optimally tackle regions of the world might be a good mechanical consequence of having 2 armour types.

Overall, in theory from what I've seen in the first couple hours of the game, having 2 armour types should lead to more skill, item, and equipment diversity and different ways for combat encounters to play out depending on the composition of your party since you might not be able to use the same tactics against every group (barring the teleport cheese that I've read in this thread).
 

Lanrutcon

Member
Kinda weirded out atm.

Got to the bottom of the smuggler's cavern in Chapter 2.

And then a ship bust through the wall and a shark attacked me. Wut.
 

Sanctuary

Member
Somehow, during my first trek through Act 1 I completely missed the
Gargoyle's Maze.
Read the entry about it of course, but when looking at the map it didn't seem like there was any easy way to get to any of that area, and I thought it was just a blocked off section that was just devoted to the
hidden cave area below.
It was bothering me too how there was a bit of the map still covered in the fog of war. Doesn't help that the minimap and world map are only barely functional for navigation though...

Anyway, that area is fantastic. Sort of like one of the puzzle areas in the previous game (but better) or even Durlag's Tower.

I can't really recommend a 'tank only' character. Enemies are usually pretty clever and will avoid enemies with high armor if they can - taunt is blocked by physical armor so if you're not doing damage you can't taunt at all. If you're going Water/Geo that means you'll need an int weapon which means either staves or wands. Staves are pretty good for damage in melee but then you're missing out on shield, which are pretty great for survivability.



Nope. Anyone with poly1 can cloak which is really the only useful skill for stealing.

You can use Hydro/Geo spells that don't scale off of INT, but instead level. Although this makes it more of a healer, buffer, melee character kind of like a Paladan, Templar or Cleric. You don't need any wands for that.

As for Polymorph and stealing, I don't believe that works. I was using that initially until I kept getting caught while sneaking and wondered what the hell was going on. Apparently, only the sneak cone matters when stealing, and being invisible doesn't seem to have any effect on whether or not your sneak cone lowers. Chameleon works for stuff that's just laying about in the open, but that's not really most of what you'd want to be stealing anyway.
 
I keep getting wrecked in combat! No matter how much planning I put into it, combat almost never works in my favor. I find the enemies have too many abilities that cast a wide range of status effects, some of which I cannot counter. I'd like to be able to buy items to help, but everything is ridiculously overpriced. Resurrection scrolls are extremely valuable, yet cost around $800 plus from most vendors. Another problem is absurd amount of physical and magical armor enemies have, which when combined with the crummy gear I have means most attack turns are wasted chipping away their 50+ physical/magical armor.
 
Anyone know where a vendor is for Scoundrel skill scrolls in ACT II? Doesn't seem to be in the main shopping square.

I read that's it's some Dwarf in the tavern, but apparently you can end up killing him due to quests so if you did might be more annoying. You can probably craft some scrolls and then the books for them, although crafting source skill scrolls apparently requires source orbs or whatever which are stupid expensive so not sure that's a good idea, but for the non source ones it'd work fine assuming there's recipes for them(no idea). I just arrived in town so haven't checked yet but I saw many people asking so I'll make sure to grab the books once I find him right away.
 
I'm sure this has been answered several times before, and I apologize, but how are you all approaching party-building in Fort Joy? (1) Do you need to pick a definitive party of 4 before leaving the Fort? (2) If not, are you rotating characters or committing early?
 
Anyone knows how much Wits I need to find treasures from those heroes in the cemetary in Act 2?

The hero treasures are scattered throughout the map, they aren't all in the cemetary.

I'm sure this has been answered several times before, and I apologize, but how are you all approaching party-building in Fort Joy? (1) Do you need to pick a definitive party of 4 before leaving the Fort? (2) If not, are you rotating characters or committing early?


I commited early but that's due to personalities I enjoy the most. Currently my party is a morally gray/selfish-themed party of Fane/Sibelle/Red Prince but they do have their moments of "good" moments. I plan to do the rest of the cast my next playthrough.
 
Actually my problem with the first one is the desorganization of the quests. Thy felt super strange to follow-up. In the very beginning my list had dozens of things to do, but little clue to stick with.

Does anyone agree or was it just me? If so, has this been adressed?
 

Sinatar

Official GAF Bottom Feeder
Actually my problem with the first one is the desorganization of the quests. Thy felt super strange to follow-up. In the very beginning my list had dozens of things to do, but little clue to stick with.

Does anyone agree or was it just me? If so, has this been adressed?

Like the first game you need to actually pay attention to what people are saying to you and not just rely on your quest journal to drag you by the nose through what you need to do.
 

UberLevi

Member
I'm sure this has been answered several times before, and I apologize, but how are you all approaching party-building in Fort Joy? (1) Do you need to pick a definitive party of 4 before leaving the Fort? (2) If not, are you rotating characters or committing early?

