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by side-speccing into Geomancer (which has the added benefit of producing flammable surfaces for Pyromancer skills to ignite). So some source of buffing physical armour will be useful, e.g. That way you can focus entirely on Int instead of trying to split between that and Str, and still stay on the front line meleeing away.ġ) Since you won't be doing physical damage with the Warfare skills or basic attacks anymore you'll need to rely on other options/characters to strip away physical armour to let the Warfare skills' status effects (especially the 2 Knockdowns) come into play.Ģ) Since you won't be doing physical damage with the Warfare skills or basic attacks anymore, you won't want/need to put any more points in Warfare than you need to unlock the skills you want to use from it - you won't be getting any damage boost from Warfare itself anymore.ģ) Int gear gives limited physical armour, which makes you prone to knockdowns and cripples when you go into melee (and with a staff you can't use a shield to help with that). You can still use all the Warfare skills with a staff, but they'll take on the staff's damage type and the skills will scale with Int instead of Str. One option if you want to keep Pyromancer - probably not the most minmaxed one mind you - is to switch weapon types to a (fire) staff and forget about Str entirely. Scoundrel - Less tanky, no heal super high damage dealerĪlso I would avoid summoner as you kind of need to invest quite a lot of points into the stat if you are going it. Hydro - Tanky, AOE heal, ground ice stuff damage dealer Can still do excelent damage as well but you probably want to go 1 handed for the shield throw skill as you are stacking armor on them. Stack as much armor on them as you can, buff your magic armor with spells and have aoe heals. You can also throw in a few of the ice spells in that affect ground water so they have some extra CC. Again there are a lot of good tanking buff spells, Frost Armor and such, and you have the option of putting mass heals on the character for your whole team. You can also go into hydrosophyist if you want more a more magicy build. You can still do good damage, the character pretty self reliant and is tanky. The first is going necro, as most of the spells are physical damage and there are a lot of great heals. Asides from scoundrel there are two other great options and it really depends on what you want to achieve with the character. I've found in general you really want to keep you characters only focusing one damage type, so I would avoid magic on him if I were you.
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I'm no expert on Necromancy, or more accurately I know diddly squat about how to use it effectively. I know many will swear by the efficacy of Medusa Head and Spider Legs too. I don't think Cjamelion Cloak is of that much use for a 2H Prince, but If you did give Prince the Scoundrel point then he could get Rupture too. Poly works very well with rogues becasue of the ever popular Rupture + Chicken Claw combo and Chamelion Cloak. I think the other two adds to look at I guess are Necromancy and Polymorphism.
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The Pawn means he can move 1AP's worth of movement (and often get in the face of any nearby enemy melee) for free meaning he will very frequently get two attacks for the turn when he would otherwise only get one for moving at all. Very useful for weeding out those pesky archers on high ground.
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Taking Cloak & Dagger to supplement Pheonix Dive plus for example The Pawn talent (as opposed to Executioner) is going to massively increase Prince's ability to get in the face of the target of your choice instantly for the cost of a single AP or frequntly no AP cost at all. I found a key issue with Prince was mobility and the requirement get to get in the face of an enemy before dispatching it often taking several AP in movement. Both of these are going to frequently result in an enemy being dead one turn earlier than would otherwise be the case. I think a point in Scoundrel gives you Adrenaline and Cloak & Dagger. The job is a simple one bascially - hit like truck. That adds up to a whole lot of damage output mid-game onwards, especially with the Warfare special attacks. Every point you put into anything else subtracts 5% DPS from him, including Memory.
Not worth the AP when he can whack something over the head with his 2H weapon for a crap ton of damage instead.ĢH warrior works fine as a straight up physical damage dealer. As you say it scales with Pyro and INT so it never does that much. I bascially forgot about his Fire breath after a while. I played the Prince as a 2H warrior in my game too.