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Boss cast madness on my entire party, and it was entertaining to have no control for 2 full turns. The advocate fight was particularly amusing. Just gotta chug one of those strong will potions and continue to stomp everything into the dirt. Few times i ran into fights were the "boss" had some aura like vacuum. Eventually ull have some spells/means of removing CC from ur party.
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Spreading out is quite important though, as certain aoe knockdown skills can ruin ur day (such as tremor grenade, or the warrior knockdowns). It is very rare that the AI actually CCs one of ur characters. Glass cannon on all 4 characters (bad idea for lone wolf, due to much lower relative AP gain). So again, it's better to give your ranger/mages movement skills to take the high ground and make better use of the talent point. (Hah, executed one last pun for the road!) Far Out Man isn't as useful as being on higher ground. Being an executioner is a far better choice than being a pawn. Most ground/cloud effects make movement skills the better option. The Idol of Rebirth is far better insurance. All other talents are either class/build specific or trash: Low vitality/revival talents are essentially saying you are planning to fail. Mnemonic is an okay choice for non-Lone Wolves when you can't remember what else to go for (yay, more puns). Fire-Star Diner has some (ab)uses as well if you have the stomach for consumables, pun intended. Other Notes: Given the amount of fire surfaces and damage you'll see in game, Demon is a reasonable defensive choice as well. And Sadist (Gift Bag) can top off your melee types. You should also be able to afford giving mages Executioner around this time. Late game, you may want to throw Living Armor on non-tanks as well.
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Your build's talents should be mostly done by level 13. By level 13, you are probably pumping crit, Hot Head is great for everyone as it's easy to maintain max vitality. By level 8, you'll also want Living Armor for tanks, Parry Master for dual wielders, and Savage Sortilage for mages. You'll want at least 2 of the above by level 8. And Ambidextrous for those that want to take the time to craft and abuse scrolls. It also means extra healing when you poison undead.
DIVINITY ORIGINAL SIN 2 TALENTS LEVELS PLUS
when you get a kill and applies the AP to the start of your next turn!) For Fire/Earth mages, Torturer in the early game is also the equivalent of extra attacks, plus it makes Worm Tremor an unblockable CC and Spontaneous Combustion more powerful. (It also triggers on Opportunist attacks, Reactive Shot, etc. Executioner works for everyone that does damage, give it to your primary finisher early, and add it to others when you've eliminated the better options. After deciding on Lone Wolf/Glass Cannon or not (I prefer Lone Wolf myself), the most important talents are AP efficiency related: Elemental Affinity for mages, Opportunist (AKA 0 AP attacks) for melee, and Gladiator (from Gift Bag) for melee w/shield. If you're not using the Gift Bag Pet Pal, give it to at least one character by level 3 for extra quests/exp. Does not affect summoned creatures.ĭecided a newer write-up of best general talents was needed from someone that plays Tactician/Honor Mode. Zombie crawler lasts 3 turns or until character is resurrected. When an allied character dies, a Zombie Crawler is raised at their corpse, under their control. Melee attacks deal additional fire damage to burning targets, poison damage to poisoned targets and physical damage to bleeding targets. You become Invisible while pickpocketing.
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Cycle of Earth and Air increases your Geomancer and Aerotheurge combat abilities by 2. Can happen once every 3 turnsĪt the start of an encounter, you gain one of two statuses: Cycle of Fire and Water or Cycle of Earth and Air. Cycle of Fire and Water increases your Pyrokinetic and Hydrosophist combat abilities by 2. You gain immunity to stunned, frozen, knocked down, polymorphed, petrified, crippled for 1 turn after being affected by one of these statuses. (Note: can still backstab with normal weapon attacks, but not with skills, even weapon based) Your attacks never miss but cannot deal critical strikes. Can happen only once per turn.Įvery time someone casts a Source Spell in combat you receive a 20% chance of gaining a Source Point. Every time you are hit with a melee attack while wielding a shield, you perform a counterattack.
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