Divinity original sin 2 polymorph reddit.
The rest in scoundrel and you'll be good. Even Lone Wolf characters don't get a bonus to Polymorph and therefore don't get more than 1 extra attribute point at a time. The only issue I could think of is that you'd probably be starting off fairly slow since, for a Summoner, you'd one to get Summoning to 10 ASAP but then you'd need points in Warfare so that your physical damage doesn't suffer and at least two points into Polymorph so that you can learn Grow A bow variant would use Huntsman as well and replace Dual Wield with Ranged. We would like to show you a description here but the site won’t allow us. A consideration for both is choosing spells to buff the already powerful summons you'll have with things like Haste, Clear-Minded, etc:. Melee = warfare + polymorph / necro. Well, you are quite incorrect. Though I'm looking at this and wondering what the exact difference is. For lone wolf to activate it has to be a skill you put a point into on level up (or from something that gave you a permanent stat boost not equipment) and They are very good. Those skills can crit too, and even innate source skills that normally only scale with level like Red Prince's Demonic stare benefit from savage sortilege talent. Necromancery+ almost anything is a good combination. With finesse, you traditionally go daggers because they're better. • 1 yr. Necro doesnt need to be higher than lvl 3-4 (30-40% life steal) because you'll be doing so much damage later on. If you do go ranger, avoid choosing dwarf. My main was a 2 handed poly/summoner. Period. I think the proportions are just a tad too big on them. Or weaken their armor to get cc on them sooner. Most every character should get 1 Polymorph early for Chameleon Cloak (and Bull Rush/Tentacle Lash if CQC character, and maybe Medusa Head), 3 Polymorph in the mid game (for Skin Graft), and then mages will take it to level 5 to get Apotheosis around level 16-18. The huge reach of the spear and all the polymorph abilities makes her a really fun character to play. A percentage damage boost as death wish is not what you want. Early AP is almost always better than AP late in the fight. You can then use warfare and/or polymorph skills to do fire damage. (I'd also recommend 1 pyro in every build for haste/peace of mind) 1. Yes Ranged gives crit. Best ability a polymorph can have. Soundrel is +5% crit multiplier, Two Handed is +5% dmg +5% crit damage, Polymorph/STR is +5% damage. Polymorph- Past getting Chameleon Cloak you can dump points into here to get an additional attribute point. Polymorph is also a good skill tree that 1) let's you put more points in STR; 2) offers some good skills that either scales with STR; 3) gives you access to Skin Graft which lets you reuse all those awesome Warfare skills. Combat is often a damage race, getting armor stripped so you can apply CC before the enemy can do the same to you. Tentacle Lash is the only Polymorph skill that only scales from strength, so a Finesse ranger will not do much damage with Tentacle Lash. DNM13. Because Pyro/Aero bonus damage is multiplicative with Intelligence bonus damage (simplified math is Total Damage = Base damage x (1 + IntelligenceBonus%) x (1 + ElementalBonus%) ) you will get more from investing in The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online 157. AshenPumpkin. Best lone wolf builds are probably 2hand knight, necro/physical mage, ranger. 2 mages and 2 physical damage dealers (2/2) is fine. The key is those 2 buffs: Venom coating (5) and FireBrand (6). It’s almost entirely utility skills with very little direct damage, so it really doesn’t work as a primary. Healing just give the enemy time to snowball, applying aoe and environmental effects that will make it easier to cc you more. A 3/1 split like that is going to render the 1 increasingly useless as the game progresses, you want to do 2/2 physical/magical or 4 of one type. If it's the latter, this would be a pretty major bug. The polymorph we got in DOS:2 is kinda good but I feel like it could have been implemented better. . I do think they need to patch it again. Someone said here that spread your wings is bad because it costs 2 AP from casting and flying, but what they ignored is that you can use it once per turn for the next 2 turns in a row for only 1 AP. (not to mention forced exchange and terrain transformation) I did have bigger and better. Pyrokinetic skills are associated with Fire damage, offensive buffs, damage spells, Fire surfaces and clouds, explosions, Warm, Burning, and Necrofire. Have all of them. Poly is an important aspect of my Phoenix build which is deigned with healing in fire in mind. