It's ALL over rated, except maybe for a belt or shoes, str and thievery. crimsonskill. Ignoring resistances, one's Geomancer skilll would have to be much higher than one's Aeromancer skill to overcome this difference (~20 Geo to 0 Aero, for example It’s a detriment to have someone who only heals. As far as I know all gems are junk loot that you vendor for gold. Same thing happens with Lohan's hammer. The non-Tenebrium can be sharpened for extra base damage, have another elemental (or Tenebrium Crafted weapons are like 200% more expensive then meterials for them ( its very good for gold making, even if you dont play to use them). Easier to kill single targets and bosses that don't have minions with a staff where you can't benefit from sparks. a magic weapon with +cold damage) will stay. 2Hander has more reach which has a noticeable impact on Whirlwind and opportunity attacks. So, it'd be Two-Handed, Pyro, and an Attribute, but I don't know which one. 2. It's very basic. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online Checked the Fextralife wiki page for Ada Laird and uh Any amount of 2-handed weapons and staffs but very few good quality bows. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online The Red Prince is probably my best-looking miniature. Keeping a certain Weapon in Act 4. To account for this, enemies have resistances to magic damage and spells can't crit by default. Bow+ 2nd bowstring = Boosted bow (like using a bladed weapon on anvil for damage boost. ) Bow + Essence of X = added elemental damage. 5-star-diner. Such as, after you craft a Weapon (white), you can boost it by giving it stuff of your choice using materials. Personally I prefer 2H weapons because they get great modifiers that daggers cannot, such as knockdown and cleave, and have greater raw damage mid to end game. Yes, only chest armor and shields can enchanted for elemental resistences. It's a dynamically generated stat and has the potential to roll twice, ie 20% chance but rare. Big spoilers from here on out. Warfare/Poly and at least 1/2 point in Huntsman (for First aid/Adrenaline) should make you pretty tough on the field. Don't think you can remove it, but you'll replace the weapon soon enough, and it's an overall benefit in the end. I can't play dos2 without it, to be honest. Sep 22, 2017 · Weapons can have innate element damage, then rune slot, poison/artifact, firebrand from pyro, venom coating, sparking swings, elemental arrowheads, elemental ranger talent. To enchance the weapons go to Enchanting Equipment. There are 2 ways for damage to be calculated in this game, one for any weapon-based skills and attacks and one for those skills that don't involve a weapon. In Acts 3 and 4, you get access to two weapons known as . Others have given good detail. For a more classic RPG, Pillars of Eternity and Pillars of Eternity 2 Deadfire are great games. Also (not a spoiler), there are two items both called Eternal Artifacts and there's also Phase Capacitors which function similarly in enchanting your equipment. c. 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. The power of warfare lies in the damage formula. When I select the improved two-handed sword, it says you've created improved two-handed sword but the Use 2x 2 AP skill when a 3 AP skill won't do the job. Staff will deal more damage to the targets you hit with your attacks directly. Executiomer Ninyan's axe , (9), Lohar's 2H source Hammer (Scales , depending when you finish the quest, usually 12), Mummy dearest's axe (15), Reaver's axe (15). Weapons: it's 15% air. Feels like that was forgotten when they were added. Also the increased attack range is neat, and very nice on things like Whirlwind. My new builds are built around this. I recommend the venom runes for accuracy to mitigate enemy dodge chance unless you're going for a dodge build yourself, in which case the thunder runes shine and you should consider enchanting your necklace for +5% dodge and +2% crit chance. Green items are a bit pricey at vendors at that level when you’re broke, and the crafted items scale to whatever level you create them so if you create a new one every A splendid RPG that tests your skills and your brain, Divinity: Original Sin - Enhanced Edition is a challenging, sprawling, and enchanting title from the very start. The Tenebrium weapon can't be boosted with anything, so it is what it is. For a while, there's been a trick you could do The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online I wouldn’t trust a Magister