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Hey, I wanted some opinions on Civil Abilities. Which one do you think are must-have? Which one do you always pick even though they aren't that good?
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Here's my take on them:
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The level of customization possible in Divinity: Original Sin 2 is staggering, whether you want to focus on a smooth-talking teleporter with a ton of skills, an undead soldier who knocks down all enemies, an archer who summons corpses, or nearly anything else you can imagine.
In this guide, we're going to go over four epic Original Sin 2 builds with vastly different focuses, from a stealth assassin to a masochistic necromancer who revels in taking damage. With any of these builds, you could either co-op or even potentially solo your way through the game.
Rogue Assassin Build
With this build, you always want to be positioned behind an enemy for backstabbing and generally avoiding detection. On the attribute side, Finesse is probably a better idea than Strength. Don't discount Wits though, as you get a bonus to initiative and critical chance. For your ability points, you want to put your points into Scoundrel for the critical bonus, and of course Stealth for the sneaking.
On the skills, Adrenaline is a must for getting enough action points to kill with a backstab in one turn. Throwing Knife and Backlash also lets you deal backstab damage, while Chloroform can knock out an enemy at the end of your turn without breaking stealth.
If you go for a secondary ability beyond Scoundrel, oddly enough Polymorphing can be helpful, since it lets you fly around and avoid terrain or remove all negative status effects quickly. The Polymorphing skill Chamelon Cloak gives you two turns of pure invisibility without breaking stealth. Warfare isn't nearly as useful as you'd think, since many of the associated attacks aren't helpful for backstabbing and Scoundrel already gives you a bonus to Finesse-based attacks.
Pros
So long as you pick skills that don't break stealth and you have a weapon that benefits from the high Finesse, you can essentially cheese your way through any combat by staying hidden and then quickly backstabbing or knocking an enemy unconscious before they react. Getting items early that provide teleportation abilities will be a must so you have maximum mobility.
Cons
You will generally have lower armour ratings, since you are focused on staying hidden, meaning that status effects will hit you more often. The game is also a good deal slower and more tense if you are always sneaking and having to pay attention to line-of-sight cones.
Rogue Assassin Build
Solo Masochist Necromancer Build
Put either two points into the Necromancer skill, or one in Necromancer and one in Warfare for the bonus damage. When you level up, place your combat points into Retribution. For your weapon, you probably want a big two-handed weapon that does the most base damage possible with devastating criticals. How to map midi keyboard in fl studio.
From the Necromancer side, you absolutely want the Bloodsucker ability, which lets you heal from the ever-present pools of blood on the ground. You may also want to invest in the Leech talent to automatically heal from blood sources if you aren't going the solo route. Mosquito Swarm is another one that both deals damage and heals. If you are mixing Necromancer and Warfare instead of straight necro, either Crippling Blow or Battle Stomp is the way to go.
Pros
Your idea here is to always be healing yourself while reflecting damage back to the enemy. Every point in Necromancer means you automatically heal damage when you deal it, and each point in Reflection increases the amount of damage you automatically deal back to anyone who hits you. In other words, just walking around getting damaged in combat lets you both kill and heal.
Cons
Windows 8 games folder. With the Necromancer skill, your vitality only heals when dealing damage directly to enemy vitality, so any enemy with high physical / magical armour will prevent you from healing.
It also takes several levels for the bonuses from Necromancer and Retribution to actually hit useful levels (starting at a measly 10% and 5% with only one point each at first level). However, this can be overcome by taking the Lone Wolf talent instead of Leech.
With Lone Wolf, each skill point is effectively doubled, which halves the amount of time for those skills to reach useful levels. Despite the name, Lone Wolf actually lets you bring along one companion in addition to your main character while still retaining all the benefits of the talent.
Necromancer Skills
Paladin Build
Your archetypal holy knight, this build revolves around battlefield control. You should be dealing out decent damage, knocking down opponents for control frequently, and then healing your party when necessary.
Hydrosophist and Warfare should be your ability picks, giving access to healing and armor boosting spells, in addition to the bonus to straight damage. For skills, your starting picks should be Restoration and Armour Of Frost (which removes negative status effects) -- and your Warfare pick should probably be Battle Stomp, since it gives battlefield control and doesn't affect allies like most area effect spells.
On the weapon front, either sword and shield combo or a two handed weapon focus compliment the build.
Pros
The Paladin build is excellent for your main character because it overcomes a lot of the weaknesses of the five other origin companions. While you won't be flinging fireballs and creating poison clouds, you can gain easy battlefield control and ensure the rest of the party doesn't go down in flames. There are a lot of combos you can do with other party members as well by first creating wet conditions using your Hydrosophist abilities and then creating electrified areas.