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online LMAO, red prince is peak comedy for an origin run, I lose my shit every time at his origin dialogue options Loshe kills everybody after 13 lvl. I think you should use Necro more as utility than damage, mid game you will under perform if you split the attribute points. 2h has a lot higher damage, but less survivability. This build also has an incredible variety of CC abilities to keep I've lost track of how many 'attempted' playthroughs i've done of Divinity 2 (Only actually completed 1 of them) and i've ALWAYS learnt skills like tactical retreat, phoenix dive etc. Also LW doesn't need the extra attribute point bonus (which you only I had a pure polymorph throughout Fort Joy who was just a swiss army knife cahracter. 3 out of the 4 damage skills do scale with strength, but one of those is Summon Oily Blob (splashdown damage scales with strength, but the blob’s damage and HP scales with summoner), and Medusa Head sets a status that is Your main stat would be strength. Mar 28, 2017 · Divinity: Original Sin 2 is due this year on PC, though there's no concrete date. 05 (1 pyro) x 1. This is the best skill in the game. Wand (with + Int) + Shield is crazy strong. Whereas Warfare will apply to the result of all of that. Spoilers, so I know the trader I'm looking for is named Friel, but where the hell is he? I need to buy some Wings. Which of those scales best? First glance says Two Handed but some skills scale weirdly in this game. Reply. I put some points into warfare for some much needed damage abilities and I've seen the red prince turn from the weakest in my group into arguably the strongest on 1v1. ago. Love the idea. It's just because they have the most skill trees they can dip into to gain multiplicative damage increases. Such as chameleon cloak that's totally fine. A regular damage build is like u/Vicrooloo described. The shock spells enable a lot of stun-locking especially if your partner as some as well, or if you stack up shock grenades. Non- huntsman skills. Just create a ranger and take a few points in Polymorph and buy the Polymorph skills you want to use. A non-Lone Wolf will also get 1 attribute point for every point in Poly. Not sure if this is considered a battlemage but-. This is coming from somebody who uses pyro/poly as the secondary build I like to main with, yes - it works well is an understatement. to aid with combat movement. Prioritize adding warfare, add polymorph only as much as you need for skills (unless you maxed warfare then go full poly). Maybe a tank with an aero point for tp allowing the new summoner to keep a massive distance. Rogue is totally viable. There's also a Ranged Build that uses Stealth abilities and is Rogue-ish. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online "He reaches out one scarred hand to touch your face, gentle as can be". From then just fill up Hydro to 10 then dump into poly for the extra stat points. Now you have crazy physical armor, as well as good sources of physical, earth, poison and fire damage. I don't really do major damage with a single hit, all in taking 3 ap reduces my chances to really do things, I have a little cc but it also feels like outside of bone widow there aren't resale that many useful necromancy skills. Pyrokinetic does not have any hard CC options and almost no defensive options in general, and focuses purely on Anyhow from what i understood from it, Sparking Wings/Master of Sparks are your bread & butter spells. Cameleon cloak is nice whatever your build is. With skills from those schools you will be CC powerhouse. Early lvl 1-3 is not easy. You need a decent crit chance build or dagger to further increase the value of scoundrel's crit dmg multiplier. Lone Wolf + Executioner on both. 10 (+2 int with 1 poly point). I only use polymorph on 1 char and the rest goes different routes. Share. Drop Grasp of the Starved and Blood Storm - This kinda removes the need for Apotheosis and Savage Sortilege too. You then had executioner probs that worked with their massive damage. Scoundrel to 5 for skills, warfare to 10 for damage. Level 1: 2 Warfare, 1 Polymorph, 18 STR, Lone Wolf. The ones that scale on strength are Medusa Head, Oily Blob, Flay Skin and Tentacle Lash. Warfare skills won't scale with INT, which you need for Necro scaling, so if you insist on going close quarters, pick up the CC skills and ignore the primary damaging ones, as you won't deal much damage with them. This is a bug, and can be repeated by removing points in polymorph, exiting the mirror and doing it again. Scoundrel + polymorph/necromancer (for insane lifesteal later