to get to the bottom of a butter dish. In the same way as attribute points. It's no indie game, and has received plenty of updates post-launch, so the price tag is fair (whether you will like it or not is a different issue). Nov 4, 2016 · Enchanting Recipes are among the best things you can do with crafting and blacksmithing. Almira, Windego, and Sadha need one each to cut their ties with the God-King. Second is piercing damage which directly damages 213K subscribers in the DivinityOriginalSin community. They deal a lot of damage, and with Warfare abilities, they also have AoEs or cc. Boosted Metal Weapon: Any Metal Weapon Whetstone: Divinity: Original Sin. The point of 2 handed weapons is that having less defense is not relevant when everything dies in two hits. This requires 1 bar. Summoners use that for the entire game, along with a shield. It's a two handed finesse weapon. 2 at higher levels. Yes. For example if the weapon requires minimum int to be equipped it uses int as damage modifier like staves and wands. Plus crafting scales with your level. You can craft better stuff if you have 5 crafting/blacksmithing. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online I wouldn’t trust a Magister to get to the bottom of a butter dish. Stack it all and you can strip both armor at once equally. However, there's a mod for that. Apr 1, 2020 · Per page: 15 30 50. True hybrid damage, and its broken strong. Pawn. You can find much better items from enemy drops and loot boxes. This is because the Tenebrium enchant shares the same slot as the essence ones. If YOU enchant with an element, then add Tenebrium, the Tenebrium will overwrite the elemental enchant. Posting about lone wolf builds is generally useless, as they're stupidly op and break the game by being too easy. Okay, I've got Jahan with 2 at blacksmith and 2 at crafting. You can enchant crafted weapons also. Not to mention that Man-at-arms/Markman skills calculate damage based on total damage of your main weapon ( normal physical damage + any elemental damage including So currently on my Fane character I'm two handing weapons. You should use as many multi-target weapon skills as you can. You really just want to keep putting points in Str and eventually want to max out Warfare in the later game. During these acts, 3 different characters need the item, but you only get 2 of them. So I've read a few guides and am currently in this same situation. • 6 yr. 5. However, Scoundrel gets more CC and utility overall. So if you find a sweet new weapon, check it before you equip to make sure you can actually use it since the level doesn't prevent you from equipping it. Shield throw specifically uses armor bonus of your equipped shield. Switching weapons is best with shields in my experience. Raise skills high enough to use the traits you want to use. Bows, crossbows, daggers and spears use finesse. I would also recommend Shadowrun Returns, Shadowrun Hong Kong and Shadowrun Dragonfall. Our only quibble is a complex UI that can sometimes get a little too busy, but it doesn't take away from the game's many strengths. ago • Edited 6 yr. At Act 2, she is standing a bit east of town. I have 10 pts in Warfare and 0 in two handed(2 from current gear). Not every melee weapon can backstab, but every melee class benefits from points into Warfare. They are relative expensive. The Tenebrium damage bonus seems to be 50% higher than the bonus from an essence when applied on the same weapon, and not many enemies are resistance/immune against Tenebrium. I was just saying in the context of this situation you wouldn't keep planet for it's damage since higher level weapons would deal more, but rather for the resistances aka tanking weapon. Bank two action points from the previous round so you commence with six on the round where Enraged is cast. It's just a matter of preference. n. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian… Combat abilities: Take 2 in pyro, then 2 in warfare. All elemental damage that come as mods on the weapon itself (eg. Yes Ranged gives crit. Sometimes I would switch weapons even to change damage types. So, what a support character truly needs to do is to buff and restore armor first to protect allies from cc. 20% for 1 level base. Abilities that remove cc are also important for a support character. DOS2 - Recipes for increasing Weapon Damage / + Elemental Dmg? : r/DivinityOriginalSin. From sheer crit standards dual swords can be nice when combined with Enrage so you can just do some chunky consistent damage for two AP, and receive bonuses from two weapons instead of one, but you'll do less burst damage with skills. 