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

Has anyone not opted to pick fights with every single Magister in Fort Joy as soon as the collar came off? I'm unchained, baby.

I don't even know if the other dialogue options result in fights anyway, because as soon as they give me lip the sword gets drawn.

That was my initial plan. But apparently, I made the entire magister my enemy after that fight in the prison below. I thought it was necessary for my escape route via the boat. A couple hours later, I learned that I could actually avoid conflict if I opted for another way of escaping. Well, more exp and loot from the magisters are always nice anyway.
 

Tovarisc

Member
That was my initial plan. But apparently, I made the entire magister my enemy after that fight in the prison below. I thought it was necessary for my escape route via the boat. A couple hours later, I learned that I could actually avoid conflict if I opted for another way of escaping. Well, more exp and loot from the magisters are always nice anyway.

Also Magisters, especially their leadership, are total fucking cunts so offing all of them isn't really that bad idea.

Edit: What you don't kill is Silent Monks and those doges in kennel. They cool.
 

Sanctuary

Member
Man I finally had a good quest fight where everyone survived and I feel like I fought intelligently. Minorish act 1 spoiler
Fought Griff and his goons after refusing to give up the thief.
Feels goodman.

You can alternatively:

Give up the lizard, then go to warn the lizard and kill off the assassin that was sent to kill him, netting you quite a bit of XP. Then you can go back and kill Griff for even more XP at any point prior to leaving Act 1.

Speaking of companions, Red Prince, Ifan and Fane are my bros.

That's also who I've been using. Tried out Beast on a restart, and like him well enough, but The Red Prince is better for the same role, and has much better dialogue. On consecutive replays though, either I'm going to use Fane as my sole melee damage, or use someone else. I just don't like how annoying his undead flag is. It so far as never actually been useful, and I have to waste a poison spell on him instead of on enemies in the middle of a fight.
 

Ryzaki009

Member
Two times as big is a massive understatement.
Act 2 is huge. Even just looking at the map you can see its physical size is like 5 different sections put together. But its got layers, there are huge dungeons, underground section etc.

Its insane, i suspect act 3 will be a short affair like act 1. The game is really building it up.

Act 3 is pretty big too actually. XD You think it's gonna be short then it's like nah.
 
someone, please help. what's a good party setup for beginner? I'm so so bad at this game. pretty much died for every combat encounter. I'm trying to restart the game again and see how it goes this time.

I want my main custom character to be either a fighter with sword and shield, or a knight with 2 handed sword, the guest character I'd like for my party is Red Prince, Lohse, and Sebile.

should I just leave them to their default class? but then I don't have dedicated healer and dedicated offensive mage. and is having both a knight and fighter in my party redundant? what should I change Red Prince into?

posted in new page
 

Burt

Member
Act 2 might be the most content dense area I've ever seen in an RPG. Going back through to check everything off, I feel like I've forgotten a whole different game worth of stuff in my journey through.

posted in new page

Anyone can be any class and have any skills, so go with whatever party you want. Don't leave them their default class if it isn't what your party needs. The way the game works, you probably won't have a dedicated anything, but general roles are still important. Having both a knight and a fighter isn't a problem if you use them correctly, but yeah, you're in for a rough time if you confine two characters solely to Warfare-based physical melee builds.

As for actual character builds, I would say that summoner is very strong and pretty simple. Summon your dude, buff him up, let him tear. Drop a totem every turn. Heal/buff/support when you're not doing that. Having an extra party in D:OS1 was super powerful, and it's still a very good idea in this game. Get summoning to 10 as soon as possible to upgrade your summon. Literally, as soon as possible. Hydro and geomancer are other good schools to dump a point or two into for support. This is what I used Red Prince for.

Get 2-3 people with a point in Aerotheurge so they can pick up teleport. That should be enough to dump troublesome enemies out of the picture and let you focus a single target unharassed. Skill points become plentiful quick (and respecs free and super easy eventually) so don't worry about messing up any long term build by putting Aerotheurge on a non-magically inclined character.

