Divinity original sin

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lolozori wrote:


-Pyro and earth spells are sold by aruh the cat man.
-witch spells are sold by the merchant in the inn, u need to take the stairs up.
-water spells are sold in the market place from the potion girl

Imo, The game need to be played in hard because once you use fire spells and tactics you ll just win the game in easy.



I dunno I've had to reload this one part, my party vs. two mages a bunch of
Spoiler
zombie
dogs and a few
Spoiler
skeletal
archers, so it's like 4 vs 8 or 9 and it's pretty tough. hehe
Here's a helpful link for those wanting to take the plunge but finding the difficulty a little overwhelming

http://kotaku.com/tips-for-playing-divinity-original-sin-1601825219
Don't forget to drink your milk 👌
Love the game. Hate those fricking electric clouds... why do they last forever? Hope its a bug. I accidentally tripped a trap and caused a room to become permanently unexplored because the cloud never dissipates and I lack the means to remove the cloud.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Destroying the game now :X on hard mode too unfortunately melee is so fucking underwhelming -.-

Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Get Leech talent for your Melees, use 2h, stack strength, get Flurry at lvl 10. Use your casters to buff them with Wildfire and Oath of Desecration, use Bloodletting for OP heals. Melee gets crazy strong as the game progresses.
IGN: Yeph
Just in response to one of my own previous posts: the whetstone does work, it just doesn't rename the weapon, but that damage does increase, ie. if you try to use a sword on the whetstone, it says you'll get a "boosted" blah blah blah, but it doesn't actually change the weapon name to reflect that. It does work though.

My melee characters are beastly, at least in my limited perspective (first playthrough). I am level 9 still, I spent a ton of time exploring everything and doing every quest, and looting everything possible.

Anyway, my melee guys are stronger than the Jahan Mage by far (he's good but ther than lightning strike, he really only can use one spell at a time, and they aren't that great, I hear fire is better... next time). I have a fighter (1H shield), Madora (knight with 2H), and a pure rogue (dagger).

My rouge is by far my strongest character overall. He can move insanely far, has tons of AP, very high evasion and hit chance, and can haste himself and make himself in invisible. He can do multiple actions per turn, from backstabbing multiple times to using scrolls for support. He also can use debilitating skills and the rouge skill for removing certain status ailments.

I hated the fighters early on, but now hey have become very good. With some better movement and by making use of ram, they can travel far. The shield one is a tank with tons of armor, resists, and life. She pretty much never dies. The other one is a faster moving 2Her that does huge damage. They both can heal large amounts of life, buff allies, and debuff enemies.

Overall, my mage is one of my weakest characters, although his range and healing can be extremely powerful. I guess they're all good. I want to make a ranger next time. Bow enemies seem to be very powerful with special arrows, so I'll try that. And I want to make a good mage as a main, fire spells.
Current IGN: TheBearerOfLight
Gizoogle Chris: "Da State of Exile muthafuckas axed mah crazy ass ta post a reminder dat they podcast is dis weekend, as usual. It aint nuthin but tha nick nack patty wack, I still gots tha bigger sack."
Last edited by BoltThrower87#3044 on Jul 9, 2014, 8:22:15 AM
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Wittgenstein wrote:
Love the game. Hate those fricking electric clouds... why do they last forever? Hope its a bug. I accidentally tripped a trap and caused a room to become permanently unexplored because the cloud never dissipates and I lack the means to remove the cloud.
Which area? Bet you I can tell you how to get through.

After playing through the first "act" on Normal, and also experimenting with many builds up until the lighthouse or slightly past on Hard, I've settled on what I consider to be the "best" starting classes...
1. Utility Ranger (Dex/Per)
There is a way to "snapshot" your Crafting skills onto a nameless mercenary using the Hall of Heroes (which you can access after your second glowing plot thingamajig). However, snapshotting is fucking lame, and if you do it you're a horrible person. So instead you make a Ranger whose ability point distribution interests are Bow, Expert Marksman, and... nothing else, so you spend the excess on Blacksmithing, Crafting, and Charisma. Also one point in Scoundrel for Walk in Shadows (aka Never Be Poor Again) at character creation. For talents, early grabs are Pet Pal, Scientist, Light Stepper, and Politician. By the way, crafting in DOS is fucking awesome — after you learn how to cook yourself up some mashed potatoes and fish pies, you won't ever waste your time with potions again (unless they're Large), and you'll also have plentiful handmade special-effect arrows for your ranger to shoot.
2. Witch/Cleric Hybrid (Str/Int)
With the three characters thus far (because the game throws a two-handed melee and a mage at you as companions), you have a place to put a good deal of the resources you'll come across. However, we prefer to use the whole buffalo as possible. So the unused portion are: 1) daggers, 2) Strength-based one-handed weapons and shields, and 3) spellbooks the mage companion can't use, because learning all five schools of magic competently with one character is impossible. Since there are a lot more Strength-based one-handed weapons than daggers (not to even mention shields, which are all Strength-based), and spells are fucking awesome in this game, the correct choose-two is to choose 2 and 3 (sorry daggers). In particular, you want to focus on Witchcraft, while the other mage is too busy getting all the elements in order to maintain consistent damage. This doesn't mean you want a lot of Witch at character creation, though; one ability point is fine, but the starting Witch skills are kind of meh, so getting some utility from Hydro is better early on (and will continue to serve throughout the game — who doesn't like heals?). In general, outside of Witchcraft you're just trying to pick up useful non-damaging spells, since your kill method is still going to be a good old-fashioned smack in the face. Oh, and the Shield ability is key to survival; don't skimp on putting points into it.

3. 2H melee tank (Str/Con)
4. Quad-elementalist Pokemon-style supereffective damage wizard (Int/Spd)
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jul 9, 2014, 9:09:21 PM
I believe the 'heal while standing in blood'+zombie perk, is OP. I started a new game and with a Rogue with 1 point in Witch and a Ranger and my Rogue is basically immortal as he is always standing in blood and if he isn't, or even if he is, I can shoot a poison arrow over him giving him 2 HoT's at once. But, it is really fun backstabbing everyone to oblivion.

@ScrotieMcB - can't remember where I was. Still not sure how to get rid of electrified clouds though. It must be a bug. poison clouds or areas on fire or lakes electrocuted always diminish over time. The cloud just persists forever.

I've stopped reading hints for the game though. I find it much more enjoyable that way. I am interested in starting a co-op game if anyone is down.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Last edited by Wittgenstein#0994 on Jul 10, 2014, 1:47:49 AM
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Wittgenstein wrote:
I believe the 'heal while standing in blood'+zombie perk, is OP. I started a new game and with a Rogue with 1 point in Witch and a Ranger and my Rogue is basically immortal as he is always standing in blood and if he isn't, or even if he is, I can shoot a poison arrow over him giving him 2 HoT's at once.
This shouldn't work. Zombie says that poison heals, but everything which normally would heal hurts instead. Leech says you heal from standing in blood. Therefore, if you combine Leech and Zombie, you should take damage from standing in blood. This one isn't a feature; it's a bug.

In any case, I agree that having both is OP. Should be mutually exclusive, both as written and for balance reasons.

Zombie is still very strong. Just use the party combination I listed above, and poison the food (using Fly Agaric mushrooms to make poison vials) as well as creating numerous poison cloud arrows. The only difference is more of a poison emphasis in the spells, really.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jul 10, 2014, 2:14:14 AM
Getting gifted this game totally made my day.

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