
Yes, I know that under certain circumstances Pyroclastic Eruption can OHKO but I've done the virtually the same thing over the course of one turn with Pyro spells and no pre-buffing, no pre-teleporting.

You can even heal yourself from the Pyro damage you deal if survivability is a concern. The strongest build is heavy Pyro/Geo with an emphasis on +crit and +crit damage. Might take a few extra turns to properly finish everything off, but you’ll pretty much be the only team taking actions. From chicken claw to any of the scoundrel effects to even mage stuff, you don’t really build for damage.ĭo this team right, and you’ll have every battle under your control as a guaranteed win in just one or two turns. The rogue wouldn’t attack too often, instead controlling battlefield surfaces using grenades, spells and all that stuff while looking for opportunities to get in and apply their CC wherever possible. If the battle is more dangerous, the rogue can cast Worm Tremor with Torturer to root a group of enemies in place, then drop their offhand weapon to toss an ambidextrous smoke grenade on that same group, effectively hard CCing them through their armor. This makes the mage’s first turn be focused entirely on blowing their load all over the enemy, paying back the rogue’s sacrificed AP and more. This character would be a wits build for going first and in most fights would just set up elemental affinity and haste the mages. With this team, your rogue sets up by going first. My ideal party is a Elementalist Ranger, two Aero/Hydro or Pyro/Geo mages of some form and one rogue support that sets up whichever elemental affinity your mages use. You don’t need source every fight to make them work. However, the Geo and Aero source “ultimates” specifically are great “I win” buttons that can turn a losing fight into a win with one simple cast. I do just fine with mages and don’t often use source spells. ranged attackers are simply better.Īs for source. There’s no penalty for shooting in melee range, there’s high ground buffs for ranged only. Ranged doesn’t have to spend much, if any, AP on movement as they can often attack where they stand.

The game offers pretty much no incentive to play a melee build. Originally posted by Baldurs_Gate_2:Melee is the weakest, really? The game was pretty easy on tactical lone wolf solo tbh.īut how smooth does a mage play? If you have to constantly refill your source points after every fight it becomes tedious (for me at least). Many veteran players won’t use it after level 12-14 or so. Summoning is hard to place in this list at all since it starts out strong and progressively becomes weaker relative to other builds until it’s the weakest skill you can invest (that teaches spells anyway). Aside from that, the damage is just consistently good as long as the target isn’t immune.Īero would follow due to the damage and CC capabilities and Hydro is a natural next choice as they pair together.ĭo note that if I had to make a top 5 list, they’d all be mages.Īfter the mages, archers take the next slot as they’re the strongest weapon based build you can make and probably the single best true hybrid damage build if you stack weapon buffs.Īll melee come last in arguably different orders where the finesse build is generally a tiny bit better than the strength counterpart. Pyro would likely be next in line as mass traps works like the Geo spells above. Necromancer probably comes in as a close second as you can get some pretty crazy numbers using a magic school that doesn’t have any resistances to lower it.
#Divinity original sin 2 talents list plus#
Plus Dust Blast and Poison Spores are mini versions with more limited target counts that can still multiply their damage in the same way.

Pyroclastic Eruption can hit for something like 4K per target and if the targets are stacked up, critically hit and all that you can dish out a single spell that deals something in the realm of 100k or more damage. Geomancer is the one with the single hardest hitting attack, but he about three of them to use.
