Divinity original sin 2 weapons reddit. Looks like loot drop (the spear) becomes a wooden fork.

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Some in act 3 never get divine gear though. • 1 yr. Reply. Warfare is the damage multiplier for necro instead of necro because it’s physical damage but you need 3 necro for skills. Alas, that is no longer the case. It essentially lets you combine the special arrows with any hunstsman skill book to obtain it as a skill. Hi All, New to the game and I am trying to figure out if the legendary item I was using a weapon that gave me 70~77 of damage, got the unique two handed axe from the old magister that has permanent evasive aura and got up to 90~100 damage. n. Eventually you'd want to get Savage sortilage for the sweet Crit chance and stack that bonus. 9 hours in it, I really like this game The next two can be found in Arx. If you want to use every piece of equipment in the game (in case it has the skill bonuses you want), you'll need 14 in Strength for heavy armor, 14 Finesse for leather armor, 14 Intelligence for mage equipment and 14 Constitution for shields. I like a lot of the changes but I have misgivings about several things. But right after I find this lv 15 weapon on my inventory that nearly double my damage. 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. Not every melee weapon can backstab, but every melee class benefits from points into Warfare. depends on how you want to play simply put, obviously two daggers are better than one, for damage; and the shield will give you more defense. 64 finesse = 320% increased damage. 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. You need to find Orivand's Mace and equip it with the rune he also drops on his corpse - this should net you a large increase in damage. Some do. Currently its damage range equates to 289-422. 3. So my crafter combined 2 branches to make a staff that ended up having way more damage than the legendary I had equipped. The crafting system is boring and tedious though imo, and it's way easier just to spend 8000g and buy a legendary/divine weapon from the vendor. 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. With finesse, you traditionally go daggers because they're better. You can have 1h swords that scale off Strength. As best I can calculate, the Fortified proc will give my target about 2% damage reduction. Likely a wand and shield, and likely the one Trader Ovis sells in early act 2. Definitely wand and shield the stat bonus is great and if you’re a mage you’re pretty much using damaging magic abilities already. Switching weapons is best with shields in my experience. Havent tested but im pretty sure u can use a melee finesse build with it, as the skills scale with finesse not intelligence. • 2 yr. If talking about One handed weapons specifically: . The community is for the discussion of Divinity: Original Sin 2 and… 48 strength = 240% increased damage. Poison barrel + weapon + poisoned. Dexterity specific states that it a stat primarily for increasing hit chance with dexterity based weapons (only bows and daggers) and increases defense (not enough to be worth statting for). There really is no way you can do this. Summoner, Grenadier and a retribution tank. The damage types will stack, but you can still only boost a weapon with one type of essence. Theres a mod called Elemental ranger. Any weapons are stat sticks by that point. Examples: Inquisitor with 2 handed weapon and one of the 1 AP skills like Mosquito Swarm or the raise corpse one. However, Scoundrel gets more CC and utility overall. After the witch kills everyone and you wake up, there's random weapons/shields in the chest to the left against the back wall. You get sadist damage on both weapons. One is sold by a merchant in the market district (I think the dwarven smith IIRC), the other can be taken of the cathedral from a side altar. The price goes up with your Level increases too. At level 9 legendary becomes available. But I really don't think it's worth it. If you don't have those options available for whatever reason, you get bust down doors and open chests by beating the shit out of them, but that reduces your weapon's durability significantly faster combat. With a Spear you use one AP for any weapon switch. This strategy is pretty viable since daggers and bows are both physical and scale with Finesse. DOS2: The Spear. Because you'll meet two more sisters at the next 2chapter points in the story, you should be careful to select a very good weapon such as Lohar's Hammer, that is a great weapon to keep throughout Awesome thank you! I was looking to abuse this by adding essences to each of my weapons. Hey Guys, I finally got the Devourer Armor set. For reference, the absolute best 2H you can get early on is actually from Dallis - if you drop her HP below 30% outside the fort she'll drop her Hammer too (you'll struggle to find a better 2H for the next 5 levels). 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. You wash up on an island with no money, no weapons, nothing. It’ll be more common at level 16, when divine gear becomes available. 