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Earth or fire mage two worlds 3
Earth or fire mage two worlds 3






Not playing on highest difficulty because i want to have fun and am not a masochist. It is really fun having access to basically every single ability. Physical? Pop adrenaline and elf racial, rain down ricochets and other nasty arrow special abilities. Elemental damage? No problem, special arrows and spawn a summon on fire or something. Later i took some poly skill pts for tentacle and chicken. Warfare focused 2-hander build with some hydro, necromancy, a couple points in rogue, and just enough points in geo for armor skills. Lohse and Beast, both have a shield and beast has a melee weapon for warstompīut my 2 other characters are what makes the party weird. Being able to just cycle through freezing attacks, lightning, etc is just really nice though. Both had at least 1 point in all elements, but they were focused in fire+air, and water+air. Im playing through the game with a real wonky setup. Water-mage1 and air-mage2 does sound useful, but whenever I have 2 mages, I build them as water-air-fire-earth mage1 and another water-air-fire-earth mage2. Or, your other character might go before the second mage, so do you risk ignoring the enemy at hand, or do you ignore your combo prep and kill it first? If the gap is too large it can also create a problem, like enemies removing the first combo status (wet/poison) between your turn, making your second mage unable to combo stun/fire. Thats right, the five schools of magic - Air, Earth, Fire, Water and Necormancy - are skills right alongside Swimming, Lock Picking and Horse Riding. Having the need to focus giving 1st mage more initiative than 2nd mage can also be a pain to deal with, inventory-wise. If one character gets CC, killed, teleported, or order disrupt with slow/haste, you pretty much lost your combo teamwork. One reason why you would combo fit a single character is because you don't want to rely on two characters. If you have two, it doesn't matter much how you class them. You only need to concern about mage speciality if you have a single mage. Vendor Prices, Bartering & Attitude Formula Level Up: Attribute, Skill & Talent Point Breakdown The Quick Questions and Looking for Group Threads exist for a reason, use them. >!This is spoilery!< to get This is spoilery Submissions should relate to Divinity Original Sin or other works of Larian Studios.ĭo not put spoilers in the title of your post and mark your posts.

earth or fire mage two worlds 3

Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit. Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions fight foes in turn-based combat explore an open world and interact with everything and everyone you see. Welcome To The Divinity: Original Sin Subreddit! Jolt (Lightning): Low mana cost and decent damage ability. Plasma Globes (Fire): Highest DPS Fire spell in the game but it eats mana like crazy. It is also better AoE damage than Embers. Looking for a Group to play with? Try this thread || Discussion Overview Firebolt (Fire): This ability will fill in the blanks between your next Embers rank. Dark Sun (original one and not D&D4) put all existing clerical spells under one of the four basic elements (air, earth, fire, water).








Earth or fire mage two worlds 3