Divinity Original Sin 2 Blood Mage

Builds for Divinity: Orginal Sin 2 are player-created combinations of skills and gear to adhere to a specific theme or reach a min-max objective. Quick start guide ipad. Extra Skill point per level(20 vs 2 it takes 15 to get a skill to 5) and 80%(completely negating Glass Cannon) more HP with a 2-h Tank and a support Wizard(Fire and Earth for Summons and Tank Buffs). Yeah except 4 members 2 members even if the two are more tanky So perfect mage party build Good to know respec is so cheap, you can buy + ability skill books?
This is something that I've talked about with a few people trying to get a good understanding of different playstyles and builds, but even after doing a fair amount of research I can't find any mage build that does damage to rival any of the physical damage dealing classes, both single target and as.For those that have not yet played the game, armour has been split into independent physical and magical types. This means, effectively, if you're hitting an enemy with both physical and magical attacks, neither will deal damage to HP until their respective armour has been chipped away.
As can't be applied until armour has been removed, it's almost always beneficial to have all the damage dealers in your party doing the same type of damage.Honestly, on harder difficulties it seems like mages are pretty much useless unless they're in a support role. I haven't spent much time messing around with every school of magic but it seems the best are those that deal physical damage (Necromancy, polymorph, and summoning). Being a traditionalist I'd have assumed that pyromancy would be the big damage dealing build, and when combined with geomancy to create pools of poison and oil you can make some pretty great, albeit still not particularly powerful, aoe explosions. They are undermined by the ridiculously long cooldowns of the most effective spells (4 turn cooldown for a firebloy fireball basically means you can only use it once or twice a fight) and is made redundant by the fact that your physical-damage-dealers are doing twice as much damage in half the time, and with shorter cooldowns.This is further further compounded by the fact that there's limited aggressive spells in each school of magic. I've heard that one of the few legit ways to play a mage is to invest heavily into memory, so instead of having a few spells that deal big damage you have 20 spells that each deal a little.
This solves your cooldown problem as you always have something else to cast, although the spells will still clash; for example if you use a hydro spell on an enemy you make him wet, which gives him a greater resistance to your fire spells. Rain and tornado will remove the pools of oil and poison you drop, etc. And again, as physical damage is all one type, while you're rotating through these spells your Fighter/Ranger/Scoundrel has already battered through the physical armour and has used his own set of much more versatile CC to disable the target anyway. And will probably finish them off before you even get through the targets magic armour.I'm about 20 hours in, level 10, and I've been playing predominantly as a party of two and using the Lone Wolf talent (For those unfamiliar Lone Wolf doubles your stats so that two party members can do the damage of 4) and even with double the stats the damage that a mage puts out isn't enough to compete with the enemies we're running up against. Meanwhile my Knight (points pumped into warfare with a few into polymorph) is absolutely decimating everything, even characters that are higher levels than my own. Finesse based characters are even more ridiculous, to the extent that in my co-op run we're actually having to increase the difficulty to keep us engaged in combat.My conclusion is that mages are only.
- понедельник 20 апреля
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