![]() There's also more DoTs and resistance debuffs enemies can apply to you on top of a 20% damage buff they give to allies. One of the scariest skills is the new Necro turn skip, Ophidian Glare which enemies get early on. It also makes the game bit harder because enemies get lv13+ skills in Fort Joy already. So I recommended Odins mods as they let you play specs you never could and they're fun while the broken stuff gets a slight nerf. Vanilla is balanced for a new player but once you get used to how the game works and how easy it is to cheese anything you realize the issue. Same scenario if you can't counter the current enemy resistances by having a diverse group.įights can be cheesed into oblivion with death wish precast then stealth + sneak spam. If you wanna create some different kind of build just because you want and it's fun to you then you'll most likely feel underpowered.įor example if you wanna solo as a hydro/aero (or play this mix for anything) you will resort to cheese methods a lot which is really not fun based on how much you value an unmodded game. Vanilla forces you to run a certain comp/meta to bypass things the game throws at you. What you're saying is very much true but you also listed the issue with the current system. It’s powerful, definitely more than other physical builds, but it doesn’t get there until later game and even then requires other skills to really shine. Originally posted by Chaoslink:Eh, Necro is just a source spam meme. Even if enemies have 50% resistance, if I’m hitting 5 of them I’m dealing 250% damage. Physical is going to put up higher single-target numbers, but overall magic outdamages it no contest. Both Aero and Hydro are unparalleled for CC. Right now, Pyro is pretty much king for raw damage and Geo holds the single hardest hitting spell in the game. Most magic schools also have methods of reducing enemy resistance as well and most enemies aren’t resistant to everything, meaning you can just bypass it by having multiple elements at your disposal. If you’re in a fight against ten enemies, a boss and all the adds, your physical character might be able to deal some massive hits against the boss, but numerically the mages are putting up much bigger numbers by hitting 4-5 of the adds simultaneously, even if 50% of their damage is mitigated by resistance. Sure, enemies have 50% or more resistance later on, but if it wasn’t so high there would be no reason to ever use physical. Magic is all about area damage and focusing the enemy as a whole. Each type has its pros and cons and every team should have access to both types of damage to make use of them. People put waaaay too much focus on magical resistances. Elemental ranger builds are very strong and can jump between a physical or magic focus at will.īeyond that, magic damage is pretty much top dog. Rangers are crazy powerful, but their strongest build is actually a magic focused one. The Quick Questions and Looking for Group Threads exist for a reason, use them.Eh, Necro is just a source spam meme. >!This is spoilery!< to get This is spoilery Submissions should relate to Divinity Original Sin or other works of Larian Studios.ĭo not put spoilers in the title of your post and mark your posts. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit. Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions fight foes in turn-based combat explore an open world and interact with everything and everyone you see. Welcome To The Divinity: Original Sin Subreddit! Looking for a Group to play with? Try this thread || Discussion Overview
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |