Divinity: Original Sin II: Difference between revisions

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* If you keep running into enemies too high a level for you, explore in a different direction until you find level-appropriate enemies.
* If you keep running into enemies too high a level for you, explore in a different direction until you find level-appropriate enemies.
* Keeping your gear up to date level to level makes a HUGE difference. You always want an up-to-date weapon.
* Keeping your gear up to date level to level makes a HUGE difference. You always want an up-to-date weapon.
* The only difference between Tactician and Honor difficulties is that Honor has permadeath and deletes your single save file. It also autosaves when someone in your party dies. It is not recommended to play Honor mode as your first (blind) playthrough, there are lots of ways to get screwed by things you might not have expected, and then there goes your entire playthrough. You have been warned.*  
* The only difference between Tactician and Honor difficulties is that Honor has permadeath and deletes your single save file. It also autosaves when someone in your party dies. It is not recommended to play Honor mode as your first (blind) playthrough, there are lots of ways to get screwed by things you might not have expected, and then there goes your entire playthrough. You have been warned.
* You can talk to NPC's to distract them, or turn their view cone for thievery.




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* Certain quests are unable to be completed without the Scholar tag. That is the only tag which has such a restriction. Red Prince, Sebille, and Fane all start with the tag, and having at least one of them in your group will help.
* Certain quests are unable to be completed without the Scholar tag. That is the only tag which has such a restriction. Red Prince, Sebille, and Fane all start with the tag, and having at least one of them in your group will help.
* Do not split your attribute points between two different damage-boosting abilities (Strength, Intelligence, Finesse), you can only deal damage in one way at a time (either physical or magical), and it cuts your damage output making you less effective at both than a specialist.
* Do not split your attribute points between two different damage-boosting abilities (Strength, Intelligence, Finesse), you can only deal damage in one way at a time (either physical or magical), and it cuts your damage output making you less effective at both than a specialist.
* If you want to minmax, Warfare does more for physical damage than weapon skills. This also works for Necromancy as well.
* There is a hard cap of 40 on attributes. Since they start out at 10, that means you can only put a maximum of 30 points into any one attribute (or 15 level-ups worth). There is only about enough XP in the game to reach level 21 or 22, so it would take the majority of your points to cap an attribute.
* Characters start out with 3 Memory slots and gain one free slot every two levels, meaning with no investment into Memory, at level 21, you would have a total of 13 Memory slots. Only one unique item in the game has a boost to Memory, it does not appear on any other item. All regular skills require only one Memory slot. Source skills which require 2 SP to cast require two Memory slots, Source skills which require 3 SP to cast require three Memory slots. Its up to you to decide how you want to balance spending points into Memory with points into Attributes which boost your damage or other things.
* Unless you're going for a very specific maximum criticals build, don't invest in Wits for the purpose of boosting critical chance (and therefore damage), that point is better spent on one of the primary Attributes (STR, INT, FIN) instead, as it always gives +5% damage on every attack).
 
 
== Combat Abilities ==
* The most powerful skills only require a minimum of 5 points into any Skill school, so unless you specifically want the 3-Source Point skill for that school, you may want to consider leaving the school at 3 points, which allows you to learn all but one of the skills in that school (not counting crafted skills). That said, the 3 SP skills are some of the most powerful in the game.
* Warfare is the go-to choice for boosting physical damage of any type, even daggers, bows/crossbows, and Necromancy spells. It's also the superior choice because it's a percentage-based boost, whereas the other damage abilities are additive. Max it before moving on to your other skills (other than what is needed for skill requirements).
* For primary casters using more than one element, Pyrokinetic and Aerothurge are not the ideal places to put ability points, because they give +5% to only fire damage or only air damage. Instead, that point would be better spent on Polymorph, and the resulting free Attribute point should go into Intelligence, which gives the same 5% boost, but to all magical damage types. If you're going for a single damage type though, you will want to maximize your damage by maxing out both, though (unless you hit the Attribute cap).
* Healing from Necromancy's passive bonus and Mosquito Swarm is "neutral" and does not damage Undead or living under the Decaying Touch status effect. Bloodsucker DOES still cause damage like regular healing, though.
* Healing from Necromancy's passive bonus and Mosquito Swarm is "neutral" and does not damage Undead or living under the Decaying Touch status effect. Bloodsucker DOES still cause damage like regular healing, though.
* You can talk to NPC's to distract them, or turn their view cone for thievery.
* Avoid Retribution and Perseverance. They need to be maxed out to be of any use, which takes half your total Combat Ability points, crippling you everywhere else. Retribution is particularly crappy because enemies have much higher HP and armor than players, and even dealing 50% of their attack damage back to them isn't very effective. Perseverance is only triggered by a handful of status effects, and doesn't restore enough armor to matter without a crippling amount of points invested.
* Leadership grants decent bonuses, but it does nothing for the character who takes Leadership, and requires other characters to be crammed into melee range of the leader to get the bonuses. That limits the usefulness, and like the other defense abilities, sucks up a bunch of points which will lower your effectiveness at dealing damage.