My co-op partner and I both decided to pick one companion each to cover our weak areas. I'm a Huntsman/Polymorph so I took Beast as a sword and shield Battlemage. My partner is a Necro/Summoner so he took Red Prince and made him a two-handed Warfare specialist. So right now our party comp is two melee, two ranged. One tank, one caster, a ranged damage dealer, and a melee damage dealer.
 
Probably won't start playing for a week or two but what is the general consensus on player created characters?

Better to roll with 4 origin characters or do player created characters have unique story bits and personality?

I was planning on going 1 created and 3 origin but can't decide.
 
I'm still on the island, but I'm a bit overwhelmed (happened the same on the first game lol)

- Can I just drop party members and keep advancing on their quests or is just not possible? There's a moment in with the choice of pt members is definitive?
- Do I have to fear that their own quests can block each other quests? (Almost happened with Sebille and the Red Prince I feel)
 

MikeBison

Member
Questions about Sebille's quest
i spoke to Zaleskar and he told me to find Roost in Reapers something. Is that stuff all in act 2 or do I need to do something else before I leave this island?
 

Lanrutcon

Member
I'm still on the island, but I'm a bit overwhelmed (happened the same on the first game lol)

- Can I just drop party members and keep advancing on their quests or is just not possible? There's a moment in with the choice of pt members is definitive?
- Do I have to fear that their own quests can block each other quests? (Almost happened with Sebille and the Red Prince I feel)

Short version? pick companions you like, get attached, stick with them. Forget about the rest. You cannot do every quest in the game in a single playthrough. Saving you from spoilers.
 
'Wet' characters too. My Lohse is forever wet and it's pretty frustrating. I know there's a way to fix it by using save editing tools but I don't really want to do that ideally.

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Actually my problem with the first one is the desorganization of the quests. Thy felt super strange to follow-up. In the very beginning my list had dozens of things to do, but little clue to stick with.

Does anyone agree or was it just me? If so, has this been adressed?

It's still basically the same here. You need to read both the journal and dialogues.
 
Has anyone tried to learn under more than one Source Master in Act 2? I ask because I already got the Source upgrade, wondering if I can still do the others for XP.
 

Nekrono

Member
Can someone point out to a tutorial or new player guide please?

I'm trying to get into the game but seems that all the mechanics are really complex and I feel lost all the time. I just got to Fort Joy and I don't even know how to advance in the story or what to do lol.

Game seems incredibly well done but I'm at a loss every time I start playing.
 
Somehow, during my first trek through Act 1 I completely missed the
Gargoyle's Maze.
Read the entry about it of course, but when looking at the map it didn't seem like there was any easy way to get to any of that area, and I thought it was just a blocked off section that was just devoted to the
hidden cave area below.
It was bothering me too how there was a bit of the map still covered in the fog of war. Doesn't help that the minimap and world map are only barely functional for navigation though...

What's really cool is that if you show up with
Braccus' Ring, the Gargoyle just teleports you to tower instantly, completely skippiing the maze. Of course its still worth going through for the loot though.
 

Pancakes

hot, steaming, as melted butter slips into the cracks, drizzled with sticky sweet syrup OH GOD
Has anyone tried to learn under more than one Source Master in Act 2? I ask because I already got the Source upgrade, wondering if I can still do the others for XP.

You still get XP.
 

Sanctuary

Member
I'm not sure what sort of necro spells can benefit huntsman aside from mosquito drain. Regardless it really depends on what primary stat you're going for. Majority of necro spells do dmge from Int, but the inherent lifedrain they do is useful for strength melee to due to sustain.

Not soley Huntsman, but IMO Huntsman as a school to raise higher than skill requirements isn't that great compared to simply raising Ranged Weapon instead. Huntsman/lvl 2 Necro/Summoner could work very well together though. Summoner doesn't get any bonuses from stats, so you could just pump up Finesse and do good damage with a crossbow. A lot of the really good Huntsman skills only require rank 2 also.

Anyway, Necro 2/Summoner is for
the big fucking undead spider
. It doesn't scale off of INT, just your level and Summoning level. Necromancy also has some really nice utility spells that don't use stats either. You basically turn into a Summoner that offers even more utility in that you'll not only do a lot of physical damage from range, you also have the option to summon up totems for extra ranged attacks, as well as making them any given ground element. I don't believe that you can have the Incarnate out at the same time with the
spider
(might be wrong on that), but they both have separate uses and both scale directly from Summoning, and only that.

If you're going to go that route, I'd suggest Huntsman 2 > Summoning as high as you can, as long as you also have Necromancy rank 2 by Act 2. Then raise Summoning to 10. From there, you can pump Ranged Weapon, or raise Huntsman or Necromancy if you need more skill requirements, and then max out Ranged Weapon after that.
 