2. Strength scales with your clubs, swords, and axes because they're brute force weapons. b. However, you CAN base off your warfare on 'Finesse'. Probably because you have points into “two-handed” and none in “1-handed”. The Con and HP boosts give me 355 HP. Intelligence scales with your spells, wands, and staves because magic. In the mid to late game it's useful for crafting runes. 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. In the author's attempt to fix a main gripe about The Tenebrium weapon can't be boosted with anything, so it is what it is. Bank two action points from the previous round so you commence with six on the round where Enraged is cast. 14 is the highest requirement. It'll just overwrite any added elemental damage from Essences and vice versa. We have gotten to the point where we need to break the blood stone with tenebrium weapons. That's what OP means. All weapons are easy to craft, as well as leather armor. Bow + Tormented Soul = add STR and DEX. Hopefully you haven’t done it yet but for stories sake don’t kill him until you’re ready to leave and if you’re like LV 15 or 16 you can get his hammer which by the way is busted for 2H Str build. If you mean a melee based fighter, two hander is better because it gives a higher crit damage with maxed two handed. And there is no penalty other than the damage reduction when dual wielding because youre using 2 weapons instead of 1. Currently sword of holy flame with fire and water damage :) See full list on gamersdecide. Empty potion bottle + Amadouvier = physical armor potion + another potion to make it bigger. Sparks proc on each hit so 2h attack gets 1 proc, dual wielding gets 2. 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. 2h with Lohar hammer, 20% crit OP, but I'd wait till lvl 13. I on the other hand have. An elemental ranger that goes for huntsman first and scoundrel second. With runes accumulating piecemeal you can use a Masterwork Rune on a staff but not a Wand. I'm curious to know who else uses the Divinity Unleashed mod and who prefers it to the vanilla armor system. The first thing to know about any kind of pyro build is that fire damage builds on itself. com We would like to show you a description here but the site won’t allow us. ago. But you can do what you will with those. Just stick with 1 weapon type. You cant get optimum physical and magic damage simultanously, gotta be one or the other. It's useful if you have other 1 AP skills or need to spend an AP to close to melee range to begin with. Necromancy skills will also life drain normally. Looks like loot drop (the spear) becomes a wooden fork. I need it. Finesse scales with your bows, knives, and spears because they require technique to use efficiently. IIRC the weapon enchants won't apply to wands and some unique weapons. • 5 yr. Melee characters can do the same thing to sneak in a sucker punch on an enemy stripped of armor. The lore, the story, exploration are all the game too. It's a 2H level 6 weapon that has +2 intelligence, + 2 strength , + Necromancy. Also the increased attack range is neat, and very nice on things like Whirlwind. It is, I think meant to be a role play thing. - Use Enrage if crit' chance is too low. So I've read a few guides and am currently in this same situation. Hothead = 10% Critical chance. 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. This means, going from Bow to your daggers will cost 2 AP (1 for each dagger). Clicking it will automatically replace your daggers, meaning you can change in combat at a cost of 1AP. Bow+ 2nd bowstring = Boosted bow (like using a bladed weapon on anvil for damage boost. I can't seem to figure out how to make anything useful in D:OS 2…. The only 2 recipes I used was. 20% per level difference. He also sells a unique level 2H weapon that does fire damage and scales with strength, 2 Handed, pyrokinetic and Scoundrel. 27 Strength. You can't use healing spells or potions on him, but throwing down a poison cloud or contamination will act as a healing surface to Undead. It's helpful to use a crafting list like this to see what you may want to pick up. atomic_moose_cheese. armor >>>> health in For a necromancer based character, whatever gives the most crit chance. These can be found at most merchants. Oil barrel+ campfire+ weapon = fire infused. So, everyone knows about Shadow's Eye, but I've never seen another bow The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online 157. But yeah, you can only craft normal items, which are always worse than legendary/epic/uniques. Mega stats, +20% crit chance just up for graps in Arx cathedral. You can get piercing damage on top of any and all weapon attacks by using the gaunlets of the Vulture Armour, though. xBow = 5 AP. There's the new armor system, balance changes to many abilities, talents, stats, but also several bugs. One-handed weapons will do less damage than equivalent 2 handed weapons pretty much always. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online L + Ratio + Cursed + 5 stacks of wet + Struck by Divine Light You'll certainly gain something. Simply bear in mind that your daggers are 1AP each to re-equip. Exactly the same non-crit damage on auto-attacks and skill hits. You will suffer a penalty of +1 AP cost per weapon level above yours, but cannot lower the cost under the base value iirc. Share. The non-Tenebrium can be sharpened for extra base damage, have another elemental (or Tenebrium Five Star Diner with a 75% or greater resistance potion of any kind grants 150% resistance. The slots it gives are just op. I remember using this more than halfway through to act 2 on my Necromancer, as the early stats are just that good. Element Runes are best on Wands or Staffs, just be careful to check enemy resistances with Examine so that you don't buff the Undead unwittingly if they have a 100% resist to poison. It’s an immensely immersive experience that’ll have you hooked for hours on end. 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. 8. Random Divine Rings can have up to 5 wits on them each so 2x. A Burning target has -15% fire resistance, and a Necrofire’d target has -20% fire resistance. Weapons can have charms and enchantments added to them to complement your skills used in combat. Aug 24, 2022 · Divinity: Original Sin 2 is a vast world of fantasy and discovery. There is a talent that lowers grenade and scroll uses by 1 AP if you have nothing in the off-hand. Posting about lone wolf builds is generally useless, as they're stupidly op and break the game by being too easy. A warrior wielding two one handed weapons, like two swords/axes/maces or a combination of such, will We would like to show you a description here but the site won’t allow us. Well even Ranger can use it. And I want it. Any amount of 2-handed weapons and staffs but very few good quality bows. All of these weapons have 20% crit, which is pretty nice. 4. Can't drink stoneskin potions though since they take 50% of your Movement speed away and five star diner doubles this to make you entirely It scales with Int and Warfare. Spark is fire/magic damage. On the ship, after the magister gets hit by a tentacle and you fight the two voidwoken, go up to the ships wheel, one of the dead magisters has a random wand/staff. Dagger's damage is already lower than others weapons so it's better you get dual daggers. All damage dealt by a weapon scales with the attribute associated with a weapon. Where is it? I'm kinda lost. ) Bow + Essence of X = added elemental damage. (Outside the main side entrance opposite docks) There's two that come to mind which are named in act 1. They’re the best when you get in a tight spot or just wanna say f it an go in carelessly. 2Hander has more reach which has a noticeable impact on Whirlwind and opportunity attacks. As you can see warfare is stronger in every category. It depends on how well you balance and match your gear mostly. 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). Sort by: Search Comments. Yeah the fire damage requires the crafting mod from the gift bag to be activated. The Reckoning that drops from beating Dallis at the gates in Fort Joy. So in this case you would focus entirely on the spark damage, which scales off of int and pyro, You only put the minimum required amount of points into strength to use weapons/armor and minimum amount of points into warfare to pick up multi target and movement skills to proc DOS2 Mod. Bow = 4 AP. Besides, once the armor's down, you're going to be CC locking them anyways, which makes the small heals from your irrelevant. 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 The main point of dual wielding is venom coating, or sparks. If memory serve, you can't upgrade them on the whetstone wheel (unlike regular weapons) and some end game bosses heal from tenebrium damage. . Without Lone Wolf and with Lone Wolf. Fane has synergy with Geomancy and with Necromancy, as these provide ways for him to heal while dealing damage. And 1h swords that scale off Finesse without replacing the existing 1h str swords. So in total 425% increased damage, then he crits every swing so triple the damage. For example a caster with ambidextrous dropping his shield to burst some 1 AP scrolls. For the weapon durability, I believe they just put that in there to encourage finding keys or lock picking. You can use All-In to strip physical armor and then use the mosquito swarm to proc bleed. So you scrape together what you can. 3 years old, but worth mentioning. This is the usual order I max my combat abilities. Related Divinity: Original Sin Role-playing video game Gaming forward back r/BG3Builds Subreddit dedicated to the creation, sharing, and helping others with their character or party builds for Baldur's Gate 3 by Larian Studios 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… Piercing as a weapon modifier is not part of the randomised pool and there are no runes for it, either. 229K subscribers in the DivinityOriginalSin community. Btw, warfare gives physical damage bonus that stacks, so any bonuses from warfare will apply to your necro skills as well, and necro gets bonkers in damage The point for crossbows is the crit damage boost from the skill, it becomes far superior in damage in mid to late game with high crit chance. But quickly learned you can only have two different elements on each weapon. The latter can be offset with Savage Sortilege, and the former isn't even a th We would like to show you a description here but the site won’t allow us. Pretty interesting weapon as it can basically turn your warrior into pyromancer and switching weapons costs only 1ap. It's a two handed finesse weapon. I have been looking up online for the best build/skills to have but They're definitely worth it from a $$ point of view. 20 two handed = 100% increased damage & critical damage. 