on) are the 2 best choices imo. In Act 2 you'll get access to Phoenix Dive which is another jump spell for Warfare. By then, you'll have unlocked other means of mobility and CC and might be better of spending the points elsewhere Yep, including spells that don't even directly deal damage, but only destroy armor for example, like Flay Skin. Gives them even more AP for massive damage. Polymorphing's stat bonuses can allow for incredible basic attack damage or extreme durability. Only requires 1 point into pyrokinetic to grab these, which is honestly worth. Putting more points into polymorph For combat abilities you'll want to get to 2 aerotheurge and polymorph so do that when you wish but don't go over 5 hydrosophist before you do. Polymorph Skillbook Vendor in Act 4. It gave us some good ones like wings, tentacles, etc but there's def room for improvement. All the damaging skills from it scale based on your current weapon. Otherwise, you could bump your stats down and never notice. The other 3 you don't have any points into so it won't impact them. Not just an anomaly in your case. You'll be heavily cooldown dependent. Question is whether you keep Polymorph once you get the ability to respec. Both scsles with warfare, so you would only tale points in necro/poly to get the skills and warfare to boost physical dmg. Flight and Phoenix dive makes every Use necro for its awesome utility skills, and focus on warfare/scoundrel. The spear is in an odd place as far as weapons go. Talents in order: Elemental Affinity Executioner Far out man Living armour (can be swapped when fire residt gets high enough) Savage sortilage The magic/physical armor mechanic actually makes it better to go all magic or all physical, and 3-1 is especially bad because the 1 will have to break through the armor pool on their own. My suggestions are: Focus only on Finese. I have 3 points in Polymorph (and use Polymorph skills frequently), 4 in Warfare (3 base, +1 from gear), and 2 in Two-Handed (I also put one point into Necromancy for the self-heal, but I doubt that's relevant). Max Warfare and grab utility spells. So you go 2h melee build with warfare. • 6 yr. The Elder Scrolls (commonly referred to as TES) is an award-winning series of roleplaying games created by Bethesda Softworks. Pretty broken. Just run max warfare. Keep it up! Only boost those you need and want to use. I quit my LW playthrough in early Act 3 because I was 2-shotting everything. you can mix poly with necro skills, even if it's not for damage. You choose either necro or polymorph. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online 157. The bonus point allocation kinda doesn't make sense for the polymorph tree and some skills are also quite oddly placed there. Ill_Ad2122. Warfare+Necro would always be good. For example, the bandits in Act2 decayland have in tactician 120%+ fire res and a ton of magic armor. A very clear guide on how to make LW into crit damage monsters. Geo also gets you lots of physical armor regen. Pyro, like other schools adds damage on another kind of calculation than weapon skills (single hand, dual wield) and attributes. And most gear that increases two handed or warfare is strength based and will give you a plus to your strength. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online So both BG3 and Divinity 2 have a magic cock… Two words - Flaming Skin. Anything probably works though. In a burst turn you would usually get 14-16 ap worth of actions, with additional app of you used teleports from allies to help setup kills. Yes, if you realize that is how it works and remember to fix it. Funny thing about polymorph. More outgoing cc and more damage output will always be a better option. Most of my damage is pretty good, except for my 2H melee Red Prince. Chicken Claw is the most OP skill in game. If I'm not mistaken, he's the guy near the entrance to the Cathedral. • 2 yr. 05 (+1 int assuming no other bonuses vs 10 x 1. It synergizes with everything really well because of how much utility it brings on top of extra attribute points. 