Cons
Outside of combat the build isn't nearly as useful, since a simple bedroll you can grab directly at the beginning of game in the ship prevents the need for healing items outside of battle. You also won't be the stealthiest.
Building a Custom Paladin
Elemental Mage / Summoner
Taking the Lizard class for this fire build is a decent idea, since you get the Dragon's Blaze bonus ability to breathe fire. However, you may want to go with Undead instead, since they heal damage from poison, and you will frequently be creating poison clouds.
Your attributes should be focused on Intelligence for bonus spell damage and Memory so you have a broad range of spells to use and are never in a situation with all your skills in cool down. For abilities, of course you want Pyrokinetic and Geomancer.
On the skills, Ignition is less useful than you'd think because it does damage around you, which can hit allies and of course set off oil puddles and end up hurting yourself or other friendlies. Fossil Strike pairs well with Searing Daggers to create a fiery battlefield -- and for maximum map controlling damage, don't forget Poison Dart creates a poison cloud.
For a twist, instead of Pyrokinetic, switch over to Summoning but keep Geomancer. Now pick Conjure Incarnate instead of Searing Daggers. If you summon your Incarnate in a poison cloud, he will deal tons of poison damage to your enemies for you, essentially acting as a bonus free companion.
Pros
AoE is the name of the game here, as you set large swathes of the battlefield on fire or fill it with poisonous vapors. Dual-wielding elemental wands is a great idea so you can deal bonus damage to fleeing enemies who are on fire or poisoned. Even when you aren't hitting, you will still be dealing damage due to everything being on fire.
Cons
It's incredibly easy to end up damaging your own team here with all the area fire and poison effects, and you don't have much of anything in the way of healing or physical armour.
Undead Wizard
These are the four best Divinity: Original Sin 2 builds we've had the most luck with playing through the campaign and dominating in combat. What's your favorite build, and what combos would you recommend for getting through different acts of the game?
Divinity Original Sin 2 Best Civil Abilities
If you're looking for more tips on this huge fantasy game, be sure to checl out our full list of Divinity: Original Sin 2 guides to get the most out of your roleplay.
Divinity: Original Sin 2 is one of the best co-op RPGs to come out in recent years, allowing up to 4 players to play together any way they want. However, if you prefer flying solo, you can do that too, because the game offers a Lone Wolf talent for you to use with your character!
The Lone Wolf talent doesn't restrict you to just one character in your party, and you'll be able to have at most one other companion with you. But bear in mind that a party of two will need to employ a very different set of tactics than a party of four will.
If you know you want to play a Lone Wolf character, some builds will be better than others. In this Divinity Original Sin 2 guide, we'll go over the best build for lone wolfing the game. I hope you like Summoning!
Best Race for a Lone Wolf Build
If you want to go it alone, your best race options are Human and Elf. And I'd personally recommend creating a custom character, since Dome of Protection is an excellent skill to have.
Namaz ka tarika in hindi. Humans get +2 Initiative -- and though Lone Wolf forces you to run with a smaller party, their Encourage skill does affect summons.
Elves, on the other hand, get Cannibalize and Flesh Sacrifice. Cannibalize isn't especially helpful for Lone Wolves, but Flesh Sacrifice is a great racial skill that will net you more AP to work with in combat. You may not get much benefit from the damage boost, though.
If you've read our Divinity 2 character creation guide, you know that Elves can also acquire a few skills for free without having to use any skill points -- so if you want to get an edge in the early game that will help you wander the lonesome road, Elf will probably be the way to go.
Best Attributes for a Lone Wolf Build
To start off with your loner character, you're going to want 14 Constitution and 12 Wits. These will be your most important attributes for the rest of the game.
Constitution is obviously important for not dying, but Wits provides Initiative -- a vital stat for Tactician mode. As the initial combat round will shape the flow of the fight, you'll want to go first whenever possible. 12 Constitution should be enough to start out with if you want to throw a few points elsewhere, but you'll want to bump it up to 14 pretty early on.
Divinity Original Sin 2 Best Civil Abilities Reddit
The rest of your attribute points should be spent as you need them either to fulfill stat requirements or to support any other skills you decide to pick up. Note that your summons do not scale with Intelligence -- they only care about their summoner's level and Summoning skill.
Best Abilities for a Lone Wolf Build
As you probably already know, the classes don't really mean anything -- so there's no 'best class' for the Lone Wolf player if you customize your abilities, skills, and talents out of the class presets. You could pick any class you wanted, then change it all to fit this build.
With that in mind, the best ability for a Lone Wolf to focus on is Summoning. You want to get 10 points into Summoning as soon as possible -- which is incredibly easy, since every point you invest into a Combat Ability is doubled by the Lone Wolf talent.
Not only will most of your skills scale directly off of your Summoning ability, butyour Conjure Incarnate skill will also call forth a menacing Colossal Incarnate at Summoning 10 -- and it's superior in every way to the old one.
Realistically, you'll want your Summoning ability to be as high as possible, but you're also going to need to branch out a bit. You'll absolutely want 2 points in Necromancy, in order to learn the Raise Bone Widow skill -- it's a very powerful summon that scales with your Summoning ability, despite being a Necromancy skill.
Divinity Original Sin 2 Civil Abilities
You'll also want to pick up at least one Tier 2 Infusion skill, which will require 2 points in their respective elemental ability.
You can also invest some points into the Leadership skill, as the aura also benefits your summoned creatures.
The Civil Abilities you choose to focus on is pretty much up to you, but Lucky Charm is always a good choice.
Best Skills for a Lone Wolf Build
Since you'll be starting the game with only the Summoning ability, your starting skill choices are very easy: Conjure Incarnate, Elemental Totem, and Farsight Infusion.
After that, you'll obviously want to keep focusing on Summoning skills, and you'll want to focus on crowd control and support, as your summons represent the bulk of your damage. Aerotheurge and Hydrosophist are great for both.
Best Talents for a Lone Wolf Build
Obviously, your starting talent is going to be Lone Wolf -- and to be honest, you don't really need any other talents besides that one because Summoners aren't particularly talent-hungry.
The only other necessary talent you'll take will be All Skilled Up at level 3, as it'll get you that much closer to having 10 points in Summoning.
After that, it's pretty much up to you and what skills you branch out into.
Best Companions for a Lone Wolf Build
Regardless of who your companion is, they want to get the Lone Wolf talent as soon as possible. If it's another player, they can take it when they create their character. Otherwise, your companion will have to wait until level 3.
As for the rest of your companion's build, they're probably best off just mirroring you as a Summoner and investing points into whatever optional Combat and Civil Abilities you don't have.
If you (or the other player) decides to take the character in another direction, they might want to focus on crowd control, tanking, and support, with a few points in Leadership.
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If you have any suggestions for the build (or your own best Lone Wolf builds), I'd love to hear them -- so leave a comment below! But before you dive back into the game, check out the rest of our Divinity: Original Sin 2 guides for more tips and tricks:
By GameSpot Staff on
Top Skills
It's easy to get by with your party's base skills and abilities in your early runnings with Divinity: Original Sin II. However, as you progress, the need to acquire more powerful skills becomes paramount to your survival. For better or worse, there are a multitude to choose from. From the fiery devastation of Dragon's Blaze to the rogue-buffing Assassinate, there's something for everybody. But with so many skills to experiment with, it's not always easy to tell which skills are the best for you. To help acquaint you with the most effective skills in the game, we've compiled 12 of what we believe to be the best.
Are there any skills that you highly recommend that you don't see here? Let us know in the comments below.
For more about the acclaimed RPG, be sure to read our Divinity: Original Sin II review. The game is out now for PC, but it's been in Steam Early Access for almost a year. It's the sequel to our 2014 PC Game of the Year, Divinity: Original Sin, and it netted over $2 million from 40,000 fans on Kickstarter. It features over 1,200 characters, all of them fully voice-acted.
For more on how to better play Divinity: Original Sin II, check out our roundup of glass guides, tips, and walkthroughs.
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Here I am just going to be comparing Divinity Original Sin 1 to Divinity Original Sin 2. In Divinity 2, I am concerned about two core progression systems: - Civil Abilities - Combat Abilities CIVIL ABILITIES At first glance, I like the goal.. Separating combat power from everything else. Players innately pick combat power over professions in the majority of situations. However, the new system feels like it allows you to have pretty much every Civil Ability across 4 characters. You don't have to sacrifice anything. In my opinion, this decision is very weak. If you had 15 different Civil Abilities, I might feel differently. I realize that with the game releasing in 1 month, making large changes is difficult, so I wonder if there are easier ways to drive up competition between choices.. If professions were global, for example, you wouldn't be able to have every character specialize in a different Civil Ability. In addition, it would clarify the fact that all characters indirectly gain the benefits of the other professions through Magic Pockets. COMBAT ABILITIES My biggest concern with the changes here is that it seems like the new system is over-rewarding multi-class characters. From what I can tell, if I put 2 points into Hydrosophist, I have access to all hydrosophist skills. At this point, it is in my best interest to spread my points out into other trees. It doesn't feel very exciting to put lots of points into Hydrosophist because it doesn't provide new skills for me to play with. Maybe this is just a limitation of the beta? Anyhow, that's pretty much it. I really like a lot of the other design changes, but I hope that some of these issues will be tweaked. Comments are closed.
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