Divinity: Original Sin 2 - Conjurer Class Guide (Tips & Tricks)
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Specializing in Geomancy will give the Conjurer access to the Poison Infusion and Acid Infusion Summoning abilities. Geomancy uses the powers of earth and poison to deal damage and stay on the battlefield. Taking Geomancy will likely make the Conjurer more of a melee fighter and tank. The best Geomancer abilities that would work best with the Conjurer are Contamination, Fortify, Oily Carapace, Turn to Oil, Mend Metal, Reactive Armor, Worm Tremor, Summon Artillery Plant, Siphon Poison, and Living W
These new Divine Talents include options to deal more damage, survive enemy blows, and even sneak around cities. While these can be beneficial on their own, talents can be bolstered by combining them with other officially released Gift Bags, like more action points or empowered summoning, and other community mods for the PC vers
The Summoning skill line has many useful abilities that allow the player to have several extra summoned companions. Conjurers have abilities from summoning elemental creatures to charming enemies to fight along the player's side. While this skill line is incredibly useful, alone it will not be eno
On most level ups you should raise your primary selected attribute, Strength or Intelligence based on weapon. Every few levels also put a point into Wits for critical hit rate, Memory for skill slots, and Strength for heavy armor (if you are wielding a staff). Warfare will give a multiplicative damage boost to your Physical damage, while Pyrokinetic will do the same for Fire damage. Also consider Two-Handed, which will give an additive bonus to all damage types (even better if you are dealing other elements, like Poison or Air) and increase your critical damage multiplier. Also take combat abilities for skill requirements, like Geomancer or Necroman
Specializing in Aerotheurgy will give access to Electric Infusion, Cursed Electric Infusion in the Summoning skill line. Aerotheurgy uses the power of air and storms to build up the player. This skill line works well for a stealthy supporting role. To the best effect with Summoning, abilities like Favorable Winds, Blinding Radiance, Erratic Wisp, Blessed Smoke Cloud, Teleportation, Nether Swap, Apportation, and Chain Lightn
Still, it can be somewhat immersion-breaking that these merchants have none of the items they were peddling to players before their death. This changes with the advent of the Full Loot mod, which ensures that merchants who have been struck down die with all their wares in their possession, allowing players to loot their bodies and obtain every single item without too much of a f
Because Divine Talents are off during character creation, players will normally have to wait until level 3 for their first Gift Bag talent. However, this can be bypassed by not spending your first talent point, and then distribute it once in the campaign. You can also turn on the Fort Joy Magic Mirror Gift Bag and rush to the arena in order to retr
As noted before, Strength should be your primary attribute. Every few levels defer a bit to Memory for more skill slots, Wits to improve crit rate and initiative, or Constitution to meet shield requirements. Note that each point in Polymorph will also give an extra attribute point to spend. Warfare will increase your raw Physical attacks. You should also grab whatever combat abilities to meet skill requirements, like Scoundrel and Necroman
When wielding a shield, you will make a melee counter-attack. But this only occurs once per turn. Obliviously, this is a fantastic skill for an up close Strength weapon-and-shield fighter. Dagger and shield rogues have the option of taking it, but it is unlikely to score any backstabs as your attacker will probably be facing towards you. Gladiator is even more helpful if you are able to trigger a secondary effect, such as Necromancer life steal or debuffs from your wea
For new Talents aim for Executioner to regain AP, Hothead for critical hit rate, and Elemental Affinity to reduce AP costs; if you are using more spells than pure melee also get Savage Sortilege to gain magic criticals. With Gift Bags, Sadist will deal Fire damage on Burning targ
Terrain Transmutation (2 Polymorph): Swaps surfaces in two locations. Good for either clearing out paths or placing nasty surfaces under enemies. Most enemies will instantly be killed by Lava surface Fire dam
At a glance, it's easy to see why most merchants don't drop everything they own when a player unceremoniously finishes them off. This can potentially break the balance of the SLG game money guide since all players need to do is kill the owners of certain skill books and powerful pieces of equipment to make things easier for themselves in the long
Your attacks never miss, but cannot deal normal critical damage. Surprisingly, this doesn’t negate backstabs making it a decent skill for rogues with daggers. Enemy evasion is rarely an issue, so taking this talent is mostly for fights where enemies have a high chance of dodging, and then later maybe switching it out via the respect mirror. This should not be taken with characters that invest in Single Handed, which greatly boosts accuracy, and Two-Handed that increases the critical multipl
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