9 hours in it, I really like this game Two Handed / Scoundrel / Polymorph ( STR ) for more damage. Early on you'll want to put a few points into dual wielding and then swap to putting them in scoundrel. Warrior with polymorph is a wrecking ball with straightforward mechanics. Put a couple of quick points into pyro and geo. With OdinBlade add poison (only) mace as fire (only) sword. crimsonskill. Not to mention that because polymorph scales with strength, it You'll have too few skills which will constantly be on cooldown, leaving you with very little tactical options in longer fights. As long as you are splashing in polymorph. I don't use the weapon much on him and you don't have high crit or other damage amplifiers normally. If you can use the extra 2 AP to finish or CC a foe who would otherwise attack, then this paid for itself. Level 2: 2 Retribution, 20 STR, 12 Memory Level 3: 4 Retribution, 22 STR, 14 Memory, All Skilled Up, 6 Retribution Level 4: 2 Necromancer, 24 STR, 12 CON Level 5: 2 Polymorph, 28 STR, 16 Memory Level 6: 8 Retribution, 32 STR Level 7: 10 Retribution, 36 STR We would like to show you a description here but the site won’t allow us. So it deals int based magic damage with a Staff or Finesse based physical damage when using daggers or spears. Chameleon Cloak- Good for dropping enemy aggro and can combo decently well with Assassinate. Place 1-2 points in Polymorph and Warfare to get started on the basic CC skills. Divinity: Original Sin Role-playing video game Gaming comments sorted by Best Top New Controversial Q&A Add a Comment wolfpein • I feel like anything is viable with Summoner and Polymorph since those two schools are stat agnostic. No mods installed, and I am playing on the Definitive Edition. Lost Sinner's guides are great and a good place to start. They can't block or reflect it, healing spells can crit. So if you had 15 strength, and used Polymorph to put an extra point in Memory, using the respec mirror will remove that point from Strength and not from Memory (when you deduct any points in Poly). Like for the melee knight you can max warfare, 2hand skill, scoundrel, and polymorph and all will passively increase your base damage. Make sure to always have 1 point in polymorph for invis (so op in solo builds). If you just want to know if a dual-dagger backstabber would be viable, the answer is clearly "yes". The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online Some of Sebille's dialogue choices are wild A huge benefit of summoning is the versatility of doing good physical or magic damage, and with Geo you actually have some physical armor damage and physical CC abilities, so it helps make for a mixed damage character that actually is good at both. Right now I have maxed out Warfare with 10 points, 2 points in Polymorph (for access to skills), 2 points in Necromancer (for skills and vitality gain), 1 point in Scoundrel (for Adrenaline), and 1 point in Two Handed. As always, my advice is don't think that the game is combat, and the story is just a way to usher you between combats. One of the most important skills you need is chameleon cloak which you can get my putting 1 point into polymorph. 10 (2 pyro point) x 1. Cross the bridge where the majority of the other vendors are and he should be on the east side near some elves (elves there Related Divinity: Original Sin Role-playing video game Gaming forward back r/DarkSouls2 A community dedicated to Dark Souls 2, game released for PC, PlayStation 3 and 4, Xbox 360 and One. Go. For example battlestomp or bull horns. Haste and Peace of mind. Because Poly doesn't get doubled, these points are extra nice for LW. Consoles may follow, as they did with Original Sin 1. Pyrokinetic skills receive Elemental Affinity from Fire surfaces and clouds. A poly tank is actually exactly what I'm doing with my duo run with my friend and it's actually insanely powerful. One thing important to note about how it works. Scoundrel/Necro with a couple Polymorph abilities is pretty unstoppable. Damage = (Base Damage) x (1 + Elemental Bonus%) x (1 + Attribute Bonus% + Weapon Skill Bonus% + Misc Bonuses% [if attack]) x (1 + High Ground Bonus% + Crit Bonus%) x ( 1 x Misc Bonus% [if spell]) Assume level 8. nothing fun about the last fight when pyroclastic just 1shots everything. Set in the vast world of Nirn, The Elder Scrolls series is renowned for the level of unprecedented control given to the player over their character's destiny, establishing itself as the benchmark in immersive, independently-living worlds for the RPG genre. A lot of builds work in honor mode, it’s more about good positioning and fighting enemies equal to or lower than your level. Any Human, max Warfare, splash Scoundrel, splash Poly, max 2H, max Str, high Wits. The reason why some users add Warfare is because the weapon schools only apply to your base damage. 