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… A few of the bosses inside of Fort Joy had good 2 Handers. If it's a unique that already came with an element, adding tenebrium doesn't replace it but adds another line on it which you can then also replace with an element of your choice. in short. 10% per level beyond 1, actually. Random Divine gloves can have up to 7% crit late game. Level 8. 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. Amazing for the early game. 12 dual wielding = 60% increased damage. I’d recommend maxing warfare first before dipping into the 1 or 2 Personally, i don't use tenebrium weapons. TL;DR- Weapon level > yours = accuracy penalty. If you go finese, you can even switch back and forth between bow and spear without a loss of stats (Warden Build). Check out this guide by Lost Sinner. One can be found by defeating a certain captain fighting a friendly NPC paladin. In general it is useless for armours and weapons but you should be crafting potions, grenades, and scrolls and possibly food in Fort Joy and early Reapers Coast. Skills like Decaying Touch and Mosquito Swarm can still be very useful for their utility (decay, self heal) as are We would like to show you a description here but the site won’t allow us. Then there are builds where you split between damage attribute and wits, the best one is of course 2Hand warrior leveling twohander first. Sadist gives extra bleeding/poison/fire damage to bleeding/poisoned/burning enemies. Although in general, 1 handed weapons are going to do significantly less damage, since it’s a trade off for the beefiness you get from a shield + shield skills. Here's two 2H warrior builds. AFAIK you can only scale off a single stat in the editor. Nails +shoes= immune to slipping. When I played through D:OS EE, crafting weapons/armor was a good way to get gear. And most gear that increases two handed or warfare is strength based and will give you a plus to your strength. In my experience, Beast is the only character that will react to Lohar’s death. Empty potion bottle + whisperweed = magical armor potion + another potion to make it bigger. Later, some will even sell Uniques and Divines. Will be more difficult in the beginning until you have a decent stock of grenades and scrolls, but by mid-game it could come into its own. 9 warfare. Depending on what quality of Weapon, unique, legendary, epic you'll need between two to four of them. Way back in the original edition of the game the soulforged weapons could get up to three rune slots on them, which is pretty broken as that’s a straight +9 to a stat with masterwork runes. This build is for 4 members party, but you can easily reach the cap faster with Lone Wolf. Get utilities like 1 Scoundrel for Adrenaline, 2 Poly for Chicken,Tentacle,Bull,Spider & 2 Aero for teleport/swap or 1 Pyro for haste/peace of mind etc. Firstly, spell damage scales off level rather than weapon. 2H or Necro. Random Divine Boots can have up to 5 wits (5% crit (. The "ambidextrous" talent is intended for just such a thing. It's not like the poison heals are giving them extra armor. Yet when you go into the game, your warfare skills and any melee weapons you pick are based on your 'Strength' skill. Dual wielding has more survivability because of the Dual Wielding dodge boost. The spear is in an odd place as far as weapons go. Late game: dual wield, either two wands or other unique weapons. Strength states that it is the primary stat for hit chance with Strength based weapons (all other weapons). Dropping the shield is free and if you have already taken some hits you do not lose any armor. Generally no. Maybe hothead. A necro warrior also maxes warfare and gets 3 necro at least but most I see on others they have higher 14 votes, 11 comments. :) I'm interested in bows and crossbows escpecially. Yeah, you can find stuff over your lv a lot. The point of 2 handed weapons is that having less defense is not relevant when everything dies in two hits. So this is the second play through im doing with my wife and we are double caster. Ill_Ad2122. One you kill the magister confronting the paladin he drops a 2h. All three are pretty bad builds, but if that is your kind of things. 9 hours in it, I really like this game 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. Elegant-Decision. Tip: Weapon damage on a staff only affects Staff of Magus. 2Hander does more crit damage because of the Two-Hander ability crit damage boost. There are some great divine and unique daggers and 2h weapons you find near end game. After a bit of experimentation I've found that Just watch as he devours the spirits and you’re done. I recommend Sin Tee's builds. xoPhat. Don't think about it. In the character creation you can see that Inquisitor's warfare skill are based on 'Intelligence' and he/she is holding a melee 2 handed warhammer. Healing you for half the damage you would take normally. If you want to dual wield wands (or any weapon really) with a combo of +summoning and +int, that will also work, just make sure your gear will keep you alive without a shield. They’re also more of an Easter egg to the first Original Sin where the soulforged objects and people were more relevant. The power of warfare lies in the damage formula. 