Scientist? It can be useful if this character goes the crafting route. Lone Wolf? It's powerful but it prevents companions. Glass Cannon? I've heard it makes the game too easy. Elemental Affinity? Seems kinda meh to me. Hydrosophist? A rank gets me Rain, Minor Heal, and Slow Current/Water of Life. Crafting? I wouldn't need a companion sucking up EXP. Aerotheurge? A rank gets me Minor Heal and Teleporation two ranks gets me Become Air and Invisibility. Witchcraft 3 (6 Points): Drain Willpower seems just that good. Skills to Get: Witchcraft (Level Requirement)Ībilities to Get (Abilities to Get (Assume 43/49 Points Spent) = | | BUILD: SCORCHED EARTH WIZARD (FIRE/EARTH PRIMARY, WITCHCRAFT SECONDARY) | | =. How important are fear and curse immunity? The Bolt talent and Spiritual trait give fear immunity and the Forgiving trait gives curse immunity.
Do you believe the talent Glass Cannon usually makes the game too easy? Why? If I pick up Lone Wolf after level 1, do I retroactively get the bonus points? How helpful is Elemental Affinity? It seems only slightly helpful due to the Fire/Earth and Air/Water combo.
Like Telekinesis, it also seems totally optional but fun for those who use it well. How important is Leech for a dual mage setup? With that said, what spells do you especially recommend I take or avoid? (I have my proposed builds at the bottom.) During fights, contain foes and use the environment to my advantage. I understand general spell tactics: Preferably, start each fight with high initiative, high AP, buffed, and with summons (plural). How important is Telekinesis? This seems like a talent for the explosive barrel-minded, and for those who enjoy making barricades and messing around.
#Divinity original sin 2 identifying items mod#
How important are Bodybuilding and Willpower? The author of the Source Difficulty Mod recommends maxing these on my characters, but if I'm primarily in back with summons, ranged weapons, buffs, and crowd control, do I truly need more than one point in each? If so, how much? If I disregard Earthquake, how important is it to max Geomancy? How important is maxing a school of magic that's important to me? For example, Geomancy (Earth magic) has Earthquake as its highest level ability, one that requires Geomancer5 to access. Overall, with enough prior RPG experience, Lpremaster feels like a 'pass on it.' How important is Loremaster? It seems super useful at first, but I can pay to identify items and I can probably easily guess my foes' elemental resistances. I also like being more powerful and character optimization in general. How important is Lucky Charm? I like the notion of getting better loot from chests. How important are Crafting and Blacksmithing? I generally avoid complicated item creation systems in games - which Crafting and Blacksmithing seem to be - but was considering making a companion a 'craft slave.' That is, he focuses all his points into Crafting and Blacksmithing and generally stays at home base when I don't need an item made. How important is Bartering? It seems like a short-term, early-game skill like Charisma. Charisma seems most useful early game for shop discounts, but generally 'meh' afterward.
How important is Charisma? It seems useful only in rock paper scissors and lowering shop prices. We plan to play a duo of Wizards (Fire/Earth primarily and Air/Water primarily). I plan to start over with a new party (go, go multiplayer!) with each of us playing on Hard using the Source Difficulty mod.