9 hours in it, I really like this game It basically just takes the damage formula and puts it in a GUI. 2/2 is more fun imo, but 4 is easier. You have to play an elf or fane; fane is preferred because time warp shenanigans. From there on, level Scoundrel to keep up with skills and otherwise, stack Warfare; the damage boost ist superior to Scoundrel (also, great CC abilities). I like to go with a Warfare + Polymorph + Necromancer build for my second Lone Wolf (with a Two-Handed weapon). If by Metamorph Ranger you mean regular ranger with Polymorph skills, then yes, it's very possible. mix party builds so there is strategy involved. The scroundel draws the blood out and then necro destroys everything as a result of blood spilt. Once their phys armor fell and they got decayed, I could basically deal physical damage to them as a fire mage, albeit at a significantly reduced rate. Taking 2 points in Scoundrel opens up Cloak and Dagger which is a 1 AP jump spell. An elf rogue could get 12 ap in a turn without timewarp by using flesh sacrifice, adrenaline, and skingraft. The rest of the Polymorph skills are kind of niche, or just useless. Stats Finesse - Max it out Wits - Max it out Memory - Add points as needed. Take the Shadowblade Rogue preset and change it's skills, though. Very,very nice! As Said, you maybe need some fine tuning regarding the proportions🙂. Being able to cast wings/invis/etc on a rogue would be pretty cool. Both of these are excellent gap-closers for longer distances. 6. drop a few in polymorph. The AP you used to heal, could have been used to get cc on your enemy. I was planning on spending every combat point for my remaining levels into Two Handed. Only things I'd like to add: when playing lone wolf, I like to keep an eye out for anything with +1 to Polymorph on it, though it's quite rare. Putting a point into polymorph gives you an extra attribute Melee = warfare + polymorph / necro. There's the height factor which affects your arc when shooting. Necro Healer - you can heal undead or decay enemies to their death. You should be able to Max both intelligence and strength, as well as warfare, pyromancy and geomancy, with an additional 3 points in polymorph (for skin graft) by level 17. 1. I would go summoner rather than archer. So assuming I fully pump Warfare for that sweet damage, I'm left with Two Handed Chafgha. Mmhmm that's correct. builds which are not OP. We can plut dual wielding with int in close combat, unlocking flurry for 3attacks for 3ap. Option 1: only put points into necro for the base skills and no more, add polymorph and use strength. The work-around is to only put points into Poly without using the mirror. She gets the lore master skill. What I did was took points out of warfare (6 or 8 points I think) and put them into Polymorph, then quit out of the mirror and allocated the new attribute points from polymorph into strength through the regular levelling interface, then I went back to the mirror and lowered Polymorph back to it's original value and put the points back in warfare and from there I Polymorph is really only useful as a secondary skill-school. He was amazing. They add flat damage boost on each attack for 2 turns for only 1ap. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online So both BG3 and Divinity 2 have a magic cock… Ranger/summoner is mighty versatile in terms of damage/CC, you won't be worrying that much there. Honestly the top build is all finesse, but I’d recommend an Air-Assassin. Bull Rush scales off the attribute of your equipped weapon, kinda like Warfare skills. Summoners work too, but you want to have at least a bit of non-summon damage mitigation. there's a reason you level sometimes in conversations or just wandering around. you actually need Savage Sortilege to crit with grenades too, of all Get 10 skill points in Summoning, or use +Summoning gear to get yourself to 10 Summoning in the early game. Tell me which one you choose. With the Demon trait, gear and potions, my Red Prince was able to absorb fire for health. And I think dwarves should have the feathered wings as in the game's lore they do sky burial and the Vulture armor is dwarven. Sebille as a spear wielding finesse polymorph warfarer, which is a simple and unusual but surprisingly good combo. This is ultimately stronger than a mono party (4/0 or 0/4). Fane w/ Elf mask (Flesh Sacrifice + Time Warp), max Warfare, splash Huntsman, splash Scoundrel, splash Poly and/or Aero, max Ranged, max Finesse, high Wits. Well, aside from the extra attributes, you probably want 5 Poly for the apotheosis and skingraft spells, indispensable for the OP mage. Assuming say 10 base damage the two formula's I mentioned would be something like 10 x 1. It's a two handed finesse weapon. Solid 1 AP cost buff skills that I like to have on ranger, for buffing yourself and your party members. My most fun duo lone wolf build was with a Fane pyro/geo mage whose goal was to nuke everything from a distance, then I had a Red Prince master of sparks pyro/geo build with the Demon trait. In the same