Divinity: Original Sin 2 - DOS2 - MP Interest Check

I generally recommend D;OS-EE before people get into D;OS2-DE.

I don't think we will be seeing D;OS3, for years, or ever, now that they are working on BG3.
BG3 just fills me with indifference tbh. Forgotten Realms and Sword Coast in particular has long overstayed their welcome. Faerun is such a large place; why does it have to be Baldur's Gate again???
 
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So, necro post, apologizes, but I managed to pick the game up recently, and I was wanting some tips:

I played a little bit of the intro; just got into Fort Joy, when I decided to go ahead and make a new character. I was thinking about mixing it up from my usual "melee-focused" character and trying out a mage playstyle this time; something new, you know? I was going to create a custom character for this run; I know that the Origin characters have a better story, I just wanted to create my own.

Some questions I have:

1. Is it really better to have a full party, or is it more fun to run solo? I prefer run solo in other games - I never use summons, companions, pets, etc. in Skyrim - but I also heard that the game is apparently really difficult on solo, so... what should I do?

2. For a mage character, what should I grab? Are there any pieces of gear that I should keep an eye out for? What about spells?

3. Any quests and such that I should keep an eye out for? I know there's apparently a quest that's tied into the leg you can get from the Lizard that got blown up just outside Fort Joy; what should I keep an eye out for?
 
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Is it really better to have a full party
Yes. Lone Wolf is boring and if you have a party you get to use multiple play styles, get access to all the racial abilities which opens up more content, and the different premade characters have a lot of special dialog and unique quests.

For a mage character
This is such a loose question due to how the game works. Do you want to be a pure single element mage? Do you want to combine two? Fire and Earth go together since you can soak everything in oil and then blow them up and Water and Air go together since you can moisten everything and then stun lock them with shock. But then there is also Necromancy, Summoning and Polymorph which are also kind of magic. There is too much magic to just go "I want to be mage" and get a clean answer.

Any quests
Just do functionally any quests you can. Its where you get the bulk of you EXP and the game assumes you have more or less cleaned out a zone before moving on with how the levels jump chapter to chapter. You should definitely keep an elf around though because a few quests are hidden behind eating someone's detached limbs.
 
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1. Is it really better to have a full party, or is it more fun to run solo? I prefer run solo in other games - I never use summons, companions, pets, etc. in Skyrim - but I also heard that the game is apparently really difficult on solo, so... what should I do?

2. For a mage character, what should I grab? Are there any pieces of gear that I should keep an eye out for? What about spells?

3. Any quests and such that I should keep an eye out for? I know there's apparently a quest that's tied into the leg you can get from the Lizard that got blown up just outside Fort Joy; what should I keep an eye out for?
1. lone wolf is a gamebreaker and was probably made for when you and your stoner buddy want to go on an adventure. you shouldn't really care about the gay elf or gay dwarf party members as much as having your stoner buddy playing with you. i've only play DOS2 with friends and can only imagine it being a lonely time otherwise.

2. i always base a magic character around elemental combos and that lead into many utility skills for buffing your stoner buddy. if you go dual wield/staves you will be hounded by every melee enemy immediately. you will maybe get one round off before you're fingering yourself waiting on cooldowns to finish.

3. have sex with the lizard woman
 
Don't forget to add with how shield and armor works you might want to focus on magic/melee AS THE WHOLE PARTY.

Iirc there are abilities that shred temp hp so look into that as well.
Also get that one skill: Ascension? Whatever it's called that lets you spam sourcery. If anything it's good practice. You'll need that practice.
 
Re: Mage.
It's important to know that the game has two types of damage: Physical and Magic. You have corresponding armour to those. So long the armour is up, no amount of CC will affect the target.

Then we get into magic itself: the four magic damage dealing classes are pyrokinesis, geomancy, hydrosophist and aerothurge (corresponding roughly to fire, earth, water and wind). You can combine them in any manner you wish, but they tend to be paired up in fire/earth and hydro/aero combinations because both have synergies with each other. (eg. geo can create oil pools, which you can then light up with fire).