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* '''Demon''' and '''Ice King''' effectively are their own counters - the resistance you get from one element is cancelled out by the other, so you're only really left with the +10% to Maximum resistance, which you will NEVER come close to hitting without a lot of luck with the randomly generated gear.
* '''Demon''' and '''Ice King''' effectively are their own counters - the resistance you get from one element is cancelled out by the other, so you're only really left with the +10% to Maximum resistance, which you will NEVER come close to hitting without a lot of luck with the randomly generated gear.
* '''Comeback Kid''' is a death resistance talent which heals you back up to 20% HP instead of dying. It doesn't trigger other "on death" Talents such as '''Morning Person''' or '''Unstable''', and 20% health leaves you in range to be one-shot killed by most things anyway.
* '''Comeback Kid''' is a death resistance talent which heals you back up to 20% HP instead of dying. It doesn't trigger other "on death" Talents such as '''Morning Person''' or '''Unstable''', and 20% health leaves you in range to be one-shot killed by most things anyway.
* '''Five Star Diner''' doubles the effects of food, but the effects of food are pretty low and are usually worse than using a potion.
* '''Glass Cannon''' is a dangerously attractive Talent, but it's more a liability than anything else. The AI knows you will have Glass Cannon, and it is very aggressive at targeting you with hard crowd-control (CC) skills which can render you unable to act.
* '''Glass Cannon''' is a dangerously attractive Talent, but it's more a liability than anything else. The AI knows you will have Glass Cannon, and it is very aggressive at targeting you with hard crowd-control (CC) skills which can render you unable to act.
* '''Guerrilla''' is aggressively bad. Sneaking inside combat costs a staggering 4 AP - one entire turn's worth, and a regular attack costs 2 AP, so you're paying a total of 6 AP to do the damage of less than 3 AP's worth of normal attacks. It only adds damage for one Huntsman skill (Assassinate) and one Scoundrel Skill (Mortal Blow), and otherwise is only useful for sneaking up from outside of combat and unleashing your first blow.
* '''Guerrilla''' is aggressively bad. Sneaking inside combat costs a staggering 4 AP - one entire turn's worth, and a regular attack costs 2 AP, so you're paying a total of 6 AP to do the damage of less than 3 AP's worth of normal attacks. It only adds damage for one Huntsman skill (Assassinate) and one Scoundrel Skill (Mortal Blow), and otherwise is only useful for sneaking up from outside of combat and unleashing your first blow.
* '''Morning Person''' heals you to full when resurrected by a Rez scroll... but if you're playing well, you shouldn't be dying in the first place.
* '''Morning Person''' heals you to full when resurrected by a Resurrection scroll... but if you're playing well, you shouldn't be dying in the first place.
* '''Leech''' heals you a little when you walk over blood for much less use than spending that same amount of AP to use a potion.  
* '''Leech''' heals you a little when you walk over blood for much less use than spending that same amount of AP to use a potion.  
* '''Slingshot''' extends the range of your grenade throws by 5 meters, but the range is pretty much fine as it is, and grenades aren't that useful anyway.
* '''Slingshot''' extends the range of your grenade throws by 5 meters, but the range is pretty much fine as it is, and grenades aren't that useful anyway.