way as attribute points. Lone Wolf Honor Build, and 4-player variant. Phoenix dive is still a must, too. Majoras Project Polymorph - Mod. Meanwhile, between INT-based armor and Living Hydro 10 (AoF / Resoration / Healing Ritual / Soothing cold / Cryo Stasis / Rain) Geo 2 (Fortify / Impalement / Mend Metal) You can also choose to put summoning here or get 10 Geo depending on whether you want more damage from a summon or more battle field control and armor gain from Geo. AFAIK Removing Poly points with the mirror works as intended (subtracts one attribute point) but it wouldn't hurt for you to double-check that. You'll have a big first turn (likely aided 5. I could be just because I'm still in early-mid game, but compared to something like rogue it just seems kind of weak. Hello reddit, The title is my question , i found myself with 6 polymorph skillbooks and im wondering if i should invest into polymorph since its the combat skill i know nothing about (im fairly new to the game but played act 1 about 5 times already because i keep starting games with different friends, so i have no clue how powerfull or weak polymorph is but from my research its very strong) It's a documented bug/exploit. Summoner/Support looks to max summoning while splashing into other trees in order to pick up buffs/heals, like frost shield, fortify, etc. After look to max pyro, taking 4 or 5 points in necromancer mid to late game for self healing and magic armour regeneration with living armour talent. 5. Option 2: staff melee (int based, my suggestion) 2H staff scales melee damage in int and deals magic damage. Absolutely love it. I would recommend going 1 handed with shield until late act 2 to get good enough gear where survivability isn't a big issue. I'll jot down a few archetypes for reference: -Summoner/Support (closest to a pure summoner build) -Summoner/Ranger -Summoner/Necro -Summoner/Geo -Summoner/Hydro. The lore, the story, exploration are all the game too. Those are your fookin options. Combat abilities: Take 2 in pyro, then 2 in warfare. Equally as important as fighting. Disregard what other people are saying here. Polymorph makes the most out of STR as a stat and warfare helps increasing physical damage, don't really recommend the "Tank" aspect in this game cause damage is king. You can also grab Spread Your Wings from Polymorph for a similar effect, albeit more AP intensive. Attributes and weapon skills is additive damage, while schools like pyro and warfare are multiplicative modifiers (to explain shortly, their values come at the end of the damage calculations, resulting in more overall damage. You will always be able to position yourself where you want to be with a Warfare + Polymorph combo. As for 2 additional builds, you could try 2 mages, most easy to combo would be DOS2: The Spear. Using a higher "base damage" than I normally do to more easily Hello! My whole party is currently level 8. I wrote a Divinity: Original Sin 2 preview a few months ago You just hoard intelligence, get to use polymorph spells, and get all dmg over fire/air dmg, seems straight up like a better deal. I think for a mage Polymorph build you might wanna go Battlemage (close range with a staff). Archer + Assassin + Polymorph = 3 physical damage dealers, with your Summoner being the lone magic damage dealer. As you level up and at the skill-book jumps (1,4,9,16), place more points into Polymorph as needed but always keep Summoning as high as possible. Lone Wolf is incredibly overpowered, even on tactician. Something to keep in mind when it comes to memory you naturally gain 1 Memory Slot every 2 levels. You'll be later in the game at this point and the spells you'll access will come in handy. Polymorph isn't because it says so on lone wolf or I thought it did but regardless it isn't. : r/DivinityOriginalSin. Spec into scoundrel for maximum movement and critical, and throw some points into Aerothurge not just for teleports. Fighters are nice. If you use the respec mirror to put points into polymorph on a character that has zero, it actually grants double the attribute bonus. Point's in Polymorph are never bad. Pick up Skin Graft asap. Lowering resistanses is fine, cos most of enemys in game have like 20+ res to everything, And compared to phys paty you struggle more. Also, as polymorph, get medusas head. Spread your wings is an amazing ability for Melee. About being overpovered, not so much, most of them are fine balanced, exept for few skills (And umbra class, that shit is nuts). ago • Edited 6 yr. Was mobile, tough, and good at smashing things with a weapon. if you only want to use "rogue" abilities. ia iu gk nv jj dj vj uc qg wt