The other three are a bit of an oddball. Summoner can theoretically be specced into either physical or magical damage because their summons are based on whatever element you summoned them from. In practice, it leans more into dealing magical damage because pure physical options are rather limited, and most of your few direct damage spells are magical damage. Polymorph and Necromancy are can be thought of as supporting spells for physical classes, because all their shit deals physical damage for most part, and they pack surprising utility. There are some exceptions to this rule, of course, but they aren't gamechanging.

Mind, the best fun I had from this game was playing a mixed party, but as others said, mono-physical or mono-magic parties are much more forgiving. (Or just play Lone Wolf and break the game.)
 
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1. Is it really better to have a full party, or is it more fun to run solo? I prefer run solo in other games - I never use summons, companions, pets, etc. in Skyrim - but I also heard that the game is apparently really difficult on solo, so... what should I do?

2. For a mage character, what should I grab? Are there any pieces of gear that I should keep an eye out for? What about spells?

3. Any quests and such that I should keep an eye out for? I know there's apparently a quest that's tied into the leg you can get from the Lizard that got blown up just outside Fort Joy; what should I keep an eye out for?
1. Playing solo with the Lone Wolf ability isn't that hard on normal difficulty. I recommend using a party of two as to avoid wasting too much time micromanaging the inventory, having fun making 'combos' and still being able to use the Lone Wolf ability.

2. Choose spells that incapacitate your enemy, for example, electric attacks against wet enemies, that have run out of magic armor, stuns them loosing a turn. As for weapons, look for items that boost your stats and don't worry about their damage, properly chosen spells are far more powerful.

3. Under the pub in Driftwood, look for a provocative lady, follow her instructions and fight her when it's time; you'll get an item that, when crafted with a resurection scroll, will automatically revive you.
 
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Just picked this back up yesterday after a single playthrough when it released, I'm having a lot of fun so far but I'm still very early game- Level 3, exploring the beach and Fort Joy area still, getting a feel for the companions and for the way battle works all over again. I picked Ifan as my origin character because I just plain old really like him, and picked up Lohse, Fane, and Red Prince- I played as a custom character my first run and had Sebille, Ifan, and Beast, so it seems appropriate to see the other ones as well. A lot of details are fuzzy after over half a decade, so whilst it's not a brand new experience, I'm pretty happy I get another go at experiencing the story. I'll be pretty gutted when Beast dies, but at least he won't get mad if I decide to be mean about dwarves.
So far and without min/maxing too terribly as well as with the knowledge that I can respec upon leaving Act 1, I have Ifan with an archer/summoner build in mind, Geo/Pyro Red Prince, Fane as an Inquisitor with a Necromancy slant, and Lohse on Aero and Hydro. I'm a bit worried about the lack of synergy between Red Prince and Lohse, but I'm not playing on the hardest mode and again, I can always respec if I need to. Any thoughts on anything I should definitely grab or something I haven't considered?
 
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Just picked this back up yesterday after a single playthrough when it released, I'm having a lot of fun so far but I'm still very early game- Level 3, exploring the beach and Fort Joy area still, getting a feel for the companions and for the way battle works all over again. I picked Ifan as my origin character because I just plain old really like him, and picked up Lohse, Fane, and Red Prince- I played as a custom character my first run and had Sebille, Ifan, and Beast, so it seems appropriate to see the other ones as well. A lot of details are fuzzy after over half a decade, so whilst it's not a brand new experience, I'm pretty happy I get another go at experiencing the story. I'll be pretty gutted when Beast dies, but at least he won't get mad if I decide to be mean about dwarves.
So far and without min/maxing too terribly as well as with the knowledge that I can respec upon leaving Act 1, I have Ifan with an archer/summoner build in mind, Geo/Pyro Red Prince, Fane as an Inquisitor with a Necromancy slant, and Lohse on Aero and Hydro. I'm a bit worried about the lack of synergy between Red Prince and Lohse, but I'm not playing on the hardest mode and again, I can always respec if I need to. Any thoughts on anything I should definitely grab or something I haven't considered?
Assuming tactician, there's really no great need for synergy beyond "do you all deal magic or physical damage?". If nothing else, it looks like Fane might be anti-synergistic here because Necromancy primarily deals physical damage, though if you're using it purely as a support class then it's fine. (The functional immunity to death is hilariously bonkers.)
 
