Divinity: Original Sin 2

Khalan

Trakanon Raider
1,468
1,394
I feel like my group is pretty weak. I have a Necro/Hydro, Rogue (Seb), Fane (Geo/Pyro) and The red prince. I have been mainly just using gear I find rarely ever buying any but is this something I should be doing? I have about 10k gold and in act 2, done about a half dozen quests but some of the bigger fights are super challenging (Did Mordus mine by accident way under leveled and had to reload a lot). Also is there some specific skills that are really clutch that work well together? My Rogue is a glass cannon, and does a lot of damage but dies really quick. Fane is annoying because heals don't work on him well (Is there someone else I should grab instead).

Also I dont have much CC and the wiki is pretty poor so hard to see where to build to. Any advice would be appreciated. I feel like I am missing something fundamental. Seems a lot harder than it should be on regular difficulty.
 

Chimney

Trakanon Raider
1,865
1,416
I feel like my group is pretty weak. I have a Necro/Hydro, Rogue (Seb), Fane (Geo/Pyro) and The red prince. I have been mainly just using gear I find rarely ever buying any but is this something I should be doing? I have about 10k gold and in act 2, done about a half dozen quests but some of the bigger fights are super challenging (Did Mordus mine by accident way under leveled and had to reload a lot). Also is there some specific skills that are really clutch that work well together? My Rogue is a glass cannon, and does a lot of damage but dies really quick. Fane is annoying because heals don't work on him well (Is there someone else I should grab instead).

Also I dont have much CC and the wiki is pretty poor so hard to see where to build to. Any advice would be appreciated. I feel like I am missing something fundamental. Seems a lot harder than it should be on regular difficulty.

Vitality heals are pretty useless. If you're going to "heal" do so with PA/MA buffs since it blocks CC and is basically effective HP. CC and/or big burst is king for almost all builds so setting yourself up with the ability to dictate where the NPCs are is huge. If you're running 4 players all of them should have teleport which can basically ensure that you are able to drop all the NPCs in a fight in a lump and then AoE them down. Having a movement ability like tact retreat/phoenix dive etc is good too so you can get out of the crap if necessary. If you're in act 2 then spend an hour or two trying out respec builds (keep a main save file) until you find something that clicks. It'll help immensely. As far as gearing goes I buy gear every other level if I can afford it due to the insane scaling per level.
 

Pyros

<Silver Donator>
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You should probably look into buying gear. 10k gold doesn't seem like a lot though, I guess you didn't take thievery/lucky charm? You can get a lot of money, and as such a lot of gear from either of these which helps a ton, gear is very important since the scaling goes pretty fast as you progress. Like at lvl 8 armor gives maybe say 30phys 10magic, but at 10 it'd give 50phys 25magic, and you add that to every slot and you're missing like 150-300armor in each category. Check the vendor in Riftwood square as well as the one in the arena, they have good gear and it refreshes when you level/after an hour.

Also use shields on mages to makes them tankier. There's really no reason to use anything but a 1H+shield, staves are bad unless you're using Warfare melee attack on an hybrid and even then I'd say staves are bad. Wand+shield is good, wand can be literally anything since you shouldn't be using it anyway, I'm still using a lvl 6 one because it has 1int and 3initiative.

You should have CC from the red prince, assuming it's a warrior. Stomp and Battering Ram for knockdown, Crippling Blow and personally I went Polymorph and I love Medusa Head, it gives you an aoe around you that will magic armor check everything that comes close and if they don't have magic armor they'll be petrified, losing their turns, and it lasts 2turns(so 3 turns petrify) and has an additional active to petrify in a huge range+do magic damage. I use him mostly as a CC char, although his damage is ok via Blob summon(poly 2 also) and armor explosion or whatever from Geo 2. And then he can still hit things and shield throw is insane(although you might be using a 2H).

My rogue is squishy too but isn't an issue, you shouldn't be getting targetted too much. I blink in the backlines, kill someone, Chloroform someone if they have low enough magic armor and chameleon cloak if it's risky at the end of the turn. Next turn do the same thing, then blink out if it looks risky. I use Cloak and Dagger and Tactical Retreat as well as Backlash and The Pawn for mobility on her, so I'm never forced into anything generally.

Also since you have a Necro, make sure to get Bone Widow, it's super strong as a summon even without any points in it.

And definitely get Aero 2 on at least both mages for Teleport+Netherswap, it's great for repositionning since a lot of fights start with enemies on high ground and shit, you just grab them and drop them all on your warrior and then drop some fire in there and fuck everyone up.
 

Tenks

Bronze Knight of the Realm
14,163
607
I also find Teleport to be the most reliable CC in the game. It is 100% guaranteed to reposition a target away from your group to burn all their AP just walking back to the fight. You can sometimes take them out of the fight for 2+ turns if the battlefield has a bunch of different elevations and they have to waste a bunch of time snaking their way back. So once their main tank gets near your guys just tele him away (bonus points if you can slow him first) and you don't have to deal with him and when he gets back your tele may be off cooldown to do it again.
 

ronne

Nǐ hǎo, yǒu jīn zi ma?
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8,194
Unless they can't be teleported, which becomes more and more of a thing the later in the game you get.

Oil patches are really your best CC aside from just bursting armor/magic damage to land hard CC on your first round of turns.
 

Rafterman

Molten Core Raider
740
684
So Wits is pretty much only good for one character. The crit bonus only matter at early levels, after that you can stack crit through gear, and since they stagger turns regardless of how high your wit is there is no point pumping it up on all of your characters.
 

ronne

Nǐ hǎo, yǒu jīn zi ma?
8,425
8,194
Gareth spoilers:

How does his murdered parents quest shake out? I convinced him to give up on vengeance and it just ends that whole quest line immediately, which seems rather boring. It worth me reloading to ~45 minutes ago and actually taking him up on revenge?
 

Pyros

<Silver Donator>
11,310
2,416
Need wits for initiative. Going first is pretty vital.
It really isn't. There isn't much advantage to going first other than being to split so you don't get hit by an aoe early, but since I always open with my support mage with high wits and do the aoe magic regen thing, it cancels out their opener. After that they just position wherever they like, quite often waste their movement skills cooldowns doing so, and my 2nd mage moves them back into position. Then on 2nd turn my support mage is first again so she also moves the rest of the enemy together, and now the enemy has their 2nd turn "first", only that they're all standing in oil/fire stacked together like a bunch of idiots next to my warrior with opportunity attacks, so they spend most of their turn trying to move away and doing shit, and then I start killing them all.

If all my team took turns first, I wouldn't be able to move them until the 2nd turn either, so it'd make like, no difference? I guess my rogue would kill one enemy before they get to act, but that's far from "vital".

If you're doing Lone Wolf tactician it's probably quite different, but in a standard 4man party even on tact there isn't much of a point. And even with no wits, due to initative/wits on gear, I end up not really being last against everything anyway.
 

Rafterman

Molten Core Raider
740
684
Need wits for initiative. Going first is pretty vital.

Only one of your characters can go first, regardless of how much wit you give the rest you can't all go before the enemy. So, yeah, boost wit on one character and fuck the rest. Larian decided to alternate initiative, regardless of your stat.
 

Vimeseh

Trakanon Raider
938
726
It really isn't. There isn't much advantage to going first other than being to split so you don't get hit by an aoe early, but since I always open with my support mage with high wits and do the aoe magic regen thing, it cancels out their opener. After that they just position wherever they like, quite often waste their movement skills cooldowns doing so, and my 2nd mage moves them back into position. Then on 2nd turn my support mage is first again so she also moves the rest of the enemy together, and now the enemy has their 2nd turn "first", only that they're all standing in oil/fire stacked together like a bunch of idiots next to my warrior with opportunity attacks, so they spend most of their turn trying to move away and doing shit, and then I start killing them all.

If all my team took turns first, I wouldn't be able to move them until the 2nd turn either, so it'd make like, no difference? I guess my rogue would kill one enemy before they get to act, but that's far from "vital".

If you're doing Lone Wolf tactician it's probably quite different, but in a standard 4man party even on tact there isn't much of a point. And even with no wits, due to initative/wits on gear, I end up not really being last against everything anyway.

