Divinity: Original Sin II: Difference between revisions
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== Talents to Avoid == | == Talents to Avoid == | ||
Your mileage may vary, but these are some of the more questionable choices for Talents in the game. | |||
* '''All Skilled Up''' and '''Bigger and Better''' trade a Talent point you get once every 4 or so levels in exchange for - in the case of "All Skilled Up - an Combat Ability point you get once every level and a Civil Ability point you also get about once every four levels. In the case of Bigger and Better, it's trading a Talent point for one level's worth of Attribute points, which is a very poor trade. These are only much use in Act 1 before you can respec. | * '''All Skilled Up''' and '''Bigger and Better''' trade a Talent point you get once every 4 or so levels in exchange for - in the case of "All Skilled Up - an Combat Ability point you get once every level and a Civil Ability point you also get about once every four levels. In the case of Bigger and Better, it's trading a Talent point for one level's worth of Attribute points, which is a very poor trade. These are only much use in Act 1 before you can respec. | ||
* '''Ambidextrous''' is not that great since the scrolls you'd be using most often cost 1 AP already, and grenades don't scale with the player so are not especially useful. | * '''Ambidextrous''' is not that great since the scrolls you'd be using most often cost 1 AP already, and grenades don't scale with the player so are not especially useful. | ||
* '''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. | ||
* '''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. However, this can be exploited to your benefit if you build the Glass Cannon with high HP and armor (and maybe the Walk It Off Talent as well) to create a tank to attract most of the enemy hits. | ||
* '''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 Resurrection 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. It's better than Comeback Kid if you're dying frequently, though. | ||
* '''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. | ||
* '''Torturer''' only applies to damage-over-time status effects, nothing else. So only Bleeding, Poisoned, Burning, Necrofire, and | * '''Torturer''' only applies to damage-over-time status effects, nothing else. So only Bleeding, Poisoned, Burning, Necrofire, and Ruptured Tendons. This is especially questionable since if you are able to get one of these to land, it's a sign that you can probably finish the enemy off before the extra turns come into play anyway. Ruptured Tendons does ignore armor and can't be dispelled, though, so it does synergize well with other damage skills which ignore armor. Torturer does combine well with Burning and the ''Spontaneous Combustion'' Skill, but a Talent which only works with one or two skills is of poor utility. | ||
== Crafting == | == Crafting == |