Divinity Original Sin 2 Walk It Off
вторник 14 апреля admin 8
Divinity: Original Sin 2 is a gargantuan game, one that will happily gobble up the hundreds of hours of your life in exchange for an immensely enjoyable and replayable experience, but one that is. Oct 09, 2017 Is the enemy AI more likely to use CC abilities when a character has glass cannon, or do they use it all the same except specifically target the character with the talent? Divinity: Original Sin 2. Even then you probably want to walk it off/stench in the unfortunate event where you get blown up with CC. Making it work is an investment.
At some point in the game, around level 15-ish, upon leveling up, I opened up the Talents panel, and realized that, I wasn't even sure what to take next. Because not much left is that interesting or useful. I remember during early game, every level-up was really exciting.
Talents kind of lost their novelty for me when I was about 2/3 through the game.Now some Talents are 'decent', but when you compare them to the game-changing ones, they become really underwhelming. We have a total of 34 Talents, excluding special ones. Yet at level 21, you can get up to only 5 Talents from leveling up - I'm not counting some special ones. So I feel that Talents really should be more useful overall, than just some extra flavor you can totally do without.1. All Skilled Up / Bigger and Better: these two are really of their own kind.
They don't really 'decide what your character can do' like Talents are supposed to do. But anyway, in my experience, I find that these two are only really attractive during early game. Later on, when all my stats/skills are high and I have all sorts of gears that increase my stats/skills (and I can pretty much buy anything I need at this point), 1 or 2 points don't matter that much any more. I realize I can totally give away these two Talents to get something else that actually helps maximize the effectiveness of my build.2. Arrow Recovery: The fact that special arrows are fairly abundant in this game, even powerful ones, makes this Talent underwhelming fairly early.
Granted, I haven't played an archer build, but I really don't know how much of a special arrow spammer you must be for this Talent to be that useful.3. Comeback Kid: I played on Tactician and from my experience, I think it's not that hard to avoid dying at all throughout the game. Sure, it helps once in a while, but again, as a TALENT, it is rather underwhelming.4. Demon / Ice King: 15% extra resistance to X but -15% penalty resistance to Y.
So not a clear advantage here. Does Fire or Water constitute a major portion of elemental damage in this game?
No, I don't believe so. What about the 10% extra in maximum resistance? What is the default maximum resistance anyway?
I don't know. So with this talent you can stay at 110% without the need to use any potions? I mean, after Black Tea and Large Resist All, my Fire Resistance is 200 something, why would I need that 10% again?5.
Duck Duck Goose: you can evade attack of opportunity. But seriously, you can avoid it for the most part just by being careful, right? It's not like every turn 3 out of 4 of your guys would get hit by 3 attacks of opportunity.6. Escapist: simple question: If you have beat the game, how many times have you wished you had this talent? How many times have you been in a situation where you really, REALLY needed to flee, but were unable to because enemies were too close? I'm not saying you can never be in that situation, I'm just asking how many times.
In my case, one. At level 9.7. Five-Star Diner: I don't really want to bluntly say that it's totally useless, but. If it worked on ALL consumables, it would be something, but as it is right now, just no.8. Guerilla: if you have tried to play a rogue char, you know that this Talent is next to useless. You can take advantage of it when you know there is combat ahead, then you let the rogue guy stay back and sneak while the other guys enter combat.
Then the rogue guy can get some extra damage when he lands the first hit out of stealth, which, obviously, forces him into combat. And that's about it. Now if you're telling me, 'but you can make use of this Talent during combat too'.9.
Mnemonic: I admit, I had this Talent until endgame last playthrough. But at the end of the day, I would still say that, I can go without it. It is the same as 3 extra points in Memory.
Again, 2-3 points in late game don't carry that much meaning anymore. Not to mention, in most fights, you really don't need every single one of your memorized skills. With a bit of management, you can totally forgo 3 memory slots.10. Morning Person: the character gets full HP when resurrected. But even at full HP, without any armor, they can easily be incapacitated. It helps by only resurrecting near the end of the combat phase, but doing that also reduces the overall effectiveness of this Talent.
I don't know, you probably must rely on Resurrection A LOT for this Talent to be somewhat useful.11. Parry Master: I'm not sure about this one. Have you ever done a dedicated 'dodge' build?
I need someone to tell me how useful this one actually is. Me, I was going with a dual-wielding build with this talent, and at some point, I realized my dodge chance was pretty much crap anyway, so I used the mirror to remove it and took something else. Let's say you have 10 Dual Wielding, one other guy has 10 Leadership. That gives you 30% Dodging. Plus 10% from Parry Master, you get 40%. Maybe another 5% or so from equipment.
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You can use Potion of Nimble Tumble to get another 50%, and you would get almost 100% Dodging. But when that value is close to 100, you realize the 10% extra from earlier doesn't matter THAT much anymore. You'd rather exchange it for something else that suddenly seems very attractive NOW. Not to mention, the boost from Leadership is fairly conditional, and the Potion has a duration of 2 turns.12. Stench: the -25 Attitude can certainly be ignored. So there's the 'melee fighters find you less attractive in combat' part. But how much less, exactly?
Personally, I was not willing to put my faith in such a vague factor, and spend one whole Talent point on this one. If I don't get focused by melee guys, I get focused by the archer guys. Is there any fight where NOT half of their team are ranged? I'm not sure. Oh wait - the fights with the Voidwoken worms. You got me there. Unless every squishy guy on your team has this Talent, otherwise, the aforementioned melee guys will just focus on some other squishy guy on your team.13.
Torturer: you get another tick of damage over time. How helpful is that, exactly?
Yeah, you get an extra 400 damage for free, but it comes NEXT turn, and the guy has 8k HP anyway, so.14. Unstable: you deal 50% vitality value as physical damage in a small radius. I suppose if you combine this Talent with Comeback Kid, Picture of Health, dying on purpose a lot, having a ton of HP, and spamming Resurrection. But wait, if you have a lot of HP, it also means it's harder for that character to die repeatedly, so. Actually, I need to try this strat and see for myself. I'll get back to you.15. Walk It Off: this Talent reduces ALL statuses by one turn, positive and negative alike - so again, not a clear advantage here.
But, if you think about it, it is actually less useful than it first seems. Because, you can avoid negative statuses by playing smart. Not all the time, of course, but that is true to some extent. So generally speaking, chances are, you will be buffing your chars more often than having them being debuffed. The NET difference will be negative. It's the other way around for enemies, because in the case of enemies, mostly they will be debuffed by you, rather than having multiple buffs from their teammates. Now if you tell me, this Talent is especially good for this encounter and that encounter.
Then I'd still rather not spend one whole Talent point on this one just to get through those two encounters a bit more easily.Aside from the above, some others like, Leech, What a Rush, Living Armor, they help somewhat, from time to time. Maybe 3 out of 4 fights, they don't do anything. For Leech to do much, you'd need to get HP damage regularly, access to a lot of blood surface, then you'd have to spend APs walking around, consuming blood surfaces, to gain some HP. They don't bring anything exciting to the table in terms of gameplay.
Honestly, take out all of the Talents mentioned above, then the ones that don't work with your build, the rest would include the few must-haves that you would always take, and those that you take when you really don't know what else to take. Considering you can take only 5 Talents, this says a lot.It's definitely not a simple task to make ALL 34 items to be equally valuable. BUT, as it is right now, when you have stuff like Lone Wolf or Savage Sortilege, and stuff like Five-Star Diner, on the SAME table, you can't help but ask 'Hey guys what's with the balance here?' So, this is my take on the Talents. As for, 'Then what do you suggest?' , that is another topic (which someone else has already opened). There is a thread where we can discuss ideas for new Talents, which is great, but an overhaul of the old ones could be a good start too.
(Otherwise, we'd all just opt for the new, suggested Talents cause they're certainly more appealing)In case anyone patient enough to read through all this, and wants to give any opinions, please, by all means. I agree a lot of Talents are not that interesting, and there's a lot of potential for Talents which are interesting and alter playstyles which remains largely unutilized. I agree with most of your points, so I'll just comment on a few.1.
