Mangoose said:
ok so been playing divinity 2 having alot of fun i got to a place with a mine and a guy screaming about get away from the mine we are gonna blow it up well i saved here but i try to reload my game and all i get is a black screen but my mini map shows i am moving if i try to move there has to be a way to stop this as its my only save aside from auto save but auto save was 6 levels ago
So, to sum it up: you relied exclusively on your autosave and quicksave for many hours, saved in the middle of a scripted scene which is known to sometimes break stuff in many different games running on many different engines, predictably ran into a problem, whined about it on a forum using all lowercase and no punctuation, then called a person trying to help you a "returd".
My, my, what a consoletarded thing to do.
WarHamster said:
I wouldn't whine about your build too much. The first thing I do is maxing out lockpicking, so you're still several points ahead. Still:
1. If you are going to use any amount of melee, let alone have a melee build, you
need at least one point in rush attack. Seriously, what the fuck were you thinking? This is one of the two skills that gives you any chance at approaching enemies launching barrages of arrow or spells. Not taking even a single point in this skill is equivalent of bringing a knife to an artillery fight. One point is enough, unless you plan to specialize in turning yourself into supersonic ITZ incarnate, but you need at least this one point.
2. Magic missile is one of the skills that need heavy point investments to remain useful, high int and powerful magic based weapons also help.
3. Jump attack is a matter of taste and tactics, at high level it yields some nice boosts, the best thing is that it needs no hotkey. I don't really like that skill, but can imagine it being quite deadly.
4. Whirlwind remains useful with just one point, but you may want to pump it up if it's your main way to keep crowds at bay.
5. Fatality is of limited utility, but far from useless - basically it's a boss killer, when maxed out (and you can get about +9 bonus from non-random items alone in DKS) it instakills anything around 50% of health. Ever brought some boss down to last HPs only to have him heal all the way up again, then repeated this several times? Fatality.
6. Weapon expertise skills are very, very nice, but far from essential, even if you melee.
7. Summons are nice, but there is no excuse for not having creature. It doesn't require any point investments, it's completely independent of build and it can be customized to suit variety of builds and play styles. It also soaks up damage very nicely, which can be important if you face Amdusias and he decides to explode your ass with an arrow.
8. The other skill that is very useful against ranged attackers, and can be very tactical with about any build is Hide.
One or two points are enough, main use is to buff yourself (WoTR, WoTBM or Berserk, depending on build), hide, approach, RAPE, run!
-as a ranger you will want to use Split Arrow shotgun point blank to take out a single target
-as a warrior, Whirlwind against group, or Thousand Strikes to murderize single target
-mage will do best with firewall, though a fireball on exit won't hurt either
-any build may benefit from using Curse as part of the combo, but this skill requires constant investments to remain effective.
In any case, DKS seems much easier at some points, while I was playing ED, then the beginning of Sentinel Island subjected me to Dragonelf rape squads and it was ITZ. Good thing that this was also the point where Firewall and Explosive Arrows became available or I'd have no choice but to submit and die screaming.