Posted January 26, 2015
Greetings, all!
I'm new to Divinity: Original Sin. I've not left Cyseal yet. I plan to start over with a new party (go, go multiplayer!) with each of us playing on Hard using the Source Difficulty mod. We plan to play a duo of Wizards (Fire/Earth primarily and Air/Water primarily). Using companions is uncertain yet.
-=SKILL QUESTIONS=-
-How important is Charisma? It seems useful only in rock paper scissors and lowering shop prices. Charisma seems most useful early game for shop discounts, but generally 'meh' afterward.
-How important is Bartering? It seems like a short-term, early-game skill like Charisma.
-How important are Crafting and Blacksmithing? I generally avoid complicated item creation systems in games - which Crafting and Blacksmithing seem to be - but was considering making a companion a 'craft slave.' That is, he focuses all his points into Crafting and Blacksmithing and generally stays at home base when I don't need an item made.
-How important is Lucky Charm? I like the notion of getting better loot from chests. I also like being more powerful and character optimization in general.
-How important is Loremaster? It seems super useful at first, but I can pay to identify items and I can probably easily guess my foes' elemental resistances. Overall, with enough prior RPG experience, Lpremaster feels like a 'pass on it.'
-How important is maxing a school of magic that's important to me? For example, Geomancy (Earth magic) has Earthquake as its highest level ability, one that requires Geomancer5 to access. If I disregard Earthquake, how important is it to max Geomancy?
-How important are Bodybuilding and Willpower? The author of the Source Difficulty Mod recommends maxing these on my characters, but if I'm primarily in back with summons, ranged weapons, buffs, and crowd control, do I truly need more than one point in each? If so, how much?
-How important is Telekinesis? This seems like a talent for the explosive barrel-minded, and for those who enjoy making barricades and messing around.
-=SPELL QUESTIONS=-
I understand general spell tactics: Preferably, start each fight with high initiative, high AP, buffed, and with summons (plural). During fights, contain foes and use the environment to my advantage.
With that said, what spells do you especially recommend I take or avoid? (I have my proposed builds at the bottom.)
And, again, ¡avoid spoilers!
-=TALENT QUESTIONS=-
-How important is Leech for a dual mage setup?
-How important is Pet Pal? It seems... amusing. Like Telekinesis, it also seems totally optional but fun for those who use it well.
-How helpful is Elemental Affinity? It seems only slightly helpful due to the Fire/Earth and Air/Water combo.
-If I pick up Lone Wolf after level 1, do I retroactively get the bonus points?
-Do you believe the talent Glass Cannon usually makes the game too easy? Why?
-=MISC QUESTIONS=-
-How important are fear and curse immunity? The Bolt talent and Spiritual trait give fear immunity and the Forgiving trait gives curse immunity.
-= | | BUILD: SCORCHED EARTH WIZARD (FIRE/EARTH PRIMARY, WITCHCRAFT SECONDARY) | | =-
-=ATTRIBUTES=-
Starting Attribute Array
5 STR
5 DEX
8 INT
5 CON
8 SPD
5 PER
Attributes to Boost
-INT to 13 as soon as practical.
-Add SPD, CON, and PER to taste.
-=SKILLS=-
Staring Skills
-Flare (Fire)
-Midnight Oil (Earth)
-Summon Spider (Earth)
Skills to Get: Earth (Level Requirement)
-Boulder Bash (L4)
-Earth Shield (L7)
-Magical Poison Arrow (L7)
-Summon Wolf (L10)
-Summon Bloodswarm (L13)
-Nature's Curse (L16)
-Summon Earth Elemental (L16)
Skills to Get: Fire (Level Requirement)
-WILDFIRE! (L1)
-Summon Fire Elemental (L4)
-Fire Shield (L10)
-Purifying Fire (L10)
-Infectious Flame (L16)
-Meteor Shower (L18)
-Lava Core (L20)
Skills to Get: Witchcraft (Level Requirement)
-BLOODLETTING! (L1)
-Oath of Desecration (L1)
-DRAIN WILLPOWER! (L10)
-=ABILITIES=-
Starting Abilities
-Bodybuilding 1
-Willpower 1
-Geomancer 1
-Pyrokinetic 1
-Leadership 1
Abilities to Get (Abilities to Get (Assume 43/49 Points Spent)
-Bodybuilding 1 (1 Point)
-Geomancer 4 (10 Points)
-Leadership 4 (10 Points)
-Pyrokinetic 5 (15 Points)
-Willpower 1 (1 Point)
-Witchcraft 3 (6 Points): Drain Willpower seems just that good.
