Divinity: Original Sin II: Difference between revisions

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* 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.
* 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).
* 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.
* 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.
* 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.
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