All Skilled UpBigger and Better Yeah, these are less and less interesting the farther you get. Civil points are pretty rare, but it's just not all that interesting to take this even in the early game. Bigger and Better is just a really poor exchange, trading a Talent you get once every 4-5 levels for 2 attribute points you get each level. It should give at least 4 attribute points.5.
Duck Duck Goose I disagree with your assessment. No, it is usually NOT your fault to get caught in AoO range because enemies tend to move to melee range. This Talent is fairly useful for Rogue-type characters to maneuver around enemies without needing to burn a movement skill.10. Morning Person True, this Talent is situational, but it's not completely useless. With the introduction of the Unstable Talent, this can be a tremendously useful Talent in combination. I plan to make a build using it and Unstable in the future.11. Parry Master I am running a dedicated Dodge Rogue now.
Level 13 and I am up to 51% dodge. It makes a big difference against melee attacks. If you take this on a Dwarf as well, it's an immediate 15% Dodge, which is not nothing.12. Stench I heard this works, but it was recently nerfed to be less effective. It was apparently working too well. I have suggested that Larian add the Talent 'Punchable Face' which does the opposite - increasing the tendency of enemies to attack that character, to make a Tank archtype more viable.13.
Torturer I've picked this up on my Pyro/Geo character. It's not like mages have a lot of choices for mage-specific Talents (this is a problem!).
It also has a narrow synergy with Spontaneous Combustion which adds an entire extra tick of damage.14. Unstable I plan to use this Talent in combination with Morning Person to make a sort of Kamikaze 2H Death Knight. If the enemy kills me, I explode and damage them.
If they avoid killing me, I continue to damage them. I'll have to see how well it works, but it sounds interesting.15. Walk It Off I agree, buffs in this game already last for so short a turn that I can't see myself willing to take this. A lot of negative statuses can be blocked by certain skills anyway. I have suggested that Larian add a new Talent 'Sensitivity', which is the opposite of Walk it Off - Increasing the duration of all status effects, both positive and negative by one turn. That I would take to make buffs more useful, even with the added downside of negative status effects.Here is the current thread for, and inside there is a link to the new talent suggestion thread from Early Access.
There are lots of potential ideas out there.Re: The Usefulness of Talents - A Closer Look12/10/17 05:12 AM 12/10/17 05:12 AMJoined: Sep 2017Posts: 387. Parry Master I am running a dedicated Dodge Rogue now.
Level 13 and I am up to 51% dodge. It makes a big difference against melee attacks. If you take this on a Dwarf as well, it's an immediate 15% Dodge, which is not nothingI thought about it, and realized it's not like you'd spam Potion of Nimble Tumble every single encounter.
If the 50%-60% range is that easy to achieve, then I suppose Parry Master is alright.As for the Unstable/kamikaze build, I tried it out for a bit. It's easy to see that for this strat to shine, you can't build like a true tank, cause no one would focus you, and you'd never die. So I think if you bump your HP to a.just right. amount, and equip only low level gear,.maybe. it'll work.
It doesn't work with Comeback Kid like I thought, because Comeback Kid does prevent you from actually dying, rather than resurrecting you instantly. I tested this on the Red Prince, and let only him enter combat, with 15k HP. It actually took quite a while for him to go down, but the Unstable damage is pretty good. I'm not entirely sure what the enemies' focus would be like when they see a bare naked guy with a truckload of HP going with a bunch of squishies. If they do focus more heavily on the guy, then this strat might be ok. Could be this strat works best when your team has only two guys, so the enemies would have fewer targets to focus. This is one of those times when you wish Provoke were not blocked by armor.
The suggested 'Punchable Face' would work nicely with this strat too. There was seriously a point where I wanted to do that since I was getting frustrated from some bad decisions while using Glass Cannon and my gear no longer warranted keeping Alexander's robe so I lost out on a ton of fire resist.My train of thought was: 'Instead of spending time figuring out how to keep myself alive and doing dps, I could just deliberately kill myself and abuse resurrection mechanics and it would be a lot lazier than trying to keep Fane alive and just as effective. 'I was also too lazy to use resist pots since I would have to use AP during the battle and it wouldn't stop them from CCing me anyways. Executioner only procs once per round The Pawn is much more valuable.Yeah, i realized that a little late on my 2h so i respect into another one, thought it was bugged because tool-tip SAY NOTHING about being procs once per round. And that is so stupid that make the whole talents completely useless piece of garbage just like taunt skill.Does larian had staff change or what? Did some of them never use head before hand?Re: The Usefulness of Talents - A Closer Look12/10/17 08:36 AM 12/10/17 08:36 AMJoined: Jan 2014Posts: 251.
