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Divinity Original Sin 2
{{VALUE:Summary}}
Beginner Doc
YouTube
Reddit - Great Guide
Disable enemies, action points, mobility
- Divinity Original Sin 2 Wiki## Fort Joy
- save the cat
- Get teleportation gloves from gators
- Get the flower and then talk to migo for healing ring, keep it bahah
- Arena to fight and become the one to remove collar, don't do too early, wait til ready to leave
- pick up all books, crafting recipes in them!
- Find all companions
Skills
- most important are not damage skills!
- for each: adrenaline, tactical retreat, chloroform
- Warfare: phoenix dive, first aid
- Mobility - cloak and dagger, phoenix dive, tactical retreat, after positioning use teleportation on enemies
- pyro: haste to remove terrified and charmed
- Hydro: armor of frost on 2-3 characters, rain, soothing cold, cryogenic stasis (later on), global cooling
- Aero: tornado (costly but good), vaporize, teleportation, netherswap
- Geo: fortify, mend metal, worm tremor, bless
- Necro: (support skill tree that pairs with magic and physical) death wish for both if phys then bone cage and bloodsucker if mage mosquito swarm and infect (phys scales w int)
- bullhorn, chameleon cloak (invis is op), chicken claw (best), dominate mind, medusas head and petrifying visage (top 5 petrify enemies, wonβt be able to play), spider legs (enweb), spread your wings (mobility), tentacle lash (op on str based), skin graft (op, refresh cool downs)
- Top 5: adrenaline, tactical retreat, armor of frost (something cold), teleportation, skin graft, medusas head
- battle stomp knocks em down
Talents
- executioner (1 warfare, 3 AP) for every character (or pawn)
- Torturer (mages can burn through magic armor, entangle, suffocate)
- Hot head (crit chance on mages) combined with savage sortlidge
- what a rush (below 50% +1 AP)
combat abilities
- better to invest in weapons than defense
- Ie rogue gets scoundrel, dual wielding
- Ranger also gets huntsman
- Melee go for skills not weapons, warfare, two handed, geo for armor, poly, scoundrel
- Mage - wands or staffs, two wands is better, two wands is two elements and higher crit
Abilities
- Pay attention to crit chance
- Mage = int and memory
- Warfare and str - memory constitution
- huntsman bows - finesse wits
- Scoundrel - low wits, high finesse, but of con and mem
Civils
- max main w persuasion
- one barter
- One lore
- One thievery
Team Comp
- Mix em!
- examples
- warfare melee sword and board -
- Scoundrel -
-
Hydro aero -
- wizard Pyro (flaming crescendo) geo necro - fortify and reactive armor (geo) -
- Summoner (boring) - 1 summon skill and mix, phys and magic skills, best is str based tank summoner, lots of gear to stay alive for summons to do damage
- Physical skills are warfare summons scoundrel poly necro huntsman
- Magic aero geo hydro pyro
- Polymorph - support skill tree, every one should have 2 points into it
- Huntsman - take all huntsman stuff, adrenaline, 1 pyro haste, 2 scoundrel, 2 warfare for battle ram and stomp
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