Divinity: Original Sin II: Difference between revisions
Jump to navigation
Jump to search
more tweaks
(more tweaks) |
|||
Line 11: | Line 11: | ||
* You should always engage enemies at your level or lower whenever possible. Enemies one level higher can be beaten, but are much more dangerous. Avoid fighting enemies two levels or more than you are. | * You should always engage enemies at your level or lower whenever possible. Enemies one level higher can be beaten, but are much more dangerous. Avoid fighting enemies two levels or more than you are. | ||
* 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. | ||
* The game is tough, but you probably shouldn't be dying 2-3 times a fight for every fight. If you find yourself dying so often that you keep running out of resurrection scrolls and money to buy more, consider reloading your saves (which you are making often, right) and re-trying fights until you can do them without dying. | |||
* 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. | ||
Line 59: | Line 60: | ||
== Talents to | == Talents to consider Avoiding == | ||
Your mileage may vary, but these are some of the more questionable choices for Talents in the game. | Your mileage may vary of course, 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. Demon is the better Talent though, because fire and necrofire surfaces are frequent, and water and ice surfaces are not harmful. | ||
* '''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. For that reason, if you have to take one Talent to make dying less of a pain, Morning Person is more likely to be helpful. This Talent is of course much better on Honor difficulty with its permadeath. | ||
* '''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. | * '''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. It's better than Comeback Kid if you | * '''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 do find yourself dying frequently, though. This Talent is of course much better on Honor difficulty with its permadeath. | ||
* '''Leech''' heals you a little when you | * '''Leech''' heals you a little - about 5% of your maximum health - when you contact blood, consuming the puddle. The size of the puddle doesn't matter, it heals the same amount regardless. If you need to spend 1 AP to reach a blood puddle, you would be better off spending that amount of AP to use a potion to get healed for a lot more. If you have Warfare 2 or higher, Picture of Health is better for survival than this. | ||
* '''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 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. | * '''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. |