3. If you apply Tenebrium to a weapon that came with an elemental damage enchant already, that enchant does not get erased. One little tidbit early on though is if you can manage to hit lvl 9 before the end of act 1, and you haven't done the wishing well bit in the tower at the end of braccus' maze (the one with the 3 necromsncers inside). Not really. Shields with block chance aren't very common until the last act I've found. And there is no penalty other than the damage reduction when dual wielding because youre using 2 weapons instead of 1. Example: Level 20 Falone Scythe: 16-19 poison vs 31-37 Shock. armor >>>> health in Weapons are items which can be equipped by characters and used in order to damage their enemies in Divinity: Original Sin II. Larian Studios Jun 20, 2014 The reason the 2h warrior is better is because their damage isnt conditional, they dont have to backstab, then can be on any side of the enemy and murder them. That's what OP means. Enhancement depends on either your blacksmithing (metal items) or crafting. are all good for a sparks build because for every enemy hit, you increase the output of We would like to show you a description here but the site won’t allow us. Also, pick up the few lying on her feet too. Always be looking for the materials to make basic arrows. If you go finese, you can even switch back and forth between bow and spear without a loss of stats (Warden Build). All necromancer skills increase with Warfare and a few of them are touch skills which are great for melee. There are three kinds of weapons, one-handed, two-handed weapons and ranged weapons. Use 3 AP skill to kill, then do something else with the last remaining AP; like moving to next target, or cast healing. No, there is no "best" gear slot, gear quickly fizzles out when you level up a few times. 10% fire with Sorcerer sundries. Basically you will warp/move enemies to group them together then dump AoE on them. Raise scoundrel if you feel you need more movement per AP, scales well with the pawn trait, but keep in mind movement abilities are really good too. I put it on Ancient Belt and got 2 str and 1 constitution if I recall correctly. Reply reply. Knight: big sword/axe/mace, max Str, max Wits, max Warfare, Scoundrel 1-2, Poly 1-3, max Two Handed. 2) 3 Magic damage Classes – Geomancy is mostly a support class. Basically, two-handed will do significantly more damage, I believe it's something like 50% increase. AFAIK there is the buffalo sabre which is apparently the strongest 1h weapon in the game. It's not a literal penalty per se, but since it costs AP to switch out to one weapon, it costs double to switch out to two new ones. Most of the equipment in the game is randomly generated, so there's very little in the way of specific 'good equipment'. Crafting Overhaul, I think. I had one item that stayed red after i repaired it, but once i transferred it back to my companion it was usable. The weapon damage fomula, slightly simplified, looks like this: Damage = Weapon Damage * (1 + Warfare Bonus) * (1 + Attribute Bonus + Weapon The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online 157. For example a caster with ambidextrous dropping his shield to burst some 1 AP scrolls. Two handed weapons also have slightly longer range with skills like Whirlwind. Branch + bow string (strong sinew x2) = Bow. For artifacts, the ones with a base are for enchanting armor and jewelry, the ones without a base are for additional air damage and shock chance on weapons. I have a level 5 crafter/blacksmith in my party. It says you can use oil source with your weapon on a campfire to have additional fire damage. Finesse scales with your bows, knives, and spears because they require technique to use efficiently. The bigger ones are for armor. If you have two weapons, that's double the sparks. Also having points in necromancy will heal you for 10% damage-to-health per point invested. If you had the best materials to make EXACTLY what you wanted, it would be BiS, but you could also find/buy it. Lohar's weapon is the best if you delay it till 16~17, but I'm not sure if it's worth it, as it denies you a good midgame Easy weapon enchant (crafting spoiler) Some of you may not know that if you Craft Ooze Barrel + any weapon = Weapon deals X-X bonus poison damage based on item level. Talents in order: Elemental Affinity Executioner Far out man Living armour (can be swapped when fire residt gets high enough) Savage sortilage Necromancer is the strongest build in the game, for a number of reasons. Block is a basic % roll against Melee and Projectile attack types. There are some 2h weapons throughout the game with good necro stat buffs and 20% crit chance. 