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Heroes Community > Other Games Exist Too > Thread: Divinity: Original Sin
Thread: Divinity: Original Sin This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted January 14, 2016 05:13 PM

Guide was a bit pushed back by me giving in to temptation and playing some divinity instead. Busy making important screenshots, so not a total waste.

Got a shiny? But the guide is still unfinished!!
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 14, 2016 05:19 PM

It doesn't have to be finished. Sometimes the effort is all that matters
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We reached to the stars and everything is now ours

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 14, 2016 06:06 PM

Well-deserved shiny
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 17, 2016 07:12 PM
Edited by Galaad at 19:14, 17 Jan 2016.

The_Polyglot said:
Notable skills: Haste, Walk in Shadows, Adrenaline, Winged Feet, Cloak and Dagger

Quote:
the Adept-level skills are a bad joke

Uh,

What about Eye Gouge, blinding an enemy for 3 turns, Become Air, halving all physical damage for 2 turns, and Daggers Dawn, inflicting fairly good damage just in one hit?

Honestly I would add Trip to the list of Novice skills, especially coupled with Bully Talent... I don't know, I'm in Hiberheim now and I use these all the time, + the ones you mention ofc.
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted January 17, 2016 09:02 PM

Blinded is a joke status, it has no notable effects, Become Air is a once-per-combat emergency skill that is only necessary if you vastly overextended yourself in which case it's a better idea to flee, Daggers Drawn costs more AP than a dual-wielding hit yet is comparable damage-wise, trip has lousy-ass range.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 18, 2016 04:49 AM
Edited by Galaad at 12:11, 23 Jan 2016.

Actually I should have noted Adrenaline was the one skill I didn't use before I read you recommend it, and now I get what you mean.
I think I just played less straight-forward (and less efficient)*, but even if those skills are not that good, they made me win the fights.

*EDIT> Will come back on this after I'm done with this playthrough.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 21, 2016 02:53 PM

Having fun with Crafting but struggling a bit for some recipes, what is needed to boost attributes to gear?
I know there is Tormented soul for weapons, but if I want ie to give + initiative or movement to armor or + int or speed to robe?
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted January 21, 2016 05:13 PM

Searchable and sortable recipes are available at the CRAFTING 102 link. As for +INT XOR +Speed to robes, that's Cloth Scraps + magic Needle and Thread, +movement to armor is Cup of Oil XOR Anvil + armor. I don't think +initiative bonus is possible for armor, you'll have to check.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 22, 2016 08:22 PM

Thanks, a few other quick questions. My crafting char has 7 crafting, should I keep up or is it enough? He also has 5 blacksmithing, same question.

Is it also worth it to invest in Tenebrium skill if I don't need extra advanced Tenebrium weapons? Tenebrium dual wielding wands does not seem to ask for much and neither does the crafted daggers so I am wondering if I should put points here. Only my crafting char has 3 on it, the other 1.
Also, sorry if I missed it in the crafting guides but for what use is Shadow Essence?
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted January 22, 2016 08:28 PM
Edited by The_Polyglot at 20:29, 22 Jan 2016.

Level 5 crafting is the maximum, you won't benefit from a higher score, ditto with blacksmithing. Tenebrium 1 is enough for all non-crafter chars, I recommend the crafter to have 3, to be able to add tenebrium damage willy-nilly to everything. Shadow Essence (née Void Essence) is for sneaking bonus on armor, tenebrium resist on shields.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 22, 2016 08:31 PM

Ok thanks exactly what I needed to know.
Yes I have 7 in crafting because of a +2 extra (one from scientist and one from gear probably).
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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 22, 2016 09:28 PM

Quote:
Level 5 crafting is the maximum, you won't benefit from a higher score

Is it so? I remember that the higher your crafting level, the better stuff you can make. Though, the changes may be not noticeable for some enchantments.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted January 22, 2016 09:30 PM

Yep, you can craft stuff at lower levels, but at 5 you get a bonus. Values above 5 don't get you bigger bonuses. They simply don't matter.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted January 22, 2016 09:32 PM

Have you tried to craft with 8 points?

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted January 22, 2016 09:32 PM

I checked the wiki.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 24, 2016 01:21 PM

I found the Weresheep! He was no match and killed him early round 3 with almost 0 HP loss. A bit disappointed by the reward though, my current crafted gear is better.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 24, 2016 07:49 PM bonus applied by OmegaDestroyer on 14 Mar 2016.
Edited by Galaad at 22:07, 24 Jan 2016.

Tactician mode completed, and I highly recommend it to anyone who likes this type of games.

Here's a screen of my end party, dual lone wolf Rogue/Dualwander mage. Not the most OP possible built (and I know and agree Bigger and Better or All Skilled up are in the end, not recommended) but lategame was reeaaal easy with this configuration so I guess if you meticulously follow Poly's advices you just break havoc all around you everytime. Unlike him, I did use A FEW potions as well as some resurrects but not too much, although was not needed at all in lategame: past level 15-16 this combo is VERY powerful.



During my first playthrough I went with Fighter/Mage and had a four member party, henchmen being Rogue (Wolfgraff) and Ranger (Balsam Summerfire). While Master level spells are indeed ridiculously OP and Fighters very powerful tanks and Man-At-Arms is a school that truly rocks, I really got charmed by the Rogue/Dualwander combo.

