![]() So I advise you to use the teleport spell according to the choice of hybrid spells (defensive or offensive) that you will take in priority. Huntsman is less useful and it's better to put 2P in Scoundrel mainly for hybrid spells likeīlessed Smoke Cloud or Smoke Cover (to combine with bless to create a Blessed Smoke Cloud)Īnyway, it's better to have all of these spells while looking for good armor that will give you the statistics you need. moreover i think haste is more useful for a beginner that doesn't take glass cannon and additional hustman damage is most useful before Savage Sortilege.įor a hydro/aero the needs are not the same Character Creation in Divinity Original Sin 2. Cleric Shadowblade Conjurer Focus on Phsyical dmg and then use your polymorph skills for CC. Put them into STR Take Bull Horns (a must) and any of the remaining polymorph skills (I personally prefer chameleon over Tentacles) Take Pet Pal as your first talent. So if you put 2 P in Huntsman, you can have Tactical Retreat and just put 1P in Scoundrel for adrenaline and chloroform. It is a jack-of-all-trade skill tree that contains all kinds of skills. MC - Polymorph 2 Persuasion 1 Thats 5 stat points. the order of priority also depends on your level of knowledge of the game and mage schools.įor a geo / pyro mage, the ideal is to have 2 Huntsman for hybrid spellsĬloak and Dagger is better but these 4 spells are very powerful and very interesting for a pyro / geo mage In fact all three (Huntsman vs Scoundrel vs Polymorph) are used. Geo and Huntsman makes throw dust and if either is a source spellbook, you get the source spell Dust Blast that targets everything.įigure out what spell combinations are the best for your mages and you'll have your answer. You'll get the source version if either of the two spellbooks are a source spell. So each skill combination yields only one spell option. Rain and blood sucker makes blood rain, but if you use infect and restoration you'll get the same thing. Note that the combinations are done with just the four elements, Pyro/Geo/Aero/Hydro being mixed with skillbooks of the other skills. The benefits of both the teleports themselves as well as the bonuses from the skills don't compare to the benefits of the combined spells you get mixing spellbooks together. ![]() Instead of looking at the self teleports themselves, you might want to look at the combined skills related to your mage elements and the teleport skills in question. On a Geo mage however, Throw dust and the source version are both very useful, meaning you might go huntsman to use those spells. Plus chloroform and adrenaline are incredibly useful. The out of combat use for positioning and sneaking into place is too useful. jumping over a cursed steam or blood cloud, which give the Decaying status.What kind of mage? It matters. Being affected by clouds in most cases is not a big deal, but can become fatal if you have no armours, i.e. In addition, to use Flight once, you have to use 2 AP: one for Spread Your Wings and one for Flight. The flight trajectory can be blocked by obstacles, unlike all other jump skills where they simply warp where they want to go. Compared to other travel skills, Spread Your Wings is one of the worse ones.If the target point is outside Medusa Head's range, they will be unpetrified ![]() If a character without magical armour flies over a character with Medusa Head active, they will be petrified mid-flight, but will still continue flying towards their target.Ignores surfaces when moving, but not while staying still, as the character is standing.Will be affected by clouds in the path, even if it looks like the character is not touching them. ![]()
0 Comments
Leave a Reply. |