20% per level difference. You said yourself if you craft it at level 17 the damage won't be competitive at 21, the resistances however will be unmatched. After leveling it up, the stats change to +3 in STR and INT (Necro doesn't change). IIRC the weapon enchants won't apply to wands and some unique weapons. I guess the same question needs to be asked for my archer and rogue. Opportunity Strikes/Executioner are great and with a poison enchant on your 2h (ooze barrel + weapon combined) will Related Divinity: Original Sin Role-playing video game Gaming forward back r/ffxiv A community for fans of the critically acclaimed MMORPG Final Fantasy XIV, with an expanded free trial that includes the entirety of A Realm Reborn and the award-winning Heavensward and Stormblood expansions up to level 70 with no restrictions on playtime. Now, if it's about "what weapon type deals the most damage", I would say that 2-handed weapons (swords, axes and maces) are the overall best option, so they get my vote. Euripidaristophanist. There is a NPC (female) at every act selling items that upgrade weapon, armor, and accessories. This is why you don't ever have just a single elemental weapon. Don't think about it. The damage added by bars also scales higher than other elemental enchants, and far fewer enemies have resistance to it. Melee characters can do the same thing to sneak in a sucker punch on an enemy stripped of armor. These could be Swords, Bowes, Staffs, Axes, Maces, Shovels, Rods, Sticks and almost anything you can wield. I always see fishing poles lying around and they say "2-3 physical damage, scales with Stormforger as far as I know is the only strength-based one handed unique in the Act, which aside from having an awesome free magic skill is an otherwise generic/common one-hander. Sword and shield. All of these weapons have 20% crit, which is pretty nice. There is a wand in Driftwood that gives +1 summoning. Weapons should be changed every 1 or 2 levels for any character that use weapon attacks, and armor should be changed every 3-5 levels or so. Dual wielding is better for multiple targets. This makes me a sword. The campaign lasts for about 100 hours (give or take 20 hours). A warrior wielding two one handed weapons, like two swords/axes/maces or a combination of such, will Pay attention to what type of main stat weapon can be used for. Dual wielding has more survivability because of the Dual Wielding dodge boost. scroll down to Weapons . However, you have to reach your target first. Falone is very easy to obtain, once you reach Arx, and this weapon absolutely shreds. Crafting in dos2 is a huge disappointment after the crafting in dos1. Dropping the shield is free and if you have already taken some hits you do not lose any armor. DOS2 Guide. Key abilities for armors are found in Geomancy (Fortify and Mend Metal) and Hydrosophist (Armour of Frost and Soothing cold). When you've used 1AP to get close to the enemy and have 3 AP left. r/DivinityOriginalSin. It's not like the poison heals are giving them extra armor. The game is definitely worth 18 bucks based on the quantity and quality of content. For anyone doing direct damage with their weapons (warriors, rogues, archers) I always craft weaponry from around level 4 through 5-7, depending on my luck with item drops. You start seeing runes near the end of fort joy (act 1) Also just so you know, you can add or remove runes whenever you want so don’t hesitate to try runes out or switch them if you don’t like the effects. There are also items that are made of tenebrium. Example. +DEX & +STR. The weapon's bonus level up as well. 1 at lower levels. Not to mention that because polymorph scales with strength, it Apr 1, 2020 · At end game you can throw some shock damage on your weapons with Eternal Artefacts and that is pretty much the only time I'd recommend it. Combat in Divinity 2 is like chess, you must break enemies' armor and stun them to dead or they do that to you. First is physical damage which is resisted only by physical armour. This is how you make at level weapons. Reply. Thanks! If I'm using a 2 handed weapon that deals exclusively magic damage (let's say fire, for example) then the following skills would buff its damage…. Strength