Divinity: Original Sin II: Difference between revisions

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* Avoid taking Sneaking and Telekinesis as Civil Ability points. Sneaking is of no use in combat, and not that difficult outside of combat, anyone can sneak without it. Telekinesis is only useful to invest in for a very specific gimmick build based around using TK to throw containers packed with as many things as possible at enemies to deal massive damage. If that's not your thing, skip it.
* Avoid taking Sneaking and Telekinesis as Civil Ability points. Sneaking is of no use in combat, and not that difficult outside of combat, anyone can sneak without it. Telekinesis is only useful to invest in for a very specific gimmick build based around using TK to throw containers packed with as many things as possible at enemies to deal massive damage. If that's not your thing, skip it.


== Some Good Talents ==
== '''Notable Talents''' ==
* '''Duck Duck Goose''' prevents enemies from performing Attacks of Opportunity on you. Since most enemies can do that, this is very helpful for certain builds - particularly Rogues and Shadowblades.
* '''Lone Wolf''' restricts your party to 1 or 2 characters, but is EXCEEDINGLY powerful, bordering on broken. Use it for a game with less fiddly inventory/character management."
* '''Elemental Affinity''' lowers the AP cost of skills by 1 when standing in the appropriate element (to a minimum of 1 AP). You only get a fixed 4 AP per turn, so this is immensely helpful, such as to let you cast two 3 AP spells in one turn. Additionally, Magic Armor protects you from the damaging effects and statuses of surfaces.
* '''Glass Cannon''' is tempting, but enemies will always beeline that character, so if you want to take the risk, make sure it's on someone who can be in safety and has the mobility/CC to get away, like an archer or a summoner. It's a death sentence on a melee character.
* '''Executioner''' can only go off once per turn, and it requires your character to land the killing blow, but 2 extra AP, even intermittently. The only downside is that it is mutually exclusive with '''The Pawn''', which is possibly even better than Executioner.
* Your Persuasion character should be the one taking '''Pet Pal'''.
* '''Far Out Man''' gives 2 meters extra range for INT-based spells (touch-range spells excluded). This only works with magic Skills, not physical Skills.
* Good talents for a melee fighter or rogue: '''Opportunist''', '''Executioner''', '''The Pawn''' (mutually exclusive with '''Executioner'''), '''Living Armour''', '''Comeback Kid''', '''Picture of Health''' (if you plan to stack Warfare).
* '''Living Armor''' replenishes your magic armor when you receive any healing.
* Good talents for a ranger: '''Executioner''', '''Glass Cannon''' (if you want to take the risk), '''Stench''' (if not your Persuasion character), '''Hothead'''. ''AVOID'' '''Elemental Ranger''' and '''Arrow Recovery'''.
* '''Lone Wolf''' doubles the value of each point invested into a primary attribute or combat ability. This allows you to be much more flexible and spread your points around to more areas, or to increase your points beyond the normal cap. Most people think that this is so powerful as to be broken. It does require a party size of only 1 or 2 characters, though.
* Good talents for a damage caster: '''Far Out Man''', '''Mnemonic''', '''Executioner''', '''Savage Sortilege''', '''Hothead''' (only with '''Savage Sortilege'''), '''Stench''' (if not your Persuasion character), '''Glass Cannon''' (if you want to take the risk), '''Elemental Affinity''' if you are a water or necromancy caster. There is a moderate downside to it on earth casters, and fairly severe downsides for fire and air.
* '''Opportunist''' lets you attack enemies who are in melee range and try to walk away.
* Good talents for a summoner or utility caster: '''Far Out Man''', '''Mnemonic''', '''Stench''' (if not your Persuasion character), '''All Skilled Up''' (for summoners to reach Summoning 10 faster).
* '''Pet Pal''' allows you to talk to animals and certain creatures. This can lead to discovering hidden items and certain Pet Pal exclusive quests. However, many of the animals stories or quests can be depressing.
* '''The Pawn''' gives you 1 AP's worth of free movement per turn. You don't have to spend it all at once, you can move a little, attack, then move a little more and attack again. You can use this every turn, so it will save you a lot more AP than Executioner will.  
* '''What A Rush''' gives +1 AP when below 50% health, and once again, free AP is very helpful.


== Talents to Avoid ==
== Talents to Avoid ==
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