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Divinity: Original Sin 2 - Metamorph Class Guide (Tips & Tricks)

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작성자 Chiquita 작성일25-09-06 10:46 조회3회 댓글0건

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For your first three skills consider Battle Stomp for area damage (it will deal elemental damage if you wield a staff, but will not Knock Down if the target has Physical armor). Take two of the three: Ignition to light enemies aflame, Searing Daggers to create Fire surfaces, and Haste to improve your AP regeneration. You will also have All In if you wield a two-handed weapon, or Staff of Magus ranged attack with an elemental staff. For the first Talent, Torturer will let you inflict Burn status even if enemies have Magical armor, or Opportunist to get free attacks on moving targ


These extra potent talents are useful for making your party more dynamic. It is great when encountering tough battles or when exploring the world of Rivellon with friends. If you are debating on hunting for achievements or trophies, it is still good to review these talents and decide which is more import


Finally, specializing in Pyrokinetics will give the Conjurer the Fire Infusion and Necrofire Infusion Summoning abilities. The Pyrokinetic uses fire and necrofire to damage their enemies. Taking this skill line will make the Conjurer more of an active fighter who is ranged. The best Pyrokinetic abilities to use for the Conjurer are Ignition, Peace of Mind, Bleed Fire, Corpse Explosion, Sabotage, Throw Explosive Trap, Sparkswing, Summon Fire Slug, and Meteor Sho


The base Battlemage during character creation (or if you recruit a companion) is 1 Strength, 1 Intelligence, 1 Constitution, 1 Warfare, 1 Aerotheurge, 1 Persuasion; Battering Ram, Shocking Touch, Blinding Radiance skills and the Comeback Kid Talent. While Air damage is serviceable, you can cause much more destruction by beginning with Fire damage and adding in other elements la


For base skills, Tentacle Lash will be your primary damage attack that can also prevent enemies from using their own abilities. Bullhorns are great for movement more than actual damage. Last, consider either Battle Stomp or Bouncing Shield from Warfare depending on your weaponry. You will also have access to All In when using a two-handed weapon, Shields Up with a shield, Flurry with an off-hand weapon, and Sucker Punch when using a single one-handed weapon. Opportunist is good to stop enemy movement, but also consider Hothead for higher damage out


Worm Tremor - Sends worms out of the ground in an area to attach to every character without magical armor. Deals 50% earth damage to characters initially and 30% poison damage for the two subsequent rounds where they are entang


When wielding a shield, you will make a melee counter-attack. But this only occurs once per turn. Obliviously, this is a fantastic skill for an up close Strength weapon-and-shield fighter. Dagger and shield rogues have the option of taking it, but it is unlikely to score any backstabs as your attacker will probably be facing towards you. Gladiator is even more helpful if you are able to trigger a secondary effect, such as Necromancer life steal or debuffs from your wea


Action Points govern all the actions a character can perform during their turn in Divinity: Original Sin 2 . Maintaining a decent store of AP is important to ensure that players can whip out the techniques they want during their turn without being completely overwhelmed by their opponents . However, despite how well-balanced the SLG game resource management is, there are times when players may feel that the vanilla 6 AP is so low that they can't get anything d


For Talents, go for The Pawn to increase movement, Savage Sortilege for criticals (most of Polymorph are actually spells), and Living Armor for extra protection versus Magic damage. If you are using Gift Bags, consider Indomitable and Gladiator for more defenses. Bigger and Better and All Skilled Up are great for when you have spare Talent poi


Melee attacks deal bonus fire damage to burning enemies, poison to poisoned targets, and physical damage to bleeding targets. This talent is only helpful if someone already has the Torturer talent, as it allows them to bypass enemy armor to apply burning, poisoned, or bleed. In that case, it can be good for melee characters that are backed by Necromancy, Pyrokinetic, or Geomancer. Another aspect to remember is that Intelligence-based fighters can wield staff weapons to deal fire and poison damage in me


The Summoning skill line has many useful abilities that allow the player to have several extra summoned companions. Conjurers have abilities from summoning elemental creatures to charming enemies to fight along the player's side. While this skill line is incredibly useful, alone it will not be eno


As noted before, Strength should be your primary attribute. Every few levels defer a bit to Memory for more skill slots, Wits to improve crit rate and initiative, or Constitution to meet shield requirements. Note that each point in Polymorph will also give an extra attribute point to spend. Warfare will increase your raw Physical attacks. You should also grab whatever combat abilities to meet skill requirements, like Scoundrel and Necroman

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