scales with your clubs, swords, and axes because they're brute force weapons. I doubt you will be enchanting more than a dozen or so weapons with that. Though to be honest I find it a bit admirable that you went 5 tenebrium, you really only need 1 tenebrium to wield a specific weapon. TL;DR- Weapon level > yours = accuracy penalty. Don't even bother with crafting your own armor from scraps. Honorable mention to Hothead, Opportunist, Torturer and Far Out Man which are great talents but simply not as important as the ones mentioned above. It only overwrites elemental damage added with the elemental essences (Fire Essence, Water Essence, etc). Jahan is standing next to a Whetstone Wheel and he's got couple of swords in inventory. Whereas Warfare will apply to the result of all of that. The latter can be offset with Savage Sortilege, and the former isn't even a th The block chance is displayed next to the physical/magic armour stat. You can also enchant weapons and equipment, most notably using ruby on armor/sarong etc to get get insane resistances. Besides, once the armor's down, you're going to be CC locking them anyways, which makes the small heals from your irrelevant. Currently its damage range equates to 289-422. Basically you'll be default attacking more than regular attacks after your CC is done. Now I want to buff it. . Intelligence scales with your spells, wands, and staves because magic. You can get weapons through random loot, through Boss-drops In either case, try transferring the items to one of your mains, repairing it, then transferring it back. If you are physical damage, dump points into warfare. I imagine the quality of the Inert Wand determines the spell and other random attributes like +Intelligence or chance to inflict a status effect. Is there any reason to put pts in two handed over warfare? Warfare affects all physical vs just for two handed. Just stick with 1 weapon type. I want to amke a 1h sword. Some isn't even worth crafting on. It's damage is increased by pyro and int so you don't have to split attributes and all those melee skills you get with warfare are usable with a staff. A subreddit for the Total War strategy game series, made by Creative Assembly. You can stick a rune in that to up its damage. There are overall 3 types of damage depending on the armour types. Savage Sortilege. You'd have to check to see what attribute the weapon scales with, likely Str or Int. Also, Giant Mystical Masterwork Runes give +3 wits which is better for a finesse based physical damage Jan 28, 2022 · The bonus shock damage from an Eternal Artefact is notably higher than the bonus poison damage when enchanting weapons. There is actually plenty of . I want to improve some of my melee weapons. 2Hander does more crit damage because of the Two-Hander ability crit damage boost. It has +2 in STR, INT and Necro. Whirlwind, Battering Ram, Bull Rush, Battle Stomp, etc. The spear is in an odd place as far as weapons go. The [CR] and [BR] is how much crafting or blacksmithing you need. IMO, only weapon needed to be upgrade. Exactly the same non-crit damage on auto-attacks and skill hits. Tenebrium is a damage type. Weapons can have charms and enchantments added to them to complement your skills used in combat. b. This enhances the damage. If you are a single element mage, put it in your element. However, if you play a 4 man party. Drag sword to whetstone. Use two-handers, have a shield in the tank’s storage, if your tank suddenly gets in a terrible position switch weapons and use Shields Up. All you need is damage, dead enemies can't hurt you. I've got improved two-handed sword in the recipe. DOS2: The Spear. The terrible part is one type of Eternal Artifact will enchant your weapon but not your armor, while the other will enchant your armor but not your weapons. There is only one use for Tenebrium, enchanting your weapon with it. I am telling u this from experience. Because of that, they are generally considered bad items, even when fully upgraded. Take turns to rob her. You can add 10% poison. - Use Enrage if crit' chance is too low. There are some great divine and unique daggers and 2h weapons you find near end game. Bow String. Divinity: Original Sin 2 > General Discussions > Topic Details. •. I know I should use wand/staff for elemental mage, bow for huntsman, dagger for scoundrel, sword/axe/mace/spear for warfare We would like to show you a description here but the site won’t allow us. The Con and HP boosts give me 355 HP. As best I can calculate, the Fortified proc will give my target about 2% damage reduction. 