For Sebille as a rogue, I'd recommend some points in polymorph, at least enough to get Chicken Claw. I think it's only 1? It's solid CC, and once you get Rupture Tendons, it's basically an insta-kill on whatever character you can land both of the skills on. Necromancer is a good second choice for any melee fighter. Suck Blood and Mosquito Swarm are great ways to keep them alive without having to depend on other characters, and the rest of the skills are definitely useful. Geomancer is another good option - specifically for Fortify, but the ranged poison damage is useful too.
 

Profanity

Member
I can't tell if I've encountered a bug or not. There are two characters in Fort Joy that you end up fighting and both drop pieces to eat for Sebille/elf, but doing so doesn't give any narration box like in every other instance, or any reward. Has this happened to other people?

The characters:
Orivand and the 'cured' prisoner.
 

BTA

Member
I loved Pet Pal I met this shit talking crab today I was gonna kill it but it said it has source powers so I'm afraid it'll actually have them and wipe my party so I just took it being rude to me.

Having VA for pet pal is amazing, specially funny when talking to the chicken in act 2

I love talking to the dogs this one in act one is super cute he gets really excited when you give him something and he's like oh I think I love you.

Ok, now I really want to play this when it hopefully eventually hits consoles, hah.
 
Im only 10 or ao hours in but I think Im going to start a new game and try and get a better party balance. Im a little frustrated with how I have done things so far.
 

Stiler

Member
Im only 10 or ao hours in but I think Im going to start a new game and try and get a better party balance. Im a little frustrated with how I have done things so far.

You get to respec at the start of Act 2, you can fully respec both you and your party members so no need to restart because of that.
 
Act 2 might be the most content dense area I've ever seen in an RPG. Going back through to check everything off, I feel like I've forgotten a whole different game worth of stuff in my journey through.



Anyone can be any class and have any skills, so go with whatever party you want. Don't leave them their default class if it isn't what your party needs. The way the game works, you probably won't have a dedicated anything, but general roles are still important. Having both a knight and a fighter isn't a problem if you use them correctly, but yeah, you're in for a rough time if you confine two characters solely to Warfare-based physical melee builds.

As for actual character builds, I would say that summoner is very strong and pretty simple. Summon your dude, buff him up, let him tear. Drop a totem every turn. Heal/buff/support when you're not doing that. Having an extra party in D:OS1 was super powerful, and it's still a very good idea in this game. Get summoning to 10 as soon as possible to upgrade your summon. Literally, as soon as possible. Hydro and geomancer are other good schools to dump a point or two into for support. This is what I used Red Prince for.

Get 2-3 people with a point in Aerotheurge so they can pick up teleport. That should be enough to dump troublesome enemies out of the picture and let you focus a single target unharassed. Skill points become plentiful quick (and respecs free and super easy eventually) so don't worry about messing up any long term build by putting Aerotheurge on a non-magically inclined character.

For Sebille as a rogue, I'd recommend some points in polymorph, at least enough to get Chicken Claw. I think it's only 1? It's solid CC, and once you get Rupture Tendons, it's basically an insta-kill on whatever character you can land both of the skills on. Necromancer is a good second choice for any melee fighter. Suck Blood and Mosquito Swarm are great ways to keep them alive without having to depend on other characters, and the rest of the skills are definitely useful. Geomancer is another good option - specifically for Fortify, but the ranged poison damage is useful too.
Problem is, I have no idea what the party need. Which is always my big problem with crpg. It's so open, that it seems easy to make a wrong party or character build, or play them the wrong way. Which make everything more difficult. And once I got stuck with difficult battle, Im left wondering not sure where I go wrong. Is it my party setup, or my character build, or I simply play wrong strategy etc.

Any recomendation for the basic and easy to play party? One that is more straight forward.
 

Anoregon

The flight plan I just filed with the agency list me, my men, Dr. Pavel here. But only one of you!
Woo got my first blue and purple loot from the same locked chest in the spoopy dungeon area of Ft Joy

Also (Fane Spoiler)
fucking loved the interaction with Kniles to get the face ripper. something like "offer the leg you just happen to have on your person for a perfectly good reason"
 

kai3345

Banned
I've got a question (Act 1, Shriekers, Wand)
so I'm playing 4 person multiplayer. we're just before the fight with Alexander. There's all of the shriekers guarding him. Apparently at some point someone in our party sold the Source Wand or whatever to kill the shriekers. We found a helmet that will kill them, but it only had a couple of uses before it got turned into a demon. So now we're without a source wand. We went south and di the dragon quest to get the source wand, but we gave the dragon the wand because I read somewhere that even if you give him the wand, the dragon will swoop in to kill shriekers. So we finished the quest, dragon flew off and as we approached Alexander, no dragon came to kill the remaining shriekers. Are we fucked?

We killed the two required to get to the fight, but I'm worried about what happens if we encounter more shriekers later on in the game.
 
Two questions for y'all:

How is the co-op in this game? Is this a good game for my girlfriend and I to play together?

How heavy are the requirements? My girlfriend's laptop has an i5 7200u, 8 gb ram, gt940mx. I'm sure it won't look that great and probably have low FPS, but I want to make sure it will be playable.
 

Pancakes

hot, steaming, as melted butter slips into the cracks, drizzled with sticky sweet syrup OH GOD
I've got a question (Act 1, Shriekers, Wand)
so I'm playing 4 person multiplayer. we're just before the fight with Alexander. There's all of the shriekers guarding him. Apparently at some point someone in our party sold the Source Wand or whatever to kill the shriekers. We found a helmet that will kill them, but it only had a couple of uses before it got turned into a demon. So now we're without a source wand. We went south and di the dragon quest to get the source wand, but we gave the dragon the wand because I read somewhere that even if you give him the wand, the dragon will swoop in to kill shriekers. So we finished the quest, dragon flew off and as we approached Alexander, no dragon came to kill the remaining shriekers. Are we fucked?

We killed the two required to get to the fight, but I'm worried about what happens if we encounter more shriekers later on in the game.

Don't worry about it, you're fine.
 

Burt

Member
Problem is, I have no idea what the party need. Which is always my big problem with crpg. It's so open, that it seems easy to make a wrong party or character build, or play them the wrong way. Which make everything more difficult. And once I got stuck with difficult battle, Im left wondering not sure where I go wrong. Is it my party setup, or my character build, or I simply play wrong strategy etc.

Any recomendation for the basic and easy to play party? One that is more straight forward.

Sure --

Custom Character (Main) - Start as an Inquisitor. Spec him in Two-handers, Warrior, and Necromancer. Cracking armor and applying Knock Down with Battering Ram and Battle Stomp should be his goal. Use Necromancer skills like Blood Sucker and Mosquito Swarm to keep his health up. You can add points in Geomancer or Hydrosophist down the line to supplement his survivability with Fortify or Frost Armor/Healing, respectively.

Sebille - Keeping her as a rogue and focused on Scoundrel is fine. Put a point in Polymorph for Chicken Claw and Chameleon Cloak, and maybe another one down the line for Heart of Steel/Spread Your Wings/Medusa Head/Spider Legs. Get her 2 points in Aerotheurge for Teleport, Uncanny Dodge, and Nether Swap. Make sure that she has The Pawn trait. My Sebille rarely does incredible damage, but with the Scoundrel/Poly skillset, she has fantastic mobility and great utility. And once you get it, hoo boy, Chicken Claw/Rupture Tendons is the shit.

Red Prince - He's the summoner. 1 point in Hydro for healing/magic armor support, and dump the rest into Summoning to hit 10 as fast as you can. No need for weapon skills, he'll be summoning and supporting. Put a shield on him instead, because if he dies, all his summons die as well. Get as much +Summoning gear on him as you can find to speed the process up. Once you're at 10 in Summoning, branch him out everywhere and anywhere you want. 2 points in Aerotheurge for Teleport/Uncanny Dodge/Netherswap (it's much better for Sebille if she's not wasting AP casting these things on herself), at least a point in Geo for Fortify, an extra point in Hydro can nab you some more healing and damage, etc. Summons don't scale with Intelligence, only Summoning, so you can feasibly go just about anywhere with him. I just found he fit best being a rock solid support after getting the Incarnate out.

Lohse - Could be a Ranger or a Wizard. Rangers generally do physical damage, which is good because everyone else on your team is capable of great physical damage (even summoner Red Price with the generic wood totem/incarnate), but it does leave you occasionally looking for a bit more magic damage. You can compensate a bit with special arrows (which are fantastic), but it's not the same thing as real deal magic. Making her a wizard would give you a more balanced party, but that has ups and downs. You'll have a better capacity to take out magic armor when it's option, but be less effective at chewing through physical armor when that's the better option. It does open up a lot of opportunities for magic armor-resisted status effects that you'd be unlikely to be able to hit with a ranger in the party. Can't go wrong with either, they're just different. If you're going ranger, get points in polymorph to go along with huntsman, and if you're going wizard, focus pyrokinetic and supplement it with aerotheurge and hydrosophist. Put 2 in aerotheurge to get teleport either way.

Oh yeah, and Thievery and Lucky Charm are absolutely invaluable for money and gear.
 

Ushay

Member
The games has a fully functional controller mode (as opposed to KB&M), it looks great! So where is the console version... ? :(
 

Wadiwasi

Banned
Problem is, I have no idea what the party need. Which is always my big problem with crpg. It's so open, that it seems easy to make a wrong party or character build, or play them the wrong way. Which make everything more difficult. And once I got stuck with difficult battle, Im left wondering not sure where I go wrong. Is it my party setup, or my character build, or I simply play wrong strategy etc.

Any recomendation for the basic and easy to play party? One that is more straight forward.

With the addition of deplete-able physical and magic armor on enemies it really does change your battle tactics. A lot of skills effects used for crowd control, do not work unless the respective armor bar is depleted.

Because of this you should have a mix of magic and physical damage in your party. I am personally fond of the Rogue and Huntsman classes. So if I am making a party, that takes 2 physical damage dealer slots - however the Huntsman special arrows will take off some magic armor and do some AOE. Keeping that in mind, you absolutely have to have healing of some sort in your party, whether or not you make a dedicated healer is up to you. You can literally try any combo you want. You want to try out an Elemental Mage that can heal? Cool, that is some healing for your party and the extra intelligence will boost the effect. So that leaves on party member, but you only have 1 character that can heal.....what if they die early or get CC'd and miss their turn? Well you could make a Paladin/Cleric of sorts with your last spot and have a Sword and Board guy that specializes in Warfare and Hydrosophist. This will give you some extra healing and a tank type character.

All of that is just one possibility that adheres to sort of a rigid party archetype. If you read through this thread, you'll see people talking about their Rogue/Necro/Polymorph character, or their Enchanter/Summoner/Polymorph character. The possibilities are endless.

I did notice at the beginning of the game a lot of your party does not have armor and that really does make a difference in early battles. Try to get some armor and buy some skill books and play around with the different class skills. There is a classes section on the Divinity 2 wiki that has a big listing of different types.

Also, think out of the box....if you are in a fight and you have a weird thought about something that would make the fight easier, it will probably work, such as teleporting an enemy into an adjacent room so he has to run the long way back to the fight, or starting the fight by teleporting an enemy into your group so you can focus them down. (These examples aren't necessarily thinking out of the box and are generally common practice in the game if you've played a decent chunk of either of the games).
 

Cels

Member
it's been a while since i played the first game but wasn't SPEED a stat in the game that you could pump to get more action points per turn?

where is this stat in 2?
 

