| Beast's plot may be less integrated with the main story than Fane or the Red Prince, but you know, I actually liked the character. Contrast that with Fane and the Red Prince who I both wanted to leave dead in a ditch. |
#¿Dec 27, 2019 05:28 |
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#¿Jun 9, 2024 11:48 |
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| Avasculous posted:Does anyone have any tips for the final fight? Bring consumables, namely large resist all potions and green tea. These both make the fight much easier. Change your skills to include more source abilities than usual. |
#¿Sep 8, 2020 02:11 |
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| c*ntman.net posted:ive never even tried using infusions on anything other than incarnates You can't without a mod, Larian or otherwise. Edit: Regarding the last fight, I found a very overpowered combo on the run I just completed. Skin graft scrolls take no AP to use unlike the spell and aren't limited to 1 per combat. They are relatively easy to craft (animal scales + source orb + paper). Green Tea reduces all AP by 2. On a geomancer that means you can effectively just spam 1AP pyroclastic eruptions, nothing without high earth resistance will survive that. This applies to all powerful spells but pyroclastic eruption is particularly good for its huge damage and 3 default AP cost. Smiling Demon f*cked around with this message at 01:07 on Sep 16, 2020 |
#¿Sep 16, 2020 00:02 |
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| My rough memories of the ending levels for each act: Act 1 : 8 for the last fight, though in the ensuing chaos you'll likely enter act 2 at a higher level If you are particularly genocidal you can probably do better. The hardest bit is probably the beginning of act 4, there are no easy fights to start things off and if you are below 18 things will be hard. The surprise level 20 encounters later on do not help, making the first half of act 4 a mad rush to get to at least level 19 so you don't accidentally turn the wrong corner and die. It helps to know where enemies will spawn on the bridge fight. I want to know who thought it was a good idea to have suicide bomber enemies both spawn and take a turn immediately, dealing you severe damage if you don't position yourself on the right side of the bridge - without any warning whatsoever. Not one of the better designed encounters, but much of act 4 seems rushed. |
#¿Sep 25, 2020 03:04 |
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| redbrouw posted:I've managed to get to the Reaper Coast and my party is an absolute shambles. If I miss saving sometimes I go back to eons before and I end up in the exact same boat trying to endlessly beat a fight that my party isn't skilled for. There are a lots of options, so it might help to give a rough outline of what you were trying. Generally with a mixed party 2 physical and 2 magic characters would be the way to go. Archers are physical but can do decent magic damage through special arrows. Summoners can choose between physical and magic damage on the pet, though the source infusion skills are all magic. I honestly don't think any particular characters will give you great understanding of the story having now played with all of them. Fane might be the closest but the story still makes no less sense without him and he isn't a particularly likable character. |
#¿Oct 2, 2020 00:34 |
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| Someone should have loremaster, it is shared in combat as well. For the last one I recommend thievery, it can get you some money if you know how to pick pockets and will allow you to pick locks. Building a tanky battle mage? The important thing is to choose between intelligence or strength as your primary stat. If you choose strength then you want to max warfare and take support skills, like teleport, from various abilities. If you choose intelligence then you can only really be tanky by being a regular mage, as a melee intelligence build has to use a staff which means no shield. Summoner is easy, priority 1 is to always maximize the summoning ability. You only scale from level and summoning, but you get more benefit from summoning than other skillsets get from their primary ability. Note that Ifan's soul wolf is if anything a anti-synergy with summoning. He won't make a bad summoner, but you'll never use the soul wolf in all likelihood. This isn't much of a difference from normal with Ifan as you probably won't bother with the soul wolf regardless of how you build him. His benefits from being human probably make him a better archer though. Smiling Demon f*cked around with this message at 01:24 on Oct 2, 2020 |
#¿Oct 2, 2020 01:06 |
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| Zulily Zoetrope posted:Uh, there very much is a physical source infusion, unless that is also part of the pre-installed mod pack that comes with the Switch version (and possibly others). Not that I'm aware of? The regular and blood pet are the only two physical ones I know. Zulily Zoetrope posted:Your party comp sounds functional to me, it's basically what I had for my first playthrough. If you want a sturdy party leader, the biggest thing you can do is give them a shield. Shields add a ton of armor, and armor is what keeps characters from dying. This affects your weapon damage, but there are plenty of builds which never use weapon attacks, like casters and summoners. This I couldn't stress enough, shields are valuable. Make sure you have level appropriate shields, if for example your level 9 character is still using a level 4 shield then you need to upgrade your gear. Smiling Demon f*cked around with this message at 01:27 on Oct 2, 2020 |
#¿Oct 2, 2020 01:10 |
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| redbrouw posted:Okay, so I went on Fextralife and saw a hydro focused mixed party, which I like, for the sole reason that I hate how the game looks when every loving thing is on fire and anything I can do to beat that would be great. Telekinesis can be fun, but it is really hard to justify over they others. If you have an all caster group a point in telekinesis can let you circumvent the strength requirement to pick things up, but even then you'd likely just get a point from a piece of gear. Of those builds the one I don't like is the tidalist, just for the dual wand thing. Dual wands on a caster doesn't really make sense when you can up the survivability so much with a shield. If you run out of things to do in combat you can craft scrolls. Water scrolls are in fact the best in the game because for some reason they all have the wrong AP costs. Paper + Plaice + Any water essence = A scroll of winter blast, except for some reason the scroll only takes 1 AP to use. |
