Divinity: Original Sin 2

So I've gone with witch, knight, rogue, ranger to begin with and already thinking I should swap out the ranger for an int based character? The problem I have is that 3 of those 4 characters are dealing physical damage including the bloated corpse from the witch. This leaves chloroforms sleep being blocked as I've a lack of damage to magic armor bar that and the wand. Do most people either focus damage on one of the two armor types i.e all four characters on physical say, or go 2 on each. Right now I've got 3 physical and 1 half and half making attacking magic armor fairly useless? Also got the black cat killed, thinking of a restart?
 
First stop for dlc has to be a few more companions after act one imo. Like the first game when they released two new companions for free.

After the scene where the Gods are trapped by the tree, and there is a God of Orcs and a God of Imps (alongside the normal God of Dwarves, God of Elves, God of Humans and God of Dwarves) , I immediately wondered if the DLC would include playable Orc and Imp race

So I've gone with witch, knight, rogue, ranger to begin with and already thinking I should swap out the ranger for an int based character? The problem I have is that 3 of those 4 characters are dealing physical damage including the bloated corpse from the witch. This leaves chloroforms sleep being blocked as I've a lack of damage to magic armor bar that and the wand. Do most people either focus damage on one of the two armor types i.e all four characters on physical say, or go 2 on each. Right now I've got 3 physical and 1 half and half making attacking magic armor fairly useless? Also got the black cat killed, thinking of a restart?

In our Co-op game, we've gone 2 and 2.
 
If I recruit a mercenary character on the boat, does anyone know if I can completely respec them, stats and all?... I am in need of an elf character, but not one of the class they have.
 
If I recruit a mercenary character on the boat, does anyone know if I can completely respec them, stats and all?... I am in need of an elf character, but not one of the class they have.
Lowest boat floor has a mirror where you can change everything for every character. There is a bug where portraits become ugly though
 
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at what point do your party get their neck shackles taken off? Im out in the marsh now wandering around, there is one shrieker blocking the way into a ruined fort to meet up with a quest npc and im working out how to take that out since it one shots anything that gets close! But it would help if the other party members could do some source things too.
 
at what point do your party get their neck shackles taken off? Im out in the marsh now wandering around, there is one shrieker blocking the way into a ruined fort to meet up with a quest npc and im working out how to take that out since it one shots anything that gets close! But it would help if the other party members could do some source things too.

All your collars will be removed by a quest from the little sanctuary camp in the marshes, there is also a quest which gives you a weapon that instakills the shriekers
 
at what point do your party get their neck shackles taken off? Im out in the marsh now wandering around, there is one shrieker blocking the way into a ruined fort to meet up with a quest npc and im working out how to take that out since it one shots anything that gets close! But it would help if the other party members could do some source things too.

There are two ways as far I know.
One has to do with pvp and the other with a sad lady
 
So I've gone with witch, knight, rogue, ranger to begin with and already thinking I should swap out the ranger for an int based character? The problem I have is that 3 of those 4 characters are dealing physical damage including the bloated corpse from the witch. This leaves chloroforms sleep being blocked as I've a lack of damage to magic armor bar that and the wand. Do most people either focus damage on one of the two armor types i.e all four characters on physical say, or go 2 on each. Right now I've got 3 physical and 1 half and half making attacking magic armor fairly useless? Also got the black cat killed, thinking of a restart?
You've hit one the biggest stumbling blocks of the game, and one of great contention with the player base. There are some battles where the enemy has much less of one protection & masses of the other, but it is generally more difficult to make your party balanced enough to tackle both, as it'll take longer to whittle enemies' protections down so you can apply debuffs. It is most efficient to focus on one or the other with the current system. However, I will say that there are a surprising number of spells that attack physical armour, namely in the Geomancer, Necromancer and Polymorph schools.

If your character is a Lone Wolf, he can easily obtain a great number of points in all of those schools rather quickly (except Polymorph, but you don't need to invest a great deal to become powerful in that school, as each Polymorph point = 2 attribute points or 10% damage for a Lone Wolf). So for a party consisting of two undead human Lone Wolves with Warfare, Geomancer, Necromancer, Polymorph, Two-handed and Leadership on both I'd say Tactician difficulty is doable. Invest at least one point in Strength each level, two if taking Polymorph. The meta is to only get high initiative with one character, but you may want to increase Wits at a ratio of 3:1 with Strength for the crit chance.

