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Divinity original sin 2 classes
Divinity original sin 2 classes




divinity original sin 2 classes
  1. #DIVINITY ORIGINAL SIN 2 CLASSES SKIN#
  2. #DIVINITY ORIGINAL SIN 2 CLASSES PLUS#

  • Terrain Transmutation - Trade the statuses on two different spots of land.
  • The player bleeds poison and lasts for two days.

    #DIVINITY ORIGINAL SIN 2 CLASSES SKIN#

    Poisonous Skin - Grants immunity to poison damage and halves the player's resistance to air damage.Flaming Skin - Grants immunity to fire damage, weakens the player against water-based magic, and causes the player to bleed fire.Flay Skin - Destroys magical armor and halves all resistances on a target.

    divinity original sin 2 classes

    Medusa Head - Summons a head of snakes that give the player a petrifying aura and the petrifying visage skill.Summon Oily Blob - Summons an amorphous blob of oil to attack the player's enemies.It also removes burning, necrofire, poisoned, and bleeding. Skin Graft - Resets all of the player's cooldowns.Heart of Steel - Regenerates the player's physical armor.Bull Horns - Summons horns unto the player's head granting them the skill, Bull's Rush.Tentacle Lash - Turns the player's arm into a tentacle and hitting a targeted enemy for 125% physical damage and setting atrophy on the enemy.Thick of the Fight - Grants the player a damage bonus for each character around them.Onslaught - Attack five separate times, each one dealing 60% damage.If the target dies within the next two rounds, the player will be healed and receive armor bonuses. Whirlwind - Small AOE around the player dealing 100% damage to all within the area.Phoenix Dive - Teleport that deals fire damage to who the player teleports next to while clearing a non-cursed surface status.Enrage - Motivated a target critical hits for that player.Blitz Attack - Attack that teleports the player from one enemy to another adjacent enemy dealing 70% damage on each.Also clears non-cursed statuses from the ground. Battle Stomp - The player slams their weapon into the ground dealing 60% physical damage to enemies in front of them and knocking down those who do not have any physical armor.Battering Ram - Dash forward in a line that deals 50% physical damage and knocks down enemies who do not have any physical armor.If the player wants to balance the class by allowing it to support itself a skill line like Polymorph or Necromancer should be considered. If the player wants to keep the class explosive, dangerous, and destructive, adding Warfare may be a good option. Now for single target DPS obviously it's going to be 2H axe, because of all the crit multi the 2H talent gives you.Due to the skill lines that the Wizard starts with there are several directions that the player could take the class in with an added skill line. Same with bow, dumping points into Ranged + Scoundral. For testing purposes, I dump points into WIT and INT and go high Aero + Scoundral to maximize the damage for Thunderstorm. The fact you can apply venom coating + blood elemental arrow before casting it to stack even more DPS also, the damage just goes so high. Thunderstorm is very good, but for pure DPS output arrow storm just does the most AoE damage in a single turn. * Hit enemies in that huge area three combat rounds (see n2 again ^^)

    divinity original sin 2 classes

    #DIVINITY ORIGINAL SIN 2 CLASSES PLUS#

    Plus don't forget mention that thunderstorm : How much crit multiplier & int you get on your mage? It should be AT LEAST ~85 int and 210% crit multiplier. I've been testing out the 3 point source spells, and purely because of resistances, all spells are underpar with physical aoe. But with 90% crit chance on my ranger I one shot over killed kraken on tactician with arrow storm. Originally posted by KogaNox:I couldn't one shot Kraken on tactician mode with Thunderstorm, or Meteorstorm with 85% crit chance and SS on my mage. Summoning is very good becasue you can choose either physical or magic damage dealing incarnate (and early game totems, they become obsolete) and so meet the needs of any situation.ĢH damage dealer (start witrh 1H + shield and pump warfare, switch to 2H later) Geo's CC stuff is resisted by physical armour so Pyro doesn't help with that, and Pyro doesn't have any CC, just damage. But it's a long road to L16.Īero and Hydro are better IMO that Pyro/Geo/Necro because air and water work well together for stunning and freezing. Mages do have these "I win button" monster spells you get at level 16. Physican damage dealers on the other hand need only pound on physical armour until it's down and can then kill on the spot or disable easily. Magic is harder to use in DOS2 than physical becasue resistances and becasue CCing cannot be done until armour stripped so getting to where the key combos work takes skill and practice. Not clear what you mean by "combat progression"? Originally posted by CharlotteIsolde:I meant best by easieness of combat progression.īut I see you meantion mages a lot.






    Divinity original sin 2 classes