6. 20% for 1 level base. Now the one time you want weapon skills over non-weapon skills is if you are doing a 2 Handed warrior focused on damage/ crit, and your crit chance is either over 80% or you are using enrage. 1. In for Joy there's tons of things. Just make sure not to use more than one essence on a weapon. And as your post is mainly about, speccing into 2 different attributes for 2 separate weapons means that whatever weapon you're currently using, the other stat is currently useless essentially. With 2 weapons of same level, an offhand adds 50% damage. Branch + bow string (strong sinew x2) = Bow. If you go from Daggers to Bow, justs costs 1 AP (because you are equipping the Bow). Necro 2 hander is a strong build, your Necro damage skills will have respectable damage thanks to Warfare but nothing too crazy. Basically, two-handed will do significantly more damage, I believe it's something like 50% increase. However if its just for fun, you can certainly make No to intelligence, but it is affected by the elemental school level of the wielder (air damage is increased with higher levels in Aerothurge). Don't think you can remove it, but you'll replace the weapon soon enough, and it's an overall benefit in the end. You have to keep your thief hidden at the start of the Dream fight, then make your way over to Malady when Generally, whatever gives you +summoning, and a shield. Also, doesn't the tenebrium skill only allow you to equip stronger tenebrium weapon, meaning it's kinda useless for crafters anyway? 4. Necromancer is the strongest build in the game, for a number of reasons. However the legendary staff had more stats that I really liked as it gave her way more action points to play with. 22. You can get weapons through random loot, through Boss-drops Switching weapons takes AP, which is inefficient if you have to switch in combat, so generally it's something you want to avoid if possible. Equally as important as fighting. I always see fishing poles lying around and they say "2-3 physical damage, scales with Sometimes I would switch weapons even to change damage types. Drag the bow to your hotbar. 17 warfare = 85% increased damage. Random Divine Belts can have up to 4% critical chance. Not to mention that because polymorph scales with strength, it 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… In classic you could acquire calamity during the consulate. Sometimes yeah. Sort by: w3nch. Melee weapons should be Masterwork for the power gain to damage. There is no need to use a particular type of weapon with a class. Basically you'll be default attacking more than regular attacks after your CC is done. You’ll find yourself focused on combat strategy or laughing out loud at goofy moments in game. For Necromancers they can go 3 Necro then 10 warfare since Necro skill doesn't increase necro skill damages. The community is for the discussion of Divinity: Original Sin 2 and other games by Larian Studios Members Online 157. At this point, I guess any weapons that give bonuses like int or other skills would work. Stuck DOS 1 need tenebrium weapon. The shield gives you good protection and an extra attack, if you want. There are tons more but those are the basics. The weapon damage fomula, slightly simplified, looks like this: Damage = Weapon Damage * (1 + Warfare Bonus) * (1 + Attribute Bonus + Weapon 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. So fire damage on a sword would scale with STR, but fire damage on a dagger would scale with finesse. These could be Swords, Bowes, Staffs, Axes, Maces, Shovels, Rods, Sticks and almost anything you can wield. Your STR based weapon skills will be your main source of damage. Especially with gift bags on for the sadist talent. The latter is called the Falone Scythe and this is the best weapon in the whole game for 2h. What you could do is add an extra item that is a sword that scales off dex which inherits from 1h sword, and add that to loot tables. Staffs are recommended - since you get an extra skill - staff if Magnus, plus you can use some man-at-arms skills - battering ram (to reposition), Helping Hand (helps with knocked down allies), melee power stance - extra damage. This can be buffed with things like Demon or Ice King. To account for this, enemies have resistances to magic damage and spells can't crit by default. The reason for this is that weapon switching mid combat costs 1 AP per weapon. there's a reason you level sometimes in conversations or just wandering around. The problem is though we can’t wield any of the tenebrium weapons for sale (not nearly close enough to meet stat requirements) can’t Mar 13, 2024 · Weapons in Divinity: Original Sin II are used to improve damage dealt to enemies. 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. Talents needed is elemental affinity and savage sortilege. Sword+board has a different role than a pure archer, the archer is mostly raw DPS while the sword+board is sort of jack-of-all-trades, usually a tank, controller, and some DPS. mz ki uy bh of af tc dj wt vc