Divinity: Original Sin 2

Skanda

I'm Amod too!
6,662
4,506
Blood itself shouldn't harm you. In fact there's a talent that makes it heal you. The only situation I know of where heal spells actually harm (other than Undead) is when you're cursed.
 

turbo

Molten Core Raider
1,262
117
If you get deased i believe healing will hurt you. My inquistor killed himself if i remember because of the 50% necro heal+ necro damage+heal ability i used, believe i recall seeing i was diesed
 

j00t

Silver Baronet of the Realm
7,380
7,481
There are certain creatures that leave cursed blood when they are hit and killed. It looks like blood with red tendrils around it. Standing in that will make your heals hurt you for 100%.

Other than that, pay attention to status debuts?
 

Kiroy

Marine Biologist
<Bronze Donator>
35,863
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If you get deased i believe healing will hurt you. My inquistor killed himself if i remember because of the 50% necro heal+ necro damage+heal ability i used, believe i recall seeing i was diesed

This is probably what it is thanks
 

cyrusreij

Trakanon Raider
1,724
689
Anybody take Lohse? I've taken her, and the bitch seems cray cray. Sweet, but cray cray. I just want to know if I am gonna have to fight her several more times.

When you get the dream sequence dialog in the Braccus Rex armory my god, (is it the same god for everyone?) mentioned that Lohse is fucking crazy, watch out for her.

Also, all of the little things you have to do for the Burning Pigs quest to conclude... I love how there is so many ways to do shit in the first area. I hope the rest of the game is this open.
 

Tenks

Bronze Knight of the Realm
14,163
607
My party so far:

Me - DW Dagger Scoundrel
Prince - SnB fighter
Wolf guy - Wizard
Beast - Cleric

Its very, very similar to the party I ran in D:OS1. I'm pretty boring.
 

Tenks

Bronze Knight of the Realm
14,163
607
Also it seems you can kind of fuck with the opening area. Once you get the teleport gloves you can TP a party member (in this case my rogue) behind the Magistrate's defenses. You can then sneak around and the game treats you like you've gone through the prisoner arc already. It made for good stealing at least. I'm not sure if the game intends for you to do it or not. Sometimes with D:OS I feel like I'm being super clever but the game has already accounted for people like me.
 

Sinzar

Trakanon Raider
3,149
269
I'm up to level 5 with my Lone Wolf duo of custom undead elf mage and Fane summoner. Haven't left Fort Joy yet, been trying to do every sidequest I find. Very annoying that I did a quest for the air skillbook guy and he went off and got himself killed, so now I can't buy my new ranks of air spells. Hasn't been too big of a deal because as a Lone Wolf mage you can easily specialize in all five spell schools, but I sure would like to have the option of using more lightning spells for stuns.
 
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Del

Vyemm Raider
1,203
2,955
Is it worth using the Band of Braccus? How do you remove curse in this game?

Never mind. I just found that there's a quest inside this area that awards you the bless skill and that will cleanse curses.

Love this game.
 
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Rime

<Donor>
2,638
1,612
Its DECAY. not disease that also makes healing deal damage.


My cat is stuck following red prince for some reason.

If you are talking about the familiar, then it is 'bonded' to whomever the cat spoke to when it 'escapes'. As The Red Prince is also my tank, he leads the way and the cat spoke to him. It works. Summon cat, cat runs in/jumps, then swaps him in.

You would think it would bond with whomever had Pet Pal.
 
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Caliane

Avatar of War Slayer
15,905
12,552
yeah, my main has pet pal, and pretty sure I talked to the cat before even talking to the red prince.

I grabbed the prince then, for the early game. And booted him once I had ifan. (Booted ifan for beast when I got him.)

The cat followed me for a while, not sure when I first lost him exactly. probably had ifan at that point. the cat gets stuck when you enter the secret passage
under the statue at center of town
. He was there for a while. at some OTHER point, he vanished from there. could have been when I killed the boss there. or after traveling through the fire area...

found the cat again yesterday.. back with the red prince.
 

Rime

<Donor>
2,638
1,612
I love Summon Totem with my Summoner. People have complained about it, but I am not sure they know that it summons based on what materials are around it? At Summoning 6, I love to drop them in blood puddles. They summon a totem that hits for 25-30 damage and applies a bleed. One of them every turn (they last around 3 turns) really, really adds up. And the Incarnation at 6 is great at keeping enemy casters/archers busy and even killing them.