#¿Oct 2, 2020 02:07 |
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| The otherwise almost useless air+polymorph spell vaporize actually handles the embassy well. It turns cursed fire into cursed fire clouds, but the revenants can't respawn in the clouds. |
#¿Oct 25, 2020 19:42 |
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| TommyGun85 posted:Looks like Im near the end and just cleaning up some stuff in Arx. Two questions: The freezing harbour area is pretty much self contained, no story significance. |
#¿Oct 26, 2020 06:11 |
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| Not all doors are destructible IIRC. Most of the iron bar doors are oddly weak to fire, but not all. |
#¿Nov 12, 2020 07:46 |
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| Elias_Maluco posted:Yeah, I missed that too In the cave in a sealed hatch behind the area where you fight Mordus. You need his amulet to get in, which can be a problem if you have already turned it in for a quest. Edit: very late reply |
#¿Nov 13, 2020 01:02 |
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| ate poo poo on live tv posted:Yea summoner at lvl 10 is super good, but no where near the damage of a single rain/short-circuit combo. Or a two-handed warfare guy with phoenix-dive, whirl wind and adrenaline. If you are willing to you can actually do short circuit with a summoner. Cursed electric infusion gives the pet that ability. Using adrenaline on the first turn to buff the pet as much as possible you can treat the pet as a summoned bomb. The pet has 10 aero skill and lots of damage buffs from your summoning skill and the other pet buff spells. The net effect is the pet does more damage with short circuit than my dedicated air mage while also being incredibly tanky and through summoning starts in a good position to pull this all off. Summoning can't pull off anything like pyroclastic eruption, but it matches most of the other things you can do. Edit: Warfare, pyro, geo, hydro, and aero increase damage by 5% per skill point. Summoning is the only skill that is 10% per skill point. Smiling Demon f*cked around with this message at 09:56 on Dec 8, 2020 |
#¿Dec 8, 2020 09:52 |
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| Green Tea > Pyroclastic Eruption > Scroll of skin graft > Pyroclastic Eruption > Scroll of skin graft > Pyroclastic Eruption > Scroll of skin graft > Pyroclastic Eruption For 4AP it is hard to beat that. Expensive though. Even just a single pyroclastic eruption will change fights. It is easily the most powerful spell in the game. Edit: Idiot me, that only works in one fight due to source limitations. Incidentally, guess how I cheesed the last boss? Edit2: You might be able to pull the combo off with the aid of apotheosis or a scroll of apotheosis. The principle anyways is cast lots of powerful spells. Smiling Demon f*cked around with this message at 07:00 on Jan 25, 2021 |
#¿Jan 25, 2021 06:51 |
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| Thumbtacks posted:Thats why I was looking at it, Im going full geo with summoner so Im wondering if I can basically just ignore armor if I go heavy poison, and it seems like I can. Be aware, nearly every single late game enemy 100% absorbs poison damage. |
#¿Apr 13, 2021 04:40 |
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| This argument reminds me of what I like most about magic builds - I can just give everyone a shield, making them durable without affecting damage significantly. edit: probably not indicative of great game design however. Smiling Demon f*cked around with this message at 01:58 on May 18, 2021 |
#¿May 18, 2021 01:55 |
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| ate poo poo on live tv posted:DOS2 is better in everyway then DOS:1. If you liked DOS:1 you will like 2, if you didn't like 1, you may still like 2. Eh, I find DOS:1 to DOS:2 to be two steps forward, one step back. The "all surfaces inevitably end up as necrofire" problem clearly being one of the steps back. Cursed/blessed surfaces are a new feature, but are implemented so as to not actually be better. Archery range was halved then added back in as a "height bonus" that I personally find just annoying. On flat terrain the crossbow range when animated appears comically short. Archers are really powerful in DOS:2, but after playing with one in DOS:1 I still found them far more frustrating. I'll admit the arrowstorm skill was way overpowered in DOS:1, which got nerfed down to something I never used in DOS:2. Self teleports become far too common on enemies near the end of DOS:2, messing with the positional nature of combat. Compared to DOS:1, crafting was essentially dropped. There are very few things worth making at all, arguably only scrolls/consumables. In DOS:1 I almost always used crafted weapons. Smiling Demon f*cked around with this message at 20:27 on Oct 20, 2021 |
#¿Oct 20, 2021 20:24 |
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#¿Jun 9, 2024 11:48 |
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| Seventh Arrow posted:So I've been playing through the Divinity series (Divine Divinity, Divinity 2, DOS 1) and am now on DOS 2 and am wondering if any familiar faces show up. I get the impression that Zandalor doesn't make an appearance. Maybe Bellegar? Mardenaeus? Zombie Jake? There is actually official concept artwork for Zandalor in DOS2 out there (easy to find with a search, but I'm feeling lazy), but he never made it into the game. The original scope for the game I think involved visiting the homelands for all the games main 4 races, but this was ridiculously overoptimistic and the last chapter of the game feels extremely rushed as is. Lots of things ended up getting cut. |
#¿Jan 3, 2022 09:57 |
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