![]() ![]() I'm currently doing a run where I use only Dimensional Bolt for damage (it's hell, and definitely weaker than a summoning build). I don't look up builds, instead just doing something weird on my own, i.e. You and the people who say a party like 4 summoners is bad and me and the people who say it's good probably get our differences from how we want to play the game. It feels even weirder that people say that because there are broken builds, a build that isn't broken yet can be used to beat the game on Tactician isn't good.īy OP's standards, a 4 summoner party is both simple and good, because a) you first need to spend points only on Summoning, after that it's whatever, and during fights you just summon an incarnate and buff it up, thus simple b) I've repeated this many times, but this party build can be used to beat the game on Tactician difficulty with ease. It feels odd to me when people say a build isn't good yet you still can beat the game in Tactician with it with ease. ![]() It's amazing what you can do with teleport, you can control the battlefield. I am deep into the game with 4 summoners and never yet struggled in a fight. ![]() Thing is it is a good idea because it works, especially if you spawn them in the element your enemy's is weakest. The 1 summoning incarnates do as good a job mucking up AI pathfinding and target prioritization as a 10 summoning summon. If you want the flavor of 4 summoners, I'd suggest making characters who have other actual roles (ie archer) and just give them the bare minimum to summon an incarnate (1 summoning) and only have 1 guy who actually pushes summoning as a primary skill. 4 summoners will have a pretty low damage output unless you're using mods that make summons and summoners more powerful. Summons are more useful for bodyblocking the AI and acting as meat shields than actual damage output sources (though they do a bit of damage). Summons don't do the best damage and with 4 of them you'll have a lot of trouble with pathfinding. Originally posted by Fat Cup Of Piss:4 summoners doesn't sound like a good idea. I made a video of clearing the final fight with this build without directly attacking anything: Īnd a shorter video of beating up the Clay Sentinels at Stonegarden Graveyard: Sometimes enemies would simply stop attacking because they were expecting to get hurt if they attacked. Tentacle Lash and Bouncing ShieldĪll encounters were stupid easy. After these, just add any decent damage-dealing skills, i.e. Death Wish + Thick of the Fight to boost Unstable explosion's damage Shield, Fortify, Deflective Barrier + Bone Cage to boost physical armour, then Reactive Armour, preferably after casting Shackles of Pain on someone Retribution, Shackles of Pain + Deflective Barrier for passive damage dealing whenever an enemy attacks you Two important talents were Unstable and Picture of Health, then Opportunist. Dump attribute points first on the one that boosts your weapon's damage, then on Constitution. You can try all sorts of fun things, and they can still be viable in Tactician difficulty.Įasiest run I've done is two Lone Wolf characters with max Warfare, Retribution, and some Necromancer and Geomancer. Sure, there are better ways to deal damage faster, but Divinity: Original Sin 2 isn't just about making the most optimal build for damage. What are you guys talking about, I cleared the game on Tactician with four Summoners and it was the second easiest run I have done. ![]()
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