1. Firstly, spell damage scales off level rather than weapon. When your friendly pyromancer has hasted you and you start turns with 5AP. The reason why some users add Warfare is because the weapon schools only apply to your base damage. 4. It's better to just go with a two handed weapon. And most gear that increases two handed or warfare is strength based and will give you a plus to your strength. You can find tenebrium equipment and bars later in Luculla Forest. We would like to show you a description here but the site won’t allow us. Huntsman – bows or crossbows – needs high ground – invest points in finesse. Shoes: thievery. Discussions, strategies, stories, crude cave-drawings, and more for Medieval 2, Empire, Shogun 2, Rome 2, Attila, Thrones of Britannia, Warhammer, Three Kingdoms, Troy, Pharaoh and others. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online 157. There are mods that change that for people who like to have 1 gear the entire game. Fortunately, they have a lot of gap closers so Use a fire staff. Should be it. Not only does it have an impressive combat The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online Or till you get stuck in a fight and each restart becomes trying every different item, praying one gets it done. no, they cannot be enhanced in any way (element, tormented soul, sharpened, etc). Divinity Original Sin is just as good. Elemental Affinity. With finesse, you traditionally go daggers because they're better. The skinny ones are for weapons. 9 hours in it, I really like this game But instead of "Gating it", all that was required would be crafting with boost. Pyro goes well with Geo, Hydro goes well Aero – but don’t try to invest in 2 classes at once. b. Related Divinity: Original Sin Role-playing video game Gaming forward back r/skywardsword A place for discussing anything and everything related to the Legend of Zelda: Skyward Sword and the HD remake. It really adds a lot of crafting that should have been there from the start. You have high critical chance, cleave, chance for decaying and you can enchant it with a capacitor for some air damage (and a chance for shock) plus the free Living on the Edge. Shadow Essence did not appear to do anything, but Mar 13, 2024 · Weapons in Divinity: Original Sin II are used to improve damage dealt to enemies. You could also try buying a repair hammer and fixing it yourself, just to see if it works. Drag iron bar to anvil. Bow + Tormented Soul = add STR and DEX. For example a level 15 weapon will receive +7-8 poison damage. For regular playthroughs those are probably the strongest: Executioner. it is possible to cause the detonation damage several times You used to be able to do the same thing with Throw Explosive Trap. 9 hours in it, I really like this game My character is a ranger, using a superior bow [enhanced with bow string] [fire enchant] [tortured soul enchant] Your first guess was correct; raising tenebrium skill will also give you tenebrium damage. If you had buffs like Elemental Arrowheads(also used to apply to melee weapons), Venom Coating, weapons with secondary damage types, runes, and enchantments like poison or eternal artifacts you could do crazy stuff like use Throwing Knife to make a single trap explode With the Arrow Recovery talent and how easy and cheap it is to make the arrows you should be using all the time, you can reliably shoot 2 or 3 special arrows every turn. Sharp rocks, logs, branches, sharp pieces of metal. Just keep in mind that skills like battle stomp are still resisted by physical armor so you'll need a physical character to utilize them. Fire, Water, Air and Earth Essences can be used on Inert Wands to give them a spell of that type. Pillars is real time with pause, but Deadfire has the option for turn based. I do think they need to patch it again. For exaple at first level you will craft level 1 weapon, at level 15 you will craft 15 lv weapon with THE SAME crafting recipie. ago. Hammers, swords, axes use strength. Scoundrel – daggers in both hands – invest points in finesse. A staff is better for single target damage. Or if you just have a backup ranged weapon for those times when you don't want to waste your turn and health running through a pool of fire. I saw the recipe for fire enchantment on wiki. LimpQQQ • 6 yr. 10% per level beyond 1, actually. Take The Reckoning as an example (the weapon Dallis drops in Fort Joy if you defeat her). ka sa hj an lz gw ra ka pr uu