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Divinity: Original Sin 2 - Metagaming Thread

HoboForEternity

LIBERAL PROPAGANDIST
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Steve gets a Kidney but I don't even get a tag.
Like casters that are allowed to have multiple summons. Summons that summon more summons. And since summons get to move at the same time as the summoner on their first turn, they all get to attack at the same time. Wew.
is this the petrified lady in the graveyard?

I am playing on classic and yes she most likely would be a bitch on tactician
 
Joined
Apr 3, 2006
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1,386
Like casters that are allowed to have multiple summons. Summons that summon more summons. And since summons get to move at the same time as the summoner on their first turn, they all get to attack at the same time. Wew.

:negative:

I never got that far on Tactician, because I ended up just using the same cheese tactics involving teleport and superior mobility versus to AI to win every fight and decided to go back to Classic. Ironically, I found Classic to be more tactical because I could walk into a fight blind against higher level foes and actually experience fun combat that forced me to improvise on the fly, whereas with Tactical I was just using the same AI isn't as good at path-finding as me cheese over and over again.
 

KateMicucci

Arcane
Joined
Sep 2, 2017
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1,676
Like casters that are allowed to have multiple summons. Summons that summon more summons. And since summons get to move at the same time as the summoner on their first turn, they all get to attack at the same time. Wew.
is this the petrified lady in the graveyard?

I am playing on classic and yes she most likely would be a bitch on tactician
She actually wasn't hard at all, it was just a little annoying. I had a much harder time with
the four heroes.
That fight was so hard I thought there had to be a puzzle solution or else their healthbars were miscalculating. Finally beat the fight by doublecasting mass cleanse.
 

HoboForEternity

LIBERAL PROPAGANDIST
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liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
Like casters that are allowed to have multiple summons. Summons that summon more summons. And since summons get to move at the same time as the summoner on their first turn, they all get to attack at the same time. Wew.
is this the petrified lady in the graveyard?

I am playing on classic and yes she most likely would be a bitch on tactician
She actually wasn't hard at all, it was just a little annoying. I had a much harder time with
the four heroes.
That fight was so hard I thought there had to be a puzzle solution or else their healthbars were miscalculating. Finally beat the fight by doublecasting mass cleanse.
the heroes were fine for me for some reason. there is alot more wiggle room if you separate the 4 and prevent them from ganking your team.

with the necromancer lady the summon keep summoning summons that summons summon and they all have their turn right after their summoner.

also the
the scarecrow battle in the fields
gave me a hard time too.
 

Eyestabber

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Some lessons learned:

- I was wrong about Necro. My build just sucked balls. With a proper build, Necro does wonders, specially for a physical party.
- Warfare on a ranger is a mediocre choice. Most skills require a melee weapon. Respec time! I'm open to suggestions on ranger builds. Will stay "pure" in the meantime
- Warfare/Scoundrel works great. Specially for dual wielding rogues.
- Summoning doesn't scale with anything, so you can just add it to anyone. Lol.
- Pyro 1, Hydro 2 and Geo 2 gives you a nice array of support skills that can be used by anyone such as haste, fortify, frost armor and clear mind.
- Poly is a must for melee chars. Shame the wings are buggy af (sometimes you get slowed by puddles anyway)

And, yeah, tactician is full of bs. The HP bloat is insane and fucking tiresome if you ask me. Stunlock an hp sponge for days until it croaks. YAAAI, such strategy, much wow. Defeated the heroes at lvl 10 (they are 11) yesterday doing just dat. Battle lasted for like 40 minutes. I was physically tired afterwards.
 

KateMicucci

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[QUOTE="Eyestabber, post: 5313173, member:]
- Warfare on a ranger is a mediocre choice. Most skills require a melee weapon. Respec time! I'm open to suggestions on ranger builds. Will stay "pure" in the meantime
[/QUOTE]
Scoundrel 1 might be worthwhile for chloroform. Scaling with finese, it does decent magic armor damage, and its a 1 ap CC. I like it.

Spider legs are good, and boner widows are good. But other than those few things + jumps I want my ranger focused on damage.
 

Tigranes

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It seems like the skills are gated by what vendors will sell you (e.g. escape initial Fort Joy area & reach Sanctuary to access second level Scoundrel or Aero skillbooks), so there's really no reason to pump them unless the passive works really well for you? Meaning that, e.g. for a Ranger, you're better off pumping Ranged and Finesse for that pure damage upgrade (which seems to overwhelm the incremental damage upgrades via items, for example), and also to diversify and have 3-4 skills (e.g. a point in Scoundrel) for utility? With Lone Wolves I haven't found much reason to put more than 1 or 2 points (=2 or 4 total) in those skills as far as Level 6/7.
 

Grimnir

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Jan 15, 2016
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Beaverlick
Currently level 17 on Act 3. My party: 2 knights, ranger, rogue. My fights in Act 2 only lasted a few minutes, except
the oil fields fight with those dozens of blobs.
The armor system annoys me, but that's probably due to tactician's stat boosts. Alexander was still the hardest fight, so far. I haven't died since level 14 and the game is becoming really easy.

