![]() Bigger and Better and All Skilled Up are both great for any build. Perception is not important, you can drink potions to find stuff and get it from gear later. I gave my mage extra speed (I think he ended up with 9 which meant an extra AP), extra con for warriors (both max AP and health) and I just maxed speed on my ranger (she ended up with 13). You only get an extra turn AP on uneven speed scores (7, 9, 11 etc.)Īfter that, it's up to you. Regarding attributes: your main attribute for each class should be maxed ASAP (dex for rogue/archer, str for warrior, int for mage).Įvery character needs at least 7 speed and 8 con to optimize start AP and AP gain. Chain and hail are invaluable for crowd control while make invis and mass healing are excellent both in combat and outside. Aero gives you chain lightning and make invisible, while hydro gives you hailstorm and mass healing. Personally I thought having two master spells (which means 5 skill points) in both aero and hydro was worth it though. All you're missing out on is the second master spell in each school. You can technically make a generalist mage that has 4 points in all four elemental schools and still do fine. Two points are probably not worth it since most adept scoundrel abilities require daggers. Rangers can use the scoundrel spells effectively since both scale with dexterity, so giving your ranger 1 point in scoundrel is excellent for the utility. That means warriors can't use spells effectively (you need 8 intelligence even for rank 1 spells to not fail half the time), except for summons and teleport. The main thing I've found was that warriors and rangers work best when specializing in strength and dexterity, respectively. It was incredibly easy on classic difficulty, and would probably work on tactician. I went with two 2-handed warriors (max man-at-arms, some utility stuff like vampiric touch/summon skeleton, teleport/cleansing wind), an archer (max expert marksman, utility scoundrel stuff like adrenaline, stealth and haste, utility geo stuff like spider summon and oil) and Jahan as a aero/hydro mage with maximum healing and crowd control (and crafting skills since he starts with scientist.) You get a lot less attribute points in DOS1 compared to 2. Vendor Prices, Bartering & Attitude Formulaīattlemage doesn't work that well, as you'll be kinda gimped late game if you split points between intelligence and strength. 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! Can you or anyone find out the skill names?Looking for a Group to play with? Try this thread || Discussion Overview Originally posted by Noha:I play my rogue with Scoundrel, Poly and Necro :) * Sleep and silence - Great if another partymember reliably can rip magic armor - or if you need to help your mages apply their status effects - this is because they are VERY cheap to use and shredds alot of magic resist. * Adrenaline - this is mandatory, everyone can make great use of this one. *Armor buff (dont remember name) - Restores some armor for 3 turns. *Cameleon - Stealth is great but not necissary for combat unless you are in trouble. *Skinn Graft - great when you need an extra rotation i got maybe 4-5 points into necro and those 40-50% lifesteal is great. * Necro passive - You deal alot of damage. * Immortal buff (dont remember name) - Also great if you find yourself out of position. *Armor buff (dont remember name) - this is HUGE, its ALOT of armor and you get more per corpse that is close to you. *Shackles of pain - my rogue gets focused alot, this keeps the enemy from focusing him down. I play my rogue with Scoundrel, Poly and Necro :)
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