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Some tips for anyone playing this new:

You can murder every NPC for extra XP.

If you create a skeleton character you get healed by poison and are immune to deathfog, but healing damages you. Playing Skelly as a newb is the way to go.

Run with 2 characters, not 4 and have both take the trait 'lone wolf'. You get double points and can create some great multi-skilled characters. dual-wielding death knight berzerker is a lot of fun.

If you want to play the game on super duper kiddy easy mode, create a skeleton magic archer. Focus your magic skills on flight and manoeuvrability to get to high ground and smash points into archery. You'll only need a few levels before you're dealing 300% damage + crit to enemies. Most enemies can be one-shotted.
 
Assuming tactician, there's really no great need for synergy beyond "do you all deal magic or physical damage?". If nothing else, it looks like Fane might be anti-synergistic here because Necromancy primarily deals physical damage, though if you're using it purely as a support class then it's fine. (The functional immunity to death is hilariously bonkers.)
The synergy thing I was referring to was more thinking about the surfaces from having both a Geo/Pyro and a Hydro/Aero party member, but I thought about the whole Fane being more of a physical attacker thing when building him- I just liked the idea of the Necro slant for roleplaying reasons, so I'll probably keep him as that unless it becomes unsustainable which I don't think? It should for a tactician run. My first playthrough went hard on the physical damage so I figured a slightly different run might be fun in its own way, even though Fane won't be a pro at chipping at the magical shield.
Thanks everyone for the tips and considerations btw, I really appreciate it.
 
The synergy thing I was referring to was more thinking about the surfaces from having both a Geo/Pyro and a Hydro/Aero party member, but I thought about the whole Fane being more of a physical attacker thing when building him- I just liked the idea of the Necro slant for roleplaying reasons, so I'll probably keep him as that unless it becomes unsustainable which I don't think? It should for a tactician run. My first playthrough went hard on the physical damage so I figured a slightly different run might be fun in its own way, even though Fane won't be a pro at chipping at the magical shield.
Thanks everyone for the tips and considerations btw, I really appreciate it.
Good news is that Necro has a ton of support skills that can still help the group, even if you're not breaking the late-game enemy physical armor. (It's kinda alright in Act 1 on its own, just falls off rather quickly.) So support Fane is totally viable, not that Tactician is all that hard either. (When in doubt, green tea cheese, ig.)
 
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Most enemies can be one-shotted.
To expand upon this. Telekinesis is an ability you can take and it's extremely overpower as you can get a chest/barrel and store everything you can see/steal in there and it'll deal damage based on the weight of the chest. To balance this they have a health bar that'll receive the same damage destroying it but there are chests that are unbreakable, in the fort area there's a chest surrounded by poison plants and pools that you can use. It will make the game insanely easy even on it's hardest difficulty just remember to take it with you
 
To expand upon this. Telekinesis is an ability you can take and it's extremely overpower as you can get a chest/barrel and store everything you can see/steal in there and it'll deal damage based on the weight of the chest. To balance this they have a health bar that'll receive the same damage destroying it but there are chests that are unbreakable, in the fort area there's a chest surrounded by poison plants and pools that you can use. It will make the game insanely easy even on it's hardest difficulty just remember to take it with you
Carry a crate of deathfog. Throw it into the middle of the battlefield. if the enemies are human they insta-die.
 
Yep, there's the problem. If turns into something I have to plan around, my chest containing 185 water barrels (and growing) will kill everything you throw it at. Literally.
I'll be honest, I haven't tried that but I'm going to give it a shot. Playthrough #7 here I come.
 
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Any thoughts on anything I should definitely grab or something I haven't considered?
- To prevent slipping on ice, add nails to your shoes.
- If you have a character with a lot of initiative (which is likely the case if you play as a lone wolf), you can get two consecutive turns by skipping one since you'll be the last one to act in a 'round' and the first one to act in the next 'round', with Fane's special ability you could do a triple turn which is very OP in Lone Wolf.
- IMO a wand + shield is better than a staff for mages since you (should) expend your action points on spells.
- Every time you level up, the gear merchants sell will too so keep an eye for that.
- Buy tea from Lady Kemm in Arx, there's one that'll give you extra action points.
 
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