Rogues lead to creative gameplay, and that is why it makes them so fun to play! While I relied a lot on grenades early game from mid game until the end I really enjoyed a lot the skills which I find totally awesome for most of them. The ones I used the most were Trip, especially coupled with Bully, sure it has lousy range but it will happen more than once than enemies get close to you (and you need close range to backstab anyway), then keep in mind Bully gives you double damage against knocked down enemy so if backstab (which always crit) enemy is dead in one turn and if good Speed you still have enough APS to do more moves, even without having to use the awesome Adrenaline. Adrenaline borrows 50% of APS from next turn but you will start next turn with 75% less, so is very good if you use it either at the end of a fight so you won't even get to next turn, either if you strategically plan to rely on a res and that's just one more enemy down (good against enemies dealing strong damage, such as Death Knights). Blind came in handy to me, especially when surrounded. I mean the skill makes the enemy SKIP TURNS. Typical situation: you are surrounded by three enemies and they all deal good damage (huge sword wielders and the likes), trip + blind = two out of three rendered useless for a couple of turns, so needless to say you save non negligible amount of HP here. Cloak and Dagger is probably one of the best skills, as you just teleport behind enemy then backstab mercilessly. Daggers Drawn actually I used quite a lot, I didn't do the maths to check but it seems that when you use it while backstabbing it is totally worth it, since the critic damage is doubled(!), if then you Adrenaline + remaining backstab you finish off about any enemy, the damage is huge. Shadow Step is the only Master level skill I used, and was quite situational, nice if you just want to deal good damage in the middle of a crowd but then come back so you're not exposed to the almost ten other enemies around that will just jump at your throat otherwise. Finally Lacerate and Precise Incision are particularly useful if you can't backstab, as sometimes enemies got their back covered (be it by another enemy, a chair, a ward, or any object or a wall), weakening or inflicting bleeding in the same time. Walk in Shadows  is especially handy outside combat, for bypassing sentinels IE, then pull the lever and the way is safe. Winged feet is a skill I used a lot early game when I had close to no elemental resistance so I could comfortably walk in the burning surfaces I made to backstab in the mist of smoke, but I dropped it in favor of Adrenaline mid-late game, since I didn't have much need for it anymore.
I really hesitated to pick the pinpoint talent, but in the end perfect accuracy is not mandatory and grenades, while tremendously useful early game (oil + ooze + fire, or frost or stun or charm w.e, smokescreen is nice too so shooters loose APS to have you back in their sight) are not that needed anymore after a certain point, at the limit would be worth it to take it early and respec later.

Dual-Wander Mage, thanks to Poly for hinting me on this one, if I'm not mistaken came with the Enhanced Edition and oh man this is fun, and deadly. With high speed you can hit 4 times a turn (+ high level wand have around 20% chance to blind, petrify, curse, weaken etc + chance to critic is upped), and if you got wands for all elements, just equip shortly before battle the ones according the enemies resistance, they will hate you for it! Only tedious thing is you gotta repair almost after every battle, unless you get unbreakable ones, as they use pretty fast. As Poly advises in his excellent guide, I made Speed a top priority and maxed Dual Wielding as well and Wand ASAP, to finally start slowly investing on Intelligence from mid till late game to improve offence rating and spells. In the end I had Geo 1, Hydro 2 and Aero 1. Geo to Bless my backstabber and summon Spiders () (Avatar of Poison pretty handy in the Luculla desert too), Hydro for Rain, then later on Water of Life and Mass Slow (though barely used that one), and honestly I took Aero almost exclusively for Teleport, this spell is so much win! You! You're too close! Go away! KAZAM! While it is true a dualwander is mainly a ranged char and does not aim for spells, again the game can be quite situational and imo sometimes is a better move to cast something than just do a little extra damage more.
So in the end, I was pretty invincible, even the Death Knights feared me.

Still, I had a few challenging fights, and the most challenging probably was King Borreas. There is this trick Poly told me that while a char is speaking to an enemy before engaging the fight the other one can weaken the terrain, but even with this, allowing me to destroy a Sentinel to kill one of his immunities it was hard. And every 3 rounds he switches his elemental immunity and there is all his summons which can turn out pretty annoying even if they don't matter at first, I didn't flee (I NEVER fled in the whole playthrough) but I used at least 2 res scrolls per char for this fight. Maybe I didn't find the right technique, but is the one which I used the most reloads for, and at this point of the game I didn't have that many skills to have things go easier. I think for this fight it is very important that you manage to reduce around half of his HP BEFORE he starts to switch elements, as after the battle gets more tedious, and you loose action points moving around and killing magic wards and even summoned elementals sometimes (though the top priority should always be to hit Borreas no matter what, I think).

For most other fights though, I think my biggest ally was the terrain, depending on where you start can make any fight go for the better or the worst. I recall that fight in the Phantom Forest Swamp in example, and at first I encountered them directly in the "pit", and there is what, 5-6 Mud Lords + 2 Spider Huntresses or something, so when you have only two chars as in dual lone wolf run, things can go pretty wrong pretty fast. But if you start the fight from above, close to the portal, in this very closed path not easily accessible and not all enemies can jump on you at once, then this fight becomes ridiculously easy, as most have no other choice to wait or cast weak and the likes to your party and most likely fail at it if you invested in Body Building. So one by one, easy peasy, while starting from another area, fight is almost unwinnable without using ridiculous amount of potions or res scrolls, something we certainly don't want to do (not because we will lack them, but because where's the fun in that). Or more early game situation, there is water on the floor? Air Wand to stun! Ooze or Oil Barrels? Fire Wand to BOOM, and so on.

I'm going to end the spoilers here, but really wanted to share a bit of my experience here, as this game gave me a wonderful time.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 24, 2016 08:38 PM

Good job mate! Now I'm the only one who hasn't joined the tactician club, maybe one day

Thanks for the impressions.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted January 31, 2016 10:34 PM

Been slacking off, blame Elvin and his Duel Map. Will resume work on the guide soon(tm)

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 01, 2016 06:53 AM

I regret nothing!
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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