I found the 'Houndmasters Crossbow' and put it on Lohse (turned her into a Rogue that focuses on ranged) and she just demolishes everything. She and my summon probably account for 80% of all damage. Red Prince is just a meat shield/good for rushing in with the help of the cat familiar and Fane is currently a Wizard, but his damage is not the best.
 

Pyros

<Silver Donator>
11,310
2,416
I've progressed a fair bit, I'm nearing the end of act1 I think, revealed all the maps, just one area to clear and the magister fort too, and then probably kill everyone. Pretty happy with my team so far.

My tank Red Prince is very tanky(got a purple shield with a bunch of stats, gives like 60/60armor at lvl 7, he has like 200phys 180magic 180hp, kinda shrugs off shit np) and the CC from the 2 knockdowns and Crippling Blow work well, and the shield throw does stupid damage in comparison to my normal attacks(scales off the phys armor on your shield so it does 60ish dmg, while my sword attacks do about 25-30). Wish there was one more shield DPS skill. I haven't dropped any points in 1H yet, I'm debating wether it's worth switching to 2H at some point, I need to check out the damage next time I find a good weapon I guess.

My mages don't do a whole lot of damage similar to the first game. My geo/pyro mage has some decent damage with the oil > fire combos(impale > fireball is very good especially if their phys armor is broken since they'll be crippled in a sea of flames) but the cds are long and the aoe are huge with shitty projectile system so it's hard to position without hurting other people. The water/air mage kinda does jackshit for damage, winterblast is basically the only good aoe spell in that kit, rest is either 3AP garbage or range limited(shocking touch, blinding presence). Still I use her for the buffs and stuff so still useful.

My main char rogue is OP as fuck damage wise. I don't even need to Adrenaline to kill my first turn target. In general I've actually had trouble finding a target for adrenaline, because I generally get to the target in 0/1AP, then do 2 backstab attacks(5AP regen per turn with Haste) and the target is dead, but using Adrenaline wouldn't get me in range+dmg for another. It's a bit weird how it went from "maybe I should reroll it seems rogues are shit now" to "first world problem, everything dies before I need to use Adrenaline". Class is brutal as fuck so far, and I have a fair bit of utility with Chloroform(does like 70 magic dmg at 7 which is pretty strong, and if it breaks it does 1turn sleep, for only 1AP and it's a ranged attack too) and Chicken Claw(melee range and 2AP instead, but does chicken the target for 2turns and you can keep attacking them, while Sleep breaks on damage).

So my group kinda works with the same dynamic it did back when I did EE tactician, the 3 fucks wittle down enemies and keep them controlled while my rogue goes around and kill everything.
 

Caliane

Avatar of War Slayer
15,905
12,552
I've notice shields seem VERY good. nigh unkillable if you wield a shield. and yeah, shield throw is op as well.
The massive arm buffs also mean you don't get CC'd much.

Rogues do a truck load of damage yeah.
My 2h war was well behind my rogue, but partially due to using a finesse spear, while stacking STR. spear was much better then my 2h str weapons... Got him a 2h axe now, and his damage doubled. he hits for about 50/per hit now. Rogue does like 25/25 on backstabs noncrit as well. but more ap per turn. 2h war, on the other hand has 3 aoe abilities. So yeah, rogues focus fire like crazy. 2h is aoe.
The thing is with armor anti-CC. is aoe all that useful in this game? so, far, its mostly NO. aoe cripple. aoe knockdown. these are largely useless because you would have had to break the armor of 2 or more chars before they work. 90% of the time, you are effectively using these vs a single target, due to this. And if their armor is already down. well they are probably all but dead anyway, and you didnt need the CC. Also, spend more time trying to not hit allies with the aoe hits.. (ww and cripple dont do ff, iirc. knockdown does. )

chicken is way op.

My aero/hydro mage got ALOT better when she got winter blast. it was a general, more spells. early game was range lightning, hailstorm(3ap as noted..) rain.. heal. And a staff. yeah. huge cooldowns. rain. no damage. winterblast gave another shorter CD move. so, she has an actual arsenal now. generally has at least 1 offensive spell up, not just staff attack.
Not nearly the raw damage of the rogue. But she can burn through shields fast enough now, and start. freeze-stun-freeze-stun. nonstop. As well as, frozen ground-trip all over the place. which bypasses mage armor cc.

Staves seem weak. Wands have innate ranged attack, and drop elemental floors. Staves do not drop elemental floors, and only 1 ranged attack/turn. you can DW wands for 2 elementals, and comboing.
Or, wand/shield for the previously mentioned "shields are op".
 

Sinzar

Trakanon Raider
3,149
269
Might be old news, but I just found out you can combine an elemental spellbook with a non-elemental spellbook to create new spells. For example a fire spellbook + necromancy spellbook gives you the Corpse Explosion spell, or water + scoundrel spellbooks combine to form Vampiric Hunger. There's a new spell learned for each fire/air/water/earth spell + the other schools. Really neat system!

My summoner recently got his 10th rank in the summoning skill, which upgrades the incarnate to a champion version, and it's crazy powerful, able to tank multiple enemies for a few rounds without dying, and he deals something like 65'ish damage per melee attack while the rest of my level 5 team is lucky to deal 30'ish per spell.
 

Tenks

Bronze Knight of the Realm
14,163
607
I need to get res spell asap. I keep throwing my rogue in and getting him killed. This is getting expensive.
 

Needless

Toe Sucker
<Silver Donator>
9,557
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Might be old news, but I just found out you can combine an elemental spellbook with a non-elemental spellbook to create new spells. For example a fire spellbook + necromancy spellbook gives you the Corpse Explosion spell, or water + scoundrel spellbooks combine to form Vampiric Hunger. There's a new spell learned for each fire/air/water/earth spell + the other schools. Really neat system!

My summoner recently got his 10th rank in the summoning skill, which upgrades the incarnate to a champion version, and it's crazy powerful, able to tank multiple enemies for a few rounds without dying, and he deals something like 65'ish damage per melee attack while the rest of my level 5 team is lucky to deal 30'ish per spell.

Is there a list of these anywhere?

curious if i can use my extra Conjure Incarnate to make a new summon for my summoner/necro main
 

Sinzar

Trakanon Raider
3,149
269
Here's the list I saw posted. Not sure if it's every possible combo, but it's a lot either way:
Fire + Necromancy = Corpse Explosion (explode a corpse, deal damage)
Fire + Polymorph = Bleed Fire (enemies create fire surfaces when hit)
Fire + Warfare = Sparking Swings (melee attacks leap to second target)
Fire + Hunter = Explosive Trap (set up a trap, explodes when approached)
Fire + Scoundrel = Sabotage (grenade or arrow in targets inventory explodes)
Fire + Summoning = Fire Infusion (minion switches to fire and learns fireball)

Air + Necromancy = Vacuum Touch (damage, suffocation and silence)
Air + Polymorph = Vaporise (Turns surfaces into clouds and cures petrification and frozen)
Air + Warfare = Breathing Bubble (Immunity to clouds and suffocate)
Air + Hunter = Erratic Wisp (Target teleports randomly when hit)
Air + Scoundrel = Smoke Cover (Create a cloud centered on self)
Air + Summoning = Electric Infusion (minion switches to electric and learns eletric discharge)

Water + Necromancy = Blood Rain (douses fires, makes enemies bleed, blood everywhere)
Water + Polymorph = Healing Tears (generate tears that heal allies who move nearby)
Water + Warfare = Cleanse Wounds (heal, remove burn, disabled, decay, poison and bleed)
Water + Hunter = Cyrotherapy (convert nearby frozen ground into magic armour)
Water + Scoundrel = Vampiric Hunger (50% life steal for two turns)
Water + Summoning = Water Infusion (minion switches to water and gains restoration)

Earth + Necromancy = Corrosive Spray (Cone of damage, acid and atrophy)
Earth + Polymorph = Turn to Oil (Converts water/blood to oil and removes stuck and shock)
Earth + Warfare = Oily Carapace (Consume nearby oil to gain physical armour)
Earth + Hunter = Throw Dust (Damage, Blind, Removes surfaces and clouds)
Earth + Scoundrel = Venom Coating (Adds poison damage to weapon attacks, 2 turns)
Earth + Summoning = Poison Infusion (minion switches to poison and gains poison dart)