Cels

Member
I think it's wits now.

wits increases your initiative which affects the order of combat. what i mean is like instead of starting with 4 action points or whatever you can start with 7 or 8. definitely remember doing this in 1. is there a way to do this via stats or do i have to use things like glass cannon?
 

Kalentan

Member
Maybe it changes but I wish the game had more dialogue between your companions. It feels like they never interact with each other. Would love for them to talk while you explore.
 

Xeteh

Member
I hate when it feels like the AI isn't following the same rules that I am. Either way too many actions per turn or teleporting me twice in the same turn. Game is challenging enough as is.

I still cant find that damn bless spell.

Make sure you're checking the statues of the gods out in the swamp.
 

Burt

Member
Hnnnnggg

So, as someone who played D:OS1, I expected some narrative jank. When you let the game sprawl like these do, it happens. You can't connect all the dots when you let every person put them where ever the hell they want. So

(Act 2 Graveyard stuff)

I arrived at all the Ryker stuff past time, having already completed a major branch in Act 2 before I got to him. I was overleveled and full of Source, so I wasn't expecting anything decent but went through with his quest and stuff to tick him off the box and see the story.

So, I take his quest and run through the Black Pits. I pick up his tablet along the way. I come back to turn the quest in, and he's gone. Whatever, I figure, I was two levels over him when I met him and didn't need any of his Source knowledge. I had already gotten some weird unprompted quest update in the saw mill about him being a Lone Wolf,
for whatever reason. I figured I had just done a bunch of stuff out of order and him not being in his mansion was the forgiveable jank of such a wide open story. I must've skipped some part, and the story jumped ahead, and now he's gone. Stuff like that happened in the first game all the time.

I come back hours later to genocide the whole mansion before I leave Act 2, and what do I find on the corpse of the first servant I loot?

A note from Ryker, telling me that he knew I would be back and that he's waiting for me downstairs

It's just such a pleasant surprise to see the jump between last game and this one when it comes to fitting the story together, compared to my expectations of the same old disjointedness.
 

Backlogger

Member
Is there anywhere that explains what the different single player modes mean? I'm already annoyed I am having to find an answer to something online that could/should be explained in game and I am not even playing the game yet.

Edit: Oh, these must just be difficult settings? Why not label them as such then?
 
Man, why are trap disarming tools so bloody rare unless I'm missing something.

Not needed most of the time.

For elemental traps just find something like a barrel or crate and drop it on top of the vent. It will block it and you are good to go (unfortunately wood crates on a fire trap doesn't work so well).

For explosive traps just stand back and trigger with a ranged attack.

I still cant find that damn bless spell.

In the Vault of Braccus or whatever its called (hidden cave right near the Sanctuary, talk to the statue at the very end of the dungeon).
 

Burt

Member
Also

(Graveyard Mansion)

"Master loves his dog. Master thinks his cat is cool. Not the same thing."

"You're a moron"

"No I'm not, I'm black-brown!"

People who don't take Pet Pal are monsters.
 
Can you get on the ship and go to the next isle in act 2 or is it quite obvious like act 1 ending? I feel like I explored most everything and not sure where to go next exactly. Level 15 btw and just did everything I think on blood isle
 

Xeteh

Member
Not needed most of the time.

For elemental traps just find something like a barrel or crate and drop it on top of the vent. It will block it and you are good to go (unfortunately wood crates on a fire trap doesn't work so well).

For explosive traps just stand back and trigger with a ranged attack.

Well yeah but its still annoying. I mean, there's no consequence to setting off trap after trap even when you're supposed to be sneaking up on people. Be as loud as you can and it doesn't matter. It feels silly.
 
Maybe it changes but I wish the game had more dialogue between your companions. It feels like they never interact with each other. Would love for them to talk while you explore.

Yeah, I wish the game has more banter between the companions.

They do express their thoughts every now and then after certain events/quests, but that's about it.
 
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