Stiler

Member
Can someone explain how mp works if you already have a game started but go to join a friend?

Does it take your character from your game and put them into their world, or do you simply take the place of one of their party members?

Does progress carry between your world and theirs or can you join their game and play with them without messing with your single player game?
 

Xeteh

Member
I don't believe that you can have the Incarnate out at the same time with the
spider
(might be wrong on that), but they both have separate uses and both scale directly from Summoning, and only that.

I just checked, you're right summoning one despawns the other.
 

Sinatar

Official GAF Bottom Feeder
Does it take your character from your game and put them into their world, or do you simply take the place of one of their party members?

You control whatever companions they assign you.

Does progress carry between your world and theirs or can you join their game and play with them without messing with your single player game?

You are playing in their game, it has absolutely no effect on any saves you have running yourself.
 

jrcbandit

Member
I'm incredibly indecisive for creating party members and selecting classes. So after a few days of playing anyone have some good suggestions? I'm going to create a Necro/Summoner Undead - do people mostly use necro summons + totems/turrents? I might add a 3rd school for extra utility. I noticed some blood rain skills require hydro but healing spell line doesn't sound like a good fit for a necro undead.

For the remaining party members, do I want mostly physical or magic armor damage? In the first game, I had two casters, a melee, and ranger but splitting damage between physical and magic armor doesn't sound optimal in this game. Necro summons and spells seem to be physical damage - does that mean physical armor as opposed to magic armor vs elemental spells?
 
I'm incredibly indecisive for creating party members and selecting classes. So after a few days of playing anyone have some good suggestions? I'm going to create a Necro/Summoner Undead - do people mostly use necro summons + totems/turrents? I might add a 3rd school for extra utility. I noticed some blood rain skills require hydro but healing spell line doesn't sound like a good fit for a necro undead.

For the remaining party members, do I want mostly physical or magic armor damage? In the first game, I had two casters, a melee, and ranger but splitting damage between physical and magic armor doesn't sound optimal in this game. Necro summons and spells seem to be physical damage - does that mean physical armor as opposed to magic armor vs elemental spells?

I'm a necro/summon main and most of my damage is through summons or physical based necro spells. Any mage needs a teleport though worth investing some points in Aetho for. My necro/summon character also carries dual wands for a bit of magic damage when needed alongside my one aetho dmge spell.
 

Sanctuary

Member
I'm incredibly indecisive for creating party members and selecting classes. So after a few days of playing anyone have some good suggestions? I'm going to create a Necro/Summoner Undead - do people mostly use necro summons + totems/turrents? I might add a 3rd school for extra utility. I noticed some blood rain skills require hydro but healing spell line doesn't sound like a good fit for a necro undead.

For the remaining party members, do I want mostly physical or magic armor damage? In the first game, I had two casters, a melee, and ranger but splitting damage between physical and magic armor doesn't sound optimal in this game. Necro summons and spells seem to be physical damage - does that mean physical armor as opposed to magic armor vs elemental spells?

http://neogaf.com/forum/showpost.php?p=249250268&postcount=2486

Aside from RP reasons, there's not really that much of a benefit picking Undead specifically for a Necromancer. My current character is an Elf (+2 action points racial) and I took rank 1 Hydro for Blood Rain, Rain, and the rank 1 healing and magic armor spells. The healing spell is really useful for both healing your group (obviously) and damaging undead quickly.
 
I'm incredibly indecisive for creating party members and selecting classes. So after a few days of playing anyone have some good suggestions? I'm going to create a Necro/Summoner Undead - do people mostly use necro summons + totems/turrents? I might add a 3rd school for extra utility. I noticed some blood rain skills require hydro but healing spell line doesn't sound like a good fit for a necro undead.

Just FYI, blood healing works for Necro undead. My Necro/Warfare Fane is amazing, creates so much blood and damage against him isn't ever a concern.
 

Najaf

Member
Given that the story was not the draw for the first one, is this the one to jump in on? Is it collectively better than OS?
 

Sanctuary

Member
Given that the story was not the draw for the first one, is this the one to jump in on? Is it collectively better than OS?

The writing is a lot better this time around. There are some odd logic problems with the game, but in terms of the "goofy shit" (which I didn't really mind since it was just different), that's toned way down in this game.
 
Given that the story was not the draw for the first one, is this the one to jump in on? Is it collectively better than OS?

I never finished the original game and lack of investment into the story was one of the factors I think. Its to my delightful surprise that this game actually has a story that's engrossing with a cast of excellent likable characters to boot.
 

Massicot

Member
Given that the story was not the draw for the first one, is this the one to jump in on? Is it collectively better than OS?

Yes, it's far less quirky and whimsical, it's played a lot more straight (though you will still talk to animals and meet some true characters.
 
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