I find this video quite amusing:

 
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You've hit one the biggest stumbling blocks of the game, and one of great contention with the player base. There are some battles where the enemy has much less of one protection & masses of the other, but it is generally more difficult to make your party balanced enough to tackle both, as it'll take longer to whittle enemies' protections down so you can apply debuffs. It is most efficient to focus on one or the other with the current system. However, I will say that there are a surprising number of spells that attack physical armour, namely in the Geomancer, Necromancer and Polymorph schools.

What class combos do you recommend trying out?
 
What class combos do you recommend trying out?
I listed one in the spoiler. At the moment I'm only testing Lone Wolf combos for Tactician. I've noted that as a spellcaster with Lone Wolf you can put a couple of points into every school of magic and pump Intelligence to have two characters that cover all elements; Earth, Water, Wind and Fire. Also, instead of placing additional points into each individual school of magic to increase their damage, put it in Polymorph and spend the attribute point on Intelligence to boost all schools' damage by 10% (unless you need to unlock certain skills in a school of magic). Necromancer is great for regaining vitality, but the general rule of thumb is that if they've broken through your defenses, they're going to incapacitate you. Also, the Leadership skill cannot be underestimated for the resistances and dodge it provides, which is doubled for Lone Wolf characters. It'll probably all be nerfed at some point. :P
 
Playing on tactician Im running main Fane necro/summoner, Sebile as scoundrel/2 points poly, Beast and originally battlemage but I swapped aero stuff for pyro (just 2 points) and rest into warfare running with sword and board and lastly Lohse as aero/water mage.

At the start and throughout all of act 1 this team was a nightmare, beast and sebile were pretty much useless, loshe's use was healing and buffing and was pretty much useless too, it was all won by totems, incarnate summons and cheese. Now in act 2 its much easier with sebile getting enough spells to wreck mages/ranged or to take them out with utility such as chicken or sleep, beast can take a beating now and his warfare utitlies are very helpful in cc'ing mobs. Fane with lvl 10 summoning champion incarnate in unstappable + I have bone widow as back up who is as powerful. Lohse stayed as buffer/healer, doesnt do much damage.

I have nice balance of physical damage and magic, for example summoning incarnates do physical or magic damaged based on which surface I summoned them, so if I lack magic damage I summon water/fire, if I lack physical I summon blood incarnate/bone widow.

Fights are actually not a that easy as I previously said, some of them still require tactical approach(some are still quite easy), mostly choke points, line of sight hiding, teleporting away too powerful mobs whilst dealing with easier ones.

Edit: line of sign is incredibly important, if I fight in the open then most often than not 1 of my party member will get focus fired to death in the first round.
 
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I want to play as a a two handed Human/Warrior, do I have to play as custom? Or is there an 'origin' related character?

You can choose whatever class you want for origin stories guys as you main. Also I mean choosing them as companions they offer to be their default class or you can ask them to be whatever you want.

The only thing that origin character has that is not changabale is the chain quest. That's all
 
Well after 18 hours I got off the island and onto the boat and have decided to start over. You get reminded of all the quests you didn't finish so I want to go back and do a better job of them.

Also played as an elf summoner which was OK but I wasn't overly happy with the build so Ive gone for an undead dwarf assassin with a little summoning on the side this time. I like the pets but miss the melee so I hope this works out better.
 
I decided to restart myself after a few hours and have opted for summoner, necro main then wizard, knight and rogue but with different origin characters. Scoundrel with the pawn ability seems very useful for that slight movement increase for free? That plus chloroform.
 
must say i am really enjoying this game a lot. I've made it to act 2 now and thinking about rerolling... again.. first 2 times were due to system issues and regrets and now i'm having thoughts about it again as i want to try and min max a bit better. That said ive enjoyed the encounters both combat but also story and the whole game oozes passion i feel.
 
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