i find it difficult to really get a lot of damage potential from mages becauseġ) int based weapons are not that powerful (wands are strong with 5 dual wielding but not as powerful as any dex or str weapons with 5 points put in them)Ģ) all int skill damage is based off your intelligence, all DEX, and STR based weapon skills are based off both your weapon and main stat combined. With just pure INT/SPD pumped Jahan, he can rotate through stun/freeze spells every turn and the ranger knockdown/slow/charm arrows are significantly OP when landed.I would not suggest 2 mages because you will probablywish you had a scoundrel,archer,or man at arms main character later on in the game. I initially wanted my ranger to be heavy dps, but I found that she better serves as support almost, alongside Jahan (wizard). I would not recommend mixing melee with magic too deeply since the lack of attributes/ability points will bite you in the long run this way. If I had to pick the strongest class, 2H melee is the way to go, especially with good support from the ranger/wizard. I can definitely say the ranger special arrows are very strong early game (fixed 100% effect chance inb4 checks) and consistently my 2H (Madora) has been a wrecking ball with paired with bless/oath of desecration/rage and 2x knockdowns from the ram and fist skills. It's been just right in terms of difficulty and enjoyment since we wanted a diverse team setup. Normal difficulty and at level 17 at the moment. I'm doing a co-op run with another friend and I went with a ranger and 2H dps while my buddy went a 1H/shield battlemage and wizard. The best support tree in the game is water, followed by witchcraft and earth if a lot of members on your team deal physical damage. Your fourth member doesn't fill a niche as much, but I see most people reserve that slot for a) a full tank, b) a second mage to get all the schools covered c) a second ranger for dps consistency Scoundrel doesn't really hit its stride later, and even then is reliant on positioning and ally support.Ī good party setup has 3 essentials: a mage that can do aoe and control spells, a melee fighter and a marksman. The stronger melee class late is dual wield (both man-at-arms). Unfortunately, none of the spell sets are especially useful in close combat, they are almost always just as useful at range (pyromancy excepted).ģ)The strongest melee class early is two hander. Fire is a good choice for melee mages because it has 3 novice level melee ranged fire spells - but its only effective with more than 100% fire resistance! (only easily doable with crafting)Īlso a lot of the stat boosting from gear is only consistent if you can craft it. If I were to do the build again I would go dual wield to take advantage of the late game attribute bonuses.ġ) I wouldn't recommend trying a melee mage at all if they aren't going to be lone wolf - it splits your power too much (you won't do either role well)Ģ) I really wouldn't recommend being a melee mage your first play through, because it requires a lot of crafting to work. My current tactician (hard) play through has a lone wolf (extra attribute skills and health at the cost of a party member), melee two hander with fire and earth specced. Vendor Prices, Bartering & Attitude Formula Level Up: Attribute, Skill & Talent Point Breakdown The Quick Questions and Looking for Group Threads exist for a reason, use them. >!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. 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! Looking for a Group to play with? Try this thread || Discussion Overview
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