-Aerotheurge? A rank gets me Minor Heal and Teleporation; two ranks gets me Become Air and Invisibility.
-Crafting? I wouldn't need a companion sucking up EXP.
-Hydrosophist? A rank gets me Rain, Minor Heal, and Slow Current/Water of Life.
-=TALENTS=-
Starting Talents
-Far Out Man
-Know-It-All
Talents to Get
-Leech
-Elemental Affinity? Seems kinda meh to me.
-Glass Cannon? I've heard it makes the game too easy.
-Lone Wolf? It's powerful but it prevents companions.
-Pet Pal? It seems like fun.
-Scientist? It can be useful if this character goes the crafting route.
-Weatherproof? It requires Geomancer 5, but it makes this character immune to weather effects.
-=BUILD: COLD, BLUSTERY ARCHMAGE (AIR/COLD/WITCHCRAFT)=-
-=ATTRIBUTES=-
Starting Attribute Array
5 STR
5 DEX
8 INT
5 CON
8 SPD
5 PER
Attributes to Boost
-INT to 13 as soon as practical.
-Add SPD, CON, and PER to taste.
-=SKILLS=-
Staring Skills
--BLOODLETTING! (Witch)
-Minor Heal (Water)
-Teleporation (Air)
Skills to Get: Air (Level Requirement)
-Blitz Bolt (L1)
-Become Air (L4)
-Lightning Strike (L7)
-INVISIBILITY! (L7)
-Feather Drop (L10)
-Air Shield (L10)
-Summon Air Elemental (L13)
-Chain Lightning (L16)
Skills to Get: Fire (Level Requirement)
-Flare (L1)
-WILDFIRE! (L1)
-Summon Fire Elemental (L4)? This requires more points, but lets me summon something sooner.
Skills to Get: Water (Level Requirement)
-Rain (L1)
-Piercing Ice Shard (L7)
-Summon Ice Elemental (L7)
-Strong Regenerate (L7)
-Cleansing Water (L10)
-Ice Wall (L10)
-Mass Slow (L16)
-Winterblast (L16)
-Hail Attack (L18)
Skills to Get: Witchcraft (Level Requirement)
-Oath of Desecration (L1)
-Summon Undead Warrior (L7)
-DRAIN WILLPOWER! (L10)
-Summon Super Skeleton (L10)
-Soulsap (L16)
-=ABILITIES=-
Starting Abilities
-Aerotheurge 1
-Hydrosophist 1
-Leadership 1
-Willpower 1
-Witchcraft 1
Abilities to Get (Assume 48/49 Points Spent)
-Aerotheurge 4 (10 Points)
-Bodybuilding 1 (1 Point)
-Hydrosophist 5 (15 Points)
-Leadership 4 (10 Points)
-Pyrokinetic 1 (1 Point)
-Willpower 1 (1 Point)
-Witchcraft 4 (10 Points)
-=TALENTS=-
Starting Talents
-Far Out Man
-Know-It-All
Talents to Get
-Leech
-All Skilled Up? +2 Ability Points gets me more of my abilities sooner.
-Bigger and Better? +1 Attribute Point is a bonus to CON, INT, or SPD.
-Elemental Affinity? Seems kinda meh to me.
-Glass Cannon? I've heard it makes the game too easy.
-Lone Wolf? It's powerful but it prevents companions.
-Pet Pal? It seems like fun.
I'm new to Divinity: Original Sin. I've not left Cyseal yet. I plan to start over with a new party (go, go multiplayer!) with each of us playing on Hard using the Source Difficulty mod. We plan to play a duo of Wizards (Fire/Earth primarily and Air/Water primarily). Using companions is uncertain yet.
-=SKILL QUESTIONS=-
-How important is Charisma? It seems useful only in rock paper scissors and lowering shop prices. Charisma seems most useful early game for shop discounts, but generally 'meh' afterward.
-How important is Bartering? It seems like a short-term, early-game skill like Charisma.
-How important are Crafting and Blacksmithing? I generally avoid complicated item creation systems in games - which Crafting and Blacksmithing seem to be - but was considering making a companion a 'craft slave.' That is, he focuses all his points into Crafting and Blacksmithing and generally stays at home base when I don't need an item made.
-How important is Lucky Charm? I like the notion of getting better loot from chests. I also like being more powerful and character optimization in general.
-How important is Loremaster? It seems super useful at first, but I can pay to identify items and I can probably easily guess my foes' elemental resistances. Overall, with enough prior RPG experience, Lpremaster feels like a 'pass on it.'
-How important is maxing a school of magic that's important to me? For example, Geomancy (Earth magic) has Earthquake as its highest level ability, one that requires Geomancer5 to access. If I disregard Earthquake, how important is it to max Geomancy?
-How important are Bodybuilding and Willpower? The author of the Source Difficulty Mod recommends maxing these on my characters, but if I'm primarily in back with summons, ranged weapons, buffs, and crowd control, do I truly need more than one point in each? If so, how much?
-How important is Telekinesis? This seems like a talent for the explosive barrel-minded, and for those who enjoy making barricades and messing around.
-=SPELL QUESTIONS=-
I understand general spell tactics: Preferably, start each fight with high initiative, high AP, buffed, and with summons (plural). During fights, contain foes and use the environment to my advantage.
With that said, what spells do you especially recommend I take or avoid? (I have my proposed builds at the bottom.)
And, again, ¡avoid spoilers!
-=TALENT QUESTIONS=-
-How important is Leech for a dual mage setup?
-How important is Pet Pal? It seems... amusing. Like Telekinesis, it also seems totally optional but fun for those who use it well.
-How helpful is Elemental Affinity? It seems only slightly helpful due to the Fire/Earth and Air/Water combo.
-If I pick up Lone Wolf after level 1, do I retroactively get the bonus points?
-Do you believe the talent Glass Cannon usually makes the game too easy? Why?
-=MISC QUESTIONS=-
-How important are fear and curse immunity? The Bolt talent and Spiritual trait give fear immunity and the Forgiving trait gives curse immunity.
-= | | BUILD: SCORCHED EARTH WIZARD (FIRE/EARTH PRIMARY, WITCHCRAFT SECONDARY) | | =-
-=ATTRIBUTES=-
Starting Attribute Array
5 STR
5 DEX
8 INT
5 CON
8 SPD
5 PER
Attributes to Boost
-INT to 13 as soon as practical.
-Add SPD, CON, and PER to taste.
-=SKILLS=-
Staring Skills
-Flare (Fire)
-Midnight Oil (Earth)
-Summon Spider (Earth)
Skills to Get: Earth (Level Requirement)
-Boulder Bash (L4)
-Earth Shield (L7)
-Magical Poison Arrow (L7)
-Summon Wolf (L10)
-Summon Bloodswarm (L13)
-Nature's Curse (L16)
-Summon Earth Elemental (L16)
Skills to Get: Fire (Level Requirement)
-WILDFIRE! (L1)
-Summon Fire Elemental (L4)
-Fire Shield (L10)
-Purifying Fire (L10)
-Infectious Flame (L16)
-Meteor Shower (L18)
-Lava Core (L20)
Skills to Get: Witchcraft (Level Requirement)
-BLOODLETTING! (L1)
-Oath of Desecration (L1)
-DRAIN WILLPOWER! (L10)
-=ABILITIES=-
Starting Abilities
-Bodybuilding 1
-Willpower 1
-Geomancer 1
-Pyrokinetic 1
-Leadership 1
Abilities to Get (Abilities to Get (Assume 43/49 Points Spent)
-Bodybuilding 1 (1 Point)
-Geomancer 4 (10 Points)
-Leadership 4 (10 Points)
-Pyrokinetic 5 (15 Points)
-Willpower 1 (1 Point)
-Witchcraft 3 (6 Points): Drain Willpower seems just that good.
-Aerotheurge? A rank gets me Minor Heal and Teleporation; two ranks gets me Become Air and Invisibility.
-Crafting? I wouldn't need a companion sucking up EXP.
-Hydrosophist? A rank gets me Rain, Minor Heal, and Slow Current/Water of Life.
-=TALENTS=-
Starting Talents
-Far Out Man
-Know-It-All
Talents to Get
-Leech
-Elemental Affinity? Seems kinda meh to me.
-Glass Cannon? I've heard it makes the game too easy.
-Lone Wolf? It's powerful but it prevents companions.
-Pet Pal? It seems like fun.
-Scientist? It can be useful if this character goes the crafting route.
-Weatherproof? It requires Geomancer 5, but it makes this character immune to weather effects.
-=BUILD: COLD, BLUSTERY ARCHMAGE (AIR/COLD/WITCHCRAFT)=-
-=ATTRIBUTES=-
Starting Attribute Array
5 STR
5 DEX
8 INT
5 CON
8 SPD
5 PER
Attributes to Boost
-INT to 13 as soon as practical.
-Add SPD, CON, and PER to taste.
-=SKILLS=-
Staring Skills
--BLOODLETTING! (Witch)
-Minor Heal (Water)
-Teleporation (Air)
Skills to Get: Air (Level Requirement)
-Blitz Bolt (L1)
-Become Air (L4)
-Lightning Strike (L7)
-INVISIBILITY! (L7)
-Feather Drop (L10)
-Air Shield (L10)
-Summon Air Elemental (L13)
-Chain Lightning (L16)
Skills to Get: Fire (Level Requirement)
-Flare (L1)
-WILDFIRE! (L1)
-Summon Fire Elemental (L4)? This requires more points, but lets me summon something sooner.
Skills to Get: Water (Level Requirement)
-Rain (L1)
-Piercing Ice Shard (L7)
-Summon Ice Elemental (L7)
-Strong Regenerate (L7)
-Cleansing Water (L10)
-Ice Wall (L10)
-Mass Slow (L16)
-Winterblast (L16)
-Hail Attack (L18)
Skills to Get: Witchcraft (Level Requirement)
-Oath of Desecration (L1)
-Summon Undead Warrior (L7)
-DRAIN WILLPOWER! (L10)
-Summon Super Skeleton (L10)
-Soulsap (L16)
-=ABILITIES=-
Starting Abilities
-Aerotheurge 1
-Hydrosophist 1
-Leadership 1
-Willpower 1
-Witchcraft 1
Abilities to Get (Assume 48/49 Points Spent)
-Aerotheurge 4 (10 Points)
-Bodybuilding 1 (1 Point)
-Hydrosophist 5 (15 Points)
-Leadership 4 (10 Points)
-Pyrokinetic 1 (1 Point)
-Willpower 1 (1 Point)
-Witchcraft 4 (10 Points)
-=TALENTS=-
Starting Talents
-Far Out Man
-Know-It-All
Talents to Get
-Leech
-All Skilled Up? +2 Ability Points gets me more of my abilities sooner.
-Bigger and Better? +1 Attribute Point is a bonus to CON, INT, or SPD.
-Elemental Affinity? Seems kinda meh to me.
-Glass Cannon? I've heard it makes the game too easy.
-Lone Wolf? It's powerful but it prevents companions.
-Pet Pal? It seems like fun.
Post edited January 26, 2015 by Endarire