Executioner only procs once per round The Pawn is much more valuable.Yeah, i realized that a little late on my 2h so i respect into another one, thought it was bugged because tool-tip SAY NOTHING about being procs once per round. And that is so stupid that make the whole talents completely useless piece of garbage just like taunt skill.Does larian had staff change or what? I find Executioner just fine: The 2 AP gain is alright. I got this Talent on both of my mages, Fane and Lohse, and it worked really well.
I mean, considering the fact that mages deal crazy AOE damage, the 2 AP gain is really nice. For example, you spend 3/4 APs to use Laser Ray, right? Which deals a lot of damage. If you take down someone, you get 2 APs back, so with 3 APs, you can follow up with Epidemic of Fire, which also takes 3 APs, and also deals a lot of damage. That's not nothing. In the case of Air/Water schools, aside from the damage, you also cause stun/frozen with chained Air/Water spells as well. Closed Circuit costs 2 APs, and that spell alone makes a huge difference.
Repeated procs of this Talent per turn would be too op, actually. I'd say you gain more with this Talent when it's on casters, rather than fighters. Talents, schmalents.
Useless, every single one of them.(Except Lone Wolf).Just pop green tea + apotheosis, adrenaline rush and spam all your tier 3 source spells at the cost of 1AP and 0SP per, and have a nice day & watch as your foes disintegrate before your eyes without even having your 2nd-up character take their turn. Fight goes into round 2 and everything is on cooldown? No problem - just Skin Graft, adrenaline rush and repeat the process. Everything should be dead 3 times over at this point.
Even Tactician bosses.Seriously though, I was going to address your post but Stabbey pretty much mentioned all the same things I was going to say. But also seriously, the above strategy works and will usually yield a 1-round fight in almost any scenario once the tea is available and you're level 5 Poly.Edit:Nice forum avatar BTW. I find Executioner just fine: The 2 AP gain is alright. I got this Talent on both of my mages, Fane and Lohse, and it worked really well. I mean, considering the fact that mages deal crazy AOE damage, the 2 AP gain is really nice. For example, you spend 3/4 APs to use Laser Ray, right? Which deals a lot of damage.
If you take down someone, you get 2 APs back, so with 3 APs, you can follow up with Epidemic of Fire, which also takes 3 APs, and also deals a lot of damage. That's not nothing.
In the case of Air/Water schools, aside from the damage, you also cause stun/frozen with chained Air/Water spells as well. Closed Circuit costs 2 APs, and that spell alone makes a huge difference. Repeated procs of this Talent per turn would be too op, actually. I'd say you gain more with this Talent when it's on casters, rather than fighters.And it used to proc multiple times.
And it was SO FUN.But yeah, you're right.
Get the Teleportation Gloves Shortly after arriving in Fort Joy, you can find a man named Gawin lurking around a large fire on the West side of town. Whether or not you help him is unimportant, it's the item he speaks of. Teleportation Gloves!They are found along a beach to the West of the town. There are 3 Crocodiles here.
Kill them and loot the surrounding area for several items, one of which will be the Gloves of Teleportation.These gloves are extremely powerful early on, as they give you access to a full version of the spell. In combat, it's a useful skill for moving enemies around the battlefield, dropping them into fire or bringing mages closer to your fighters.Out of combat it's even better.
It allows you to traverse gaps that you can't walk across. You can move objects back and forth, and even teleport traps completely out of your way.Give A Little, Save A Lot A rarely brought up part of bartering in Divinity is the option to gift an item to the merchant. I know, that sounds crazy, but there are many good rewards for doing it!When at a merchant that you like, or expect to do lots of business with, start gifting them items.
You can do this by selling them items, without actually balancing out the gold. The more valuable the items you give them, the higher their attitude will be towards you. Although this costs money in the short term, long term you'll be able to sell them stuff at a much higher price and when their stock refills, you can buy from them at a cheaper rate! This is hard early on, due to limited resources, but as time goes on make sure to offer up a few items to your favorite merchants. Getting their attitude up will earn you a lot of money in the long run and is well worth the few hundred gold it'll cost early on.Summoning Magic is Good.Very Good There are no bad skills in Divinity.
Each has a use, sometimes several, but Summoning Magic reigns supreme when it comes to combat.The reason for this, is that the Incarnate skill summons an ally for you, based on the surface it was summoned from. See some fire?
Conjure up a Fire Incarnate! Poison puddles all over? Summon a Poison Incarnate.The element isn't the powerful part though, it's the additional numbers it adds to the fight. Divinity OS 2 is designed and primarily balanced around there being 4 combatants on your team. Introducing more allies will increase your odds of survival by huge margins. The Incarnates make great distractions, are surprisingly powerful and last for several turns. Even if someone only has level 1 Summoning, it's still wise to give them the ability to create Incarnates, their power cannot be stated enough.Crime Pays There is no polite way to put it, but it's never been a better time to be a criminal in Divinity: Original Sin 2.Stealing, pickpocketing and even killing those who are rich can lead to your party being very well off both in gear and finances.
You can then take these newly acquired goods to your favorite merchant like we mentioned above, and make a fortune selling them.Of course, there are repercussions for this kind of behavior. Constantly stealing from people will quickly raise their suspicions of you and you'll begin getting called out by NPCs and Guards.
Killing NPCs can also be dangerous, because other NPCs may find the body and alert the guards, or see you while you're doing the deed. Greed is good, but too much can get you into a lot of trouble.Different Races Have Varying Reactions This isn't something directly stated to you, but implied. Depending on the character you are talking to, the race of your character will matter.Entire quests will come to a halt if you are the wrong race, or never begin in the first place. Anytime you meet an NPC who seems dodgy or evasive, try talking to them as a different party member and see what they say.Switching to a different character also allows you to speak to the NPC all over. Each character gets to have their own interaction, so if you get shut out of dialogue with one person, you can switch to another and try an alternate line of questioning to see if there was another option.Mix and Match Skills and Abilities Traditionally, RPG games reward you the most if you stick to one talent tree. You'd often pick just Magic and only that, commit to it fully and become a Grand Wizard of immense power by the end of your game.Divinity: Original Sin 2 instead rewards diversity. This doesn't mean you should level up every skill, but it pays off to divvy your points around between 2 or even 3 different combat abilities.
For instance, having a Hydrosophist who can also use Aerotheurge and Summoning is a powerful combination. A Scoundrel who can access Warfare and Necromancy can be near impossible to kill, and Polymorph fits into almost any build with it's strange and unusual skills.You Can Never Have Too Many Hydrosophists The Hydrosophist ability tree has several useful spells in it, but none more useful than. It's the primary healing spell and it's going to be your main source of survival for a very long time.Damage is plentiful is Divinity: OS2, so having several ways to heal is going to be crucial if you want to succeed. Also, since Regeneration has a fairly long cooldown in combat, having two characters that have access to it will make your life much easier.As if healing wasn't great, also douses you with water, removing flames!Pet Pal is Basically Mandatory Technically, it's not. However, if you don't take the Pet Pal then you'll be missing out on a lot of dialogue and several quests.This doesn't mean you need it on your main character of course.
Ifan, a companion has it by default and you can always pick it up later on someone else if you don't use him. There are so many instances where you can speak to animals for quests and other goodies, that adventuring without it just won't feel the same.Always Carry a Bedroll Early in the game you come across the Bedroll item. You can get several of them on the boat you start with. Up!The Bedroll may be the single best item in the game. When out of combat, it allows you to fully heal your party at no cost. So long as you have a single Bedroll in your inventory, you can heal the entire party, anywhere you are. It's far faster than standing around, constantly casting Regeneration on everyone.Crafting Is Awesome It takes time to build up, but the Crafting system is very useful.
