Divinity: Original Sin 2

Divinity: Original Sin 2

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wich build deal most dmg after all updates and changes now?
Hi,
besides using teleport someone into lava or deathfog or using a chest and telekinesis.. wich builds are most effective to kill enemys.
and wich build do most dmg.
pyroclast is only later in the game available.. and using mass traps and then an geo spell on it or an fireball is some how getting dull efery fight.
any other succestions or builds that do massive dmg.

i personaly teleport every one and neitherswap and then spamm just abilities in the enemys face.
i would like to hear how you guys do tons of dmg after those changes and updates 2017/2018
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Showing 1-15 of 15 comments
Arroba 4 Jul @ 7:49am 
i think that is the class battel mage because use dmg fisical and magic , but the class that do more dmg it´s range , wgit arch and ballest + position in someone up more up that can put him . i see criticals of range that put scare ... this is that i see them i played the game .
I mean, Geo gets three Pyroclastic Eruption like spells and Mass Traps works too. You get the weaker ones, Dust Blast and Contamination Spores earlier though.

Necro is probably the next broken, but basically all magic is better than all others.
Originally posted by Chaoslink:
I mean, Geo gets three Pyroclastic Eruption like spells and Mass Traps works too. You get the weaker ones, Dust Blast and Contamination Spores earlier though.

Necro is probably the next broken, but basically all magic is better than all others.
Whoever balanced DOS2 made any spell that requires even a tiny bit of thought to use to be compensated with a ridiculously disproportionate amount of scaling, and most mage schools have some spells that got that treatment.

I think it's their way of rewarding people for putting some thoughts into strategy rather than just left clicking through fights, though imo they overdid it by a lot.

Though, just my two cents, I wouldn't list acid spores among their numbers. It only deals about 1.5x the damage it should (which is still pretty OP compared to the non-mage spells), but not like pyroclastic eruption that does about 5x the damage it should, or mass traps which does about 2.5x.
Last edited by abaoabao2010; 6 Jul @ 6:02am
Originally posted by abaoabao2010:
Originally posted by Chaoslink:
I mean, Geo gets three Pyroclastic Eruption like spells and Mass Traps works too. You get the weaker ones, Dust Blast and Contamination Spores earlier though.

Necro is probably the next broken, but basically all magic is better than all others.
Whoever balanced DOS2 made any spell that requires even a tiny bit of thought to use to be compensated with a ridiculously disproportionate amount of scaling, and most mage schools have some spells that got that treatment.

I think it's their way of rewarding people for putting some thoughts into strategy rather than just left clicking through fights, though imo they overdid it by a lot.

Though, just my two cents, I wouldn't list acid spores among their numbers. It only deals about 1.5x the damage it should (which is still pretty OP compared to the non-mage spells), but not like pyroclastic eruption that does about 5x the damage it should, or mass traps which does about 2.5x.
True, but a mage going the classic Geo/Pyro combo gets access to four overlapping AoE source spells, not including Meteor, which does still work if the enemies are close together. It Those two skills literally have four out of the top 5 highest damage potential spells in the game and can easily just dominate fights in a turn if given the proper setup.
Originally posted by Chaoslink:
True, but a mage going the classic Geo/Pyro combo gets access to four overlapping AoE source spells, not including Meteor, which does still work if the enemies are close together. It Those two skills literally have four out of the top 5 highest damage potential spells in the game and can easily just dominate fights in a turn if given the proper setup.
Not sure what your top 5 damage spells are, but personally I'd rate the top 5 damage spells like this: pyroclastic eruption, pyroclastic eruption, pyroclastic eruption, pyroclastic eruption, pyroclastic eruption

The one time I went and modded the enemies to always be 6 levels above the player (divine scaling mod and -75% exp mod), pyroclastic eruption still oneshotted anything (bosses included) with less than 50% earth resist. Seriously the spell is busted.