- Physical damage is king. Almost nothing has physical resistance, auto attacks deal tons of damage, etc.
- You're better off focusing on damage instead of a balanced party.
- Anything that increases AP or movement is a must-have.
- Maxed thievery will make you rich.
- Maxed lucky charm will give you a lot of gear, so there's no need to buy anything. Getting a few dozen epic/legendary items from a dungeon is common.
- You can teleport people while in conversation with them.
- Polymorph and Scoundrel are useful for everyone.
 

Cyberarmy

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Divinity: Original Sin 2
Polymopth is fucking broken, medusa head and spiderlegs are the kings of cc for a long time. Add earthquake and entagle to the mix and you are good to go for a long time.
 

Tigranes

Arcane
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Warfare on a ranger is a mediocre choice.
Warfare on a ranger is the best choice, because it's separate odd damage multiplier that works all the times and does best damage.

The worst choice for Ranger is leveling up Ranger.

Do you mean Huntsman, since that's just high ground bonus while Warfare is a flat damage bonus? Or is levelling up Ranged still a bad idea as well?
 

KateMicucci

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It seems like the skills are gated by what vendors will sell you (e.g. escape initial Fort Joy area & reach Sanctuary to access second level Scoundrel or Aero skillbooks), so there's really no reason to pump them unless the passive works really well for you? Meaning that, e.g. for a Ranger, you're better off pumping Ranged and Finesse for that pure damage upgrade (which seems to overwhelm the incremental damage upgrades via items, for example), and also to diversify and have 3-4 skills (e.g. a point in Scoundrel) for utility? With Lone Wolves I haven't found much reason to put more than 1 or 2 points (=2 or 4 total) in those skills as far as Level 6/7.
By the start of the 2nd island you have access to everything but the tippy toppest source skills.
 

Shadenuat

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Warfare on a ranger is a mediocre choice.
Warfare on a ranger is the best choice, because it's separate odd damage multiplier that works all the times and does best damage.

The worst choice for Ranger is leveling up Ranger.

Do you mean Huntsman, since that's just high ground bonus while Warfare is a flat damage bonus? Or is levelling up Ranged still a bad idea as well?
Yes yes and yes. Warfare works in a mysterious way of adding another cumulative physical damage bonus to all your physical damage which is why I think its even better than weapon skills. It adds damage to everything, even say Necromancy if you has one, or any other skill with physical damage. Hutsman is indeed only good if you are obi wan. Ranged is okay as secondary damage skill after Warfare.
 

KateMicucci

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1 single point in perseverance might help in some rare situations. Maybe. You can get that from gear though. The armor recovery is way too small as are the list of status effects that trigger it.

Leadership was nerfed pretty hard since EA and the effect radius is a bit small. 2% dodge isn't impressive. The effect doesn't stack between characters which sucks. I only have leadership from gear.

Retribution, if you made some super-duper tanky dude with geo, necro, and hydro, might have some potential.
 

Shadenuat

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Leadership is good for parties that actually stack dodge and to pump resists for casters. But it's not very effective to play your party in 5 m. bubble. Sometimes suicidal.
 

Eyestabber

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Speaking of crafting, how do you guys get those masterwork runes (the one that adds +physical)? I'm on Driftwood and I can't find them anywhere. Not the runes themselves, not the materials to craft them. I have pixie dust to upgrade them, but without the basic runes, there isn't much I can do...
 
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Ranged is okay as secondary damage skill after Warfare.
Warfare is 5% to all physical damage. Ranged is 5% to all damage types with a bow plus 1% to crit. Am I missing something, because ranged appears to be the best choice on paper for a purely bow using character. It's 5% on my bow's physical and elemental damage with a bonus to crit versus 5% on my bow's physical damage only.
 

Eyestabber

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Yo Shadenuat , does the bloat removing mod you posted on the other thread work with a game already in progress or do I have to start a new one?
 

Shadenuat

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Yo Shadenuat , does the bloat removing mod you posted on the other thread work with a game already in progress or do I have to start a new one?
Works even in progress.

Although I feel it has small, completely not obvious flaw: without hp, numbers and armor bloat many enemies stand no chance against player even on Tactician.

:shittydog:

Enemies in game strongly rely on their hp to carry them through your skill rotations (sometimes multiple). Once you take that away... sure, they still can one-round me and it's possible to die, but I think mod needs a little tweaking. System is obviously not made to provide quality gameplay and challenge when both sides are symmetrical in their stats/levels, it's not D&D or AoD.

Or maybe it's just my meta knowledge that carries me now, idk. Still got TPK on a witch, and ice dragon. Alexandar awaits. I even play some weakest characters possible (air & water specialist mages). Ifan with his rapecrossbow carries the party tho.

Also, playing 2 specialised control wizards and generally ranged party (exception being a rogue, but she just kicks what's teleported to her) shown me just how simple AI really is. Outside of jumping out of closet and bursting you down with big numbers, it can't really deny you playing around with it however you want. Eh.
 
Last edited:

Murk

Arcane
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Jan 17, 2008
Messages
13,459
regarding ice dragon
any penalty for killing it? Is it character that returns later to give some quest or something? If so maybe I should kill him later?

only thing he does is clear the shriekers for you on the way to Alexander fight, but you can just use a purging wand or the helm of tyrant to clear it
 

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