![]() ![]() ![]() If there’s an equivalent mod for each, it’s best to disable it since the Gift Bags function as “official” versions of the mods. Then there’s the Combat Randomiser which grants special statuses to one or more enemies, changing the flow of the battle entirely.Ĭheck out the full list of features below. This means casting Infusion spells on all summons instead of just the Incarnate. The latest Gift Bag is “Order and Magic” and includes Pet Power for making the Summoning class and its spells stronger. Keep in mind that enabling them will overwrite your current save so make a back-up. ![]() These are essentially features that can be enabled from the in-game menu and change the way the game plays. My round is first, so I use Tactical Retreat to get high ground to get more damage, I use, say, Ricochet on three guys and cast Haste on a friend or Encourage.While it’s currently busy developing Baldur’s Gate 3, Larian Studios is finding the time to bring even more Gift Bags to Divinity: Original Sin 2. Originally posted by Mikaelion:So let's say I've gotten into a fight. I thank, thee, oh Divine One, for showing me that there indeed is telepathy and psykinetic powers among as humans. Oh and I actually am quite the tactician, hence I wouldn't be playing with 3 man group on Honour-mode, but hey, it's good to know you know how I play the game based on a hypotetical situation that many might run into when playing the game. Sure, if I would have known where the enemies spawn, I wouldn't have needed to use the Tactical Retreat early on to get out of the their burst-damage, but if I'm running my first run, I can't know.Ĭould you please, -please- elaborate to me once again how useless the cat-summon is, because frankly, I'm not getting it. That's highly complicated, I know.Īnd that's just one situation. Now, I could keep that summon-cat in my spellbook OR I could swap it to some other buff or damage dealing ability or whatever, but since I don't have any "must have" skills/spells, what's the point? The cat saved my life and with what, two AP worth of actions.? Wow. I jump to another platform that is high ground with the cat, swap myself with it, the cat is now surrounded and the enemy doesn't have anymore movement skills/spells and I'm highground and get my bonus damage. So I Fortify myself or Frost armor myself or some other buff OR simply damage them, summon the cat, BOOM! It's the cats turn right after mine. I can teleport one of them away, but that still leaves two to deal with. I'm not a Summoner so I can't summon a minion to help me out, my friend is fighting enemies somewhere further. Now I'm in the middle of them, three guys and my Tactical Retreat is on cooldown and I'm about to die the next turn. My round is first, so I use Tactical Retreat to get high ground to get more damage, I use, say, Ricochet on three guys and cast Haste on a friend or Encourage.Īfter that round, I was the first one to act, the enemies swarm over me with their own utility/movement skills, such as Backslash or Polymorph Fly or Phoenix Dive. It's more limiting and more costly option than other teleportation spells. Summoning cat requires 2 AP and it will act right after you, so in many cases you can't just hit all the enemies that got close to you with aoe spell without worrying about getting hit yourself, so you will have less options to do something. Summons act rigth AFTER you in the round you summon them and in next rounds they act depending on their Wits (which is mostly low for all summons). Spells that i mentioned earlier cost 1 AP and ignore opportunity which allows you to move out of the danger and THEN also cast some aoe spell to mess with the group of guys who came close to you (hitting them with slow or any other CC that you have available without worrying about getting hit byt hat also). Oh, mate, do you really wanna go there? Because from what i can grasp about your tactics from your post, tactician you ain't.Ĭomplicated mean that it requires unnecessary actions and costs which makes it a less viable option. "Tactically complicated", yea I suppose that's true it requires thought. There are though PLENTY of other spells that you can use to escape from danger (tactical retreat and cloak and dagger comes to mind). If you mean specifically spell Teleport, then yes, you can't. Yea, I have teleport, but I can't teleport myself away from danger, now can I? ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |