I just got this game and I'm making a 2 handed necro. What do I need to know? Which party members do you like? I've got the red prince, the red hair chick and if ifrit mezd-ben or whatever his name is. I was thinking of getting rid of the chick and the lizard for the dwarf and the undead guy. But I haven't found the undead guy yet.
Divinity OS 2
The more you put in warfare, the more damage you do. Prioritize maxing it. Strength should be where the majority of your stats go.
Just because you are 2 handed necro, don't be afraid to put a point or two in Scoundrel for the super helpful Adrenaline and Cloak & Dagger abilities.
red prince is the best party member
Ifan / Fane are the best to play AS
Beast is based
Lohse is meh
Sabille is shadow the hedgehog
there is no point in creating your own character, you lose an ability, and lots of convo options
Yea I'm playing sebille
Necro skills so far all do physical damage, so they scale off of str?
>What do I need to know?
Teleport, Netherswap and any jump abilities are the best abilites in the game.
People overstate the importance of different characters massively. Yeah some have better unique abilities and some have somewhat better stories than others but ultimately those are very small factors in the grand scheme of things.
If you have any troubles, you can exploit the free character resets that become available from act 2 on massively.
Diplomacy is great, but it's also arguably too good. It completely trivializes some things.
Getting high level Lucky Charm on one of your dudes is essential in a 4man party, 2man maybe not so much.
Thievery is completely busted. It's so easy to steal massive amounts of stuff.
Fire sucks. It has an antagonistic relationship with all the other elements (except physical) in the game. It's like the petulant and entitled child that thinks all of the playground belongs to him. If you have just one guy shitting fire around, you literally lose the ability to use other elemental effects to your benefit.
>there is no point in creating your own character, you lose an ability
all custom characters receive dome of protection, which is very useful in every battle as constant source of all element resists and both physical and magical armour
Thanks. What does jump come under and what does netherswap do? Also with lucky charm, does the character who has it have to loot everything or is it a party wide benefit?
lucky charm is party wise, only the highest in the party has any affect.
netherswap swaps places with any two characters, even dead.
Getting pawn or executioner on all characters are recommended.
the huntsman jump, the cloak and dagger, phoenix dive. My pyro/geo mage typically has huntsman jump and executioner.
>fire
Is the most annoying fucking thing when combined with curse. So this user is right better not invest in fire since it can easily backfire if somebody teleports you and curses you.
i liked the undertale skeleton guy zane or something
>so they scale off of str
They scale off of int and get a bonus from warfare.
You got jump abilities in warfare, scoundrel and huntsman. The one in huntsman is the best in-combat jump where the one in scoundrel has some extra benefit out of combat. Polymorph also has Spread Your Wings that can perform the same function but it's the worst out of them.
>being stupid
(blood) Rain / dazing bolt
Fireball -> static clouds
->oil / poison on ground
stop being bad
cursed ice and cursed water are worse.
im halfway through and i have to say huntsman is OP as fuck
combine all your shoes with nails to make you immune to slipping on ice
Wrong, just spec for fire resist and make an all fire tank. Shits insane, I just sit in necrofire with the enemies and they can't heal for shit
How early can I get a jump?
Also, is lone wolf effected by pets? Can you summon things without ruining the lone wolf bonuses?
huntsman jump you can get as early as possible either starting with it or buying it from the huntsman seller in fort joy. i think it's called tactical retreat. the warfare jump needs you to be i think level 9 before it appears in shops which i didnt manage to do before i left fort joy but it's possible apparently. not sure about the scoundrel jump
Lohse has a very strong power mid game
I really don't see any use for a full elemental combo outside of a solo lone wolf run. Even when you're doing that you're still giving up the Wet status (while also nerfing the initial fire dmg you deal) and the damage benefits it has with air/water spells, you're giving up chilled and frozen completely, you're making things harder to stun with air spells and you're almost completely giving up mass slows from oil. All so you could introduce Fire in there. Just take it out and you can use the other three schools freely without losing anything.
the only saving grace of spread your wings is that in battle it doesn't have cooldown, so you can just jump around the battlefield until wings run out, good for a squishy ranger
but yeah, it is absolutely worst one of the movement abilities
go play better games, like baldur gate 2 or something
Just use 4 necro's
most important thing you need to know in this game is how damage is calculated
(Attributes: strength, finesse, intelligence . .one-hander, two-hander, range) * (Skills: warfare, pyro, aurotheurgy . .) * (critical damage (i.e scoundrel) * (highground bonus: hunstman)
so you will gimp yourself entirely if you put points into one-hander or two-hander because its just adding to the same coefficient as your attribute bonus. You want to have a uniform distribution of coefficients as possible
If someone's going to get casual filtered by the difficulty, dome of protection is absolutely the most busted of the innate skills, followed by Fane's time warp.
Summoner doesn't fuck with lone wolf at all, it just means you're restricted to only taking one of the origin companions/custom ones from the recruiter along with you otherwise you lose the bonuses.
So I shouldn't put any points into 2 handed?
i think he's saying dont go str AND two handed
what are some good elemental combos that dont involve ice or freezing?
if you're putting a ton of points into strength then warfare will give you much better damage than two-hander.
You could do a build that mostly maxed CON and then two-hander would be more desirable.
Later in the game if you had some big combo with enrage (guaranteed crit) or you had really high crit somehow two-hander could become better, but you can respec later in the game so don't worry about over committing
also you could play without this kind of autism if you want lol
Interesting. Con and 2 handed. Would that be the ideal way to be a tank while also doing good damage?
Is this true though? Doesn't feel very RP-friendly to me if the game offers more content by pre-made characters and not your own. I have never played an Origin character for that exact same reason.
sometimes you might want to put a bow on your two-handed guy, then warfare is still adding damage to that bow. On top of that you could use a spear which is a finesse weapon, so your two-handed guy could have really high bow damage and melee damage.
Tanking is kind of weird in divinity since enemies will often to just run past your tank towards all your backline guys anyways