Cooking in particular is a hidden wonder that you can often overlook while playing.Food has several perks that can go a long way in combat. Firstly, most food heals a percentage of your health, so that it's useful throughout the entire game, unlock potions that heal a flat amount. Food also gives many other bonuses, like stats or resistances.
Food is also very plentiful, so it's easy to stock up an entire party with several options to consume in battle. It's a great way to even the playing field, or get that extra stat point boost to help you through a particularly tough boss fight.Multiplayer At first glance, Multiplayer can seem a tad confusing. There are two ways to go about it.First, there's the server browser. From the main menu you can select Multiplayer, which will bring up a list of lobbies. This method is for starting a campaign. Anyone who joins will then be able to make a character, and journey with you from the very beginning.Once you have a game going, it's not necessary to use this anymore. Simple load up your game, open the main menu in-game then select Connectivity Menu.
From here, you can just select who can join and invite people. People who join through this method will be assigned one of your current party members.Crime Pays, But Only Once Being a thief is a quick way to get rich. Whether you're stealing off a shelf, or right out of someone's pocket, you're always sure to turn a profit.The downside? If you get caught stealing off a shelf or table, then the guards will be alerted and the NPC will likely become hostile towards you. If you're caught pickpocketing, the person will notice their items missing and question you if you stick around for too long. It should be noted that you can only Pickpocket someone once!
How much you steal is determined by your skill level, but no matter what level you are, you can only steal from them once.Moral of the story? If you plan to steal items, do it fast and make a hasty exit before anyone gets suspicious!You Get a Free Stat Rebuild As we mentioned on our comprehensive page, you will get a free character rebuild at the beginning of Act 3.This happens while you're still on the boat. Below decks is a mirror and if you speak to it, it lets you completely redo your character but lets you keep all the levels you've obtained. This means, that if you made a bad decision, or use party members with overlapping skills, you can rebuild them to better fit your team.Certain Races get Unique Skills It's barely touched upon in the game, but the different races have hidden talents beyond what is listed.For example, the Lizard race can dig holes without using a shovel and the Skeleton race can pick locks using their boney fingers. Elves can eat body parts, which is well known, but what the game doesn't tell you is that they also can learn skills while eating body parts!Dwarves and Humans get the short end of the stick and sadly have no extra special hidden perks.Bless is a Very Picky Spell Several hours into the game you will unlock the spell. It's a strange one and at first it might not seem particularly useful.Bless has several applications, but most of them are secretive. Below are some applications of the bless spell:.
Removing Curse from an Object - Some objects, like levers and switches are cursed. You can usually tell because there will be a black fog on or around them. Bless the object to remove the curse and make the item safe.
Cleansing Hellfire - Some creatures will have a debuff on them called Hellfire. This is a form of fire that normal water can't extinguish. Try casting Bless on them and sometimes the fire will go out. Other times you'll need the character to be standing in a puddle of blood, and Blessing the blood will cure them. Clear the Ground/Turn Water into Healing Ponds - If there are cursed surfaces on the ground, using Bless will cleanse them.
Alternatively, you can Bless a normal surface of water and turn it into a pond that heals you every time you step into it.Chicken Claw is Secretly the Best Attack There are a lot of useful status effects in Divinity. Knockdowns and Stuns for instance are powerful spells that buy you time in combat to deal with a scary situation.however, is a true treat. Once an enemy has no Physical Armor, you can use Chicken Claw on them to turn them into a chicken! This makes them very easy to hit and causes them to miss several rounds of combat. What's better, is that it works on a lot of bosses who are immune or resistant to other status effects.Set Traps With Barrels You know those barrels you are usually avoiding in combat? Well, a high strength character can actually pick them up and carry them around!If you find a tough fight that you're struggling with, run around the area and grab a few barrels.
Set up a giant trap, then lure your enemies into it and blow up the barrels, causing massive amounts of damage. Virtually everything in Divinity can be moved with enough Strength, so remember to experiment!Elements Can Trigger Different Effects Off Each Other This is something you'll learn fairly early, but the game doesn't do a great job of highlighting it.