Yah I'm playing lone wolf tact. So going first in a combo heavy game when you're always outnumbered is important. Playing as a four man makes it not as important I suppose.
 

Needless

Toe Sucker
<Silver Donator>
9,557
3,508
What are some good combos with the hydro/air spells? I feel like my Lohse does fuck all if she's not using restoration or her staff spell. so she feels like dead weight
 

Vimeseh

Trakanon Raider
938
726
Freeze/stun effects. So rain and shock once electrified for stuns. Ice the ground and hit them again when chilled for frozen. As one offs having aero lets you teleport key enemies/allies to safer or more dangerous spots.
 

Caliane

Avatar of War Slayer
15,905
12,552
my aero/hydro started weak.

low damage. what shock/freeze she does do, often is 90% vs allies.
Some things to help. Teleport is of course the big Aero spell. Tornado later.
Savage sortilage-crit.
combine Nails+boots of all allies. (adds immune to slipping on ice).

some key hydro combos.. blood rain-hydro/necro. healing tears-hydro/poly. Vampiric hunger-hydryo/scoundrel.

Armor regen is more powerful then life regen later. Hydro gives many MA buffs. Consider Geo for fortify, etc as well though..

Rogue cholorform does a ton of magic armor damage. I use that often just to help burn through magic armor, to aid the hydro. got 1 ap left, its long range. why not?

I also combo with the summoner. Water infusion is pretty great. gives the incarnate restoration heal.
Also, dont forget HEALS deal physical damage to undead. So both killing, and burning through armor to let my melee land CC.
 

Sludig

Potato del Grande
10,318
11,051
It really isn't. There isn't much advantage to going first other than being to split so you don't get hit by an aoe early, but since I always open with my support mage with high wits and do the aoe magic regen thing, it cancels out their opener. After that they just position wherever they like, quite often waste their movement skills cooldowns doing so, and my 2nd mage moves them back into position. Then on 2nd turn my support mage is first again so she also moves the rest of the enemy together, and now the enemy has their 2nd turn "first", only that they're all standing in oil/fire stacked together like a bunch of idiots next to my warrior with opportunity attacks, so they spend most of their turn trying to move away and doing shit, and then I start killing them all.

If all my team took turns first, I wouldn't be able to move them until the 2nd turn either, so it'd make like, no difference? I guess my rogue would kill one enemy before they get to act, but that's far from "vital".

If you're doing Lone Wolf tactician it's probably quite different, but in a standard 4man party even on tact there isn't much of a point. And even with no wits, due to initative/wits on gear, I end up not really being last against everything anyway.


Make a video ^.^
 

Rime

<Donor>
2,638
1,612
Lucky Charm is amazing, also. At level 5, I find something probably every 10th-15th box and it is almost always either 'Epic' or 'Legendary' quality.
 

Pyros

<Silver Donator>
11,310
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Make a video ^.^

I could but most fights are kinda spoiler-ish. I stopped at the entrance of what I assume will be a dungeon in act2 so I'll try to get a video of a standard fight, although it won't be very interesting to watch I think.

Lucky Charm is amazing, also. At level 5, I find something probably every 10th-15th box and it is almost always either 'Epic' or 'Legendary' quality.

Yeah if you don't like stealing you can easily ignore it and still be rich as long as you have Lucky charm. I have 7 now on my tank and it's really crazy at times. I've started putting beer and wine on my hotbar on that char too, when you hit those groups of containers like bunch of bookcases or skeleton piles or barrels or whatever, you drink one, being drunk gives you +2 lucky charm(only lasts 2turns though, which is like 10secs or something so that kinda sucks), open all the things.

You get tons of gear from that and even if the gear sucks, it's tons of money if you have a char with barter(or even without as long as you raise the attitude of the vendor first). I haven't stolen anything besides quest items since I entered Act2 because there isn't really a point anymore.
 
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ronne

Nǐ hǎo, yǒu jīn zi ma?
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What the fuck is the deal with source vampirism and shriekers? It doesn't have enough range to actually cast it on them before they kill you, are you really supposed to just send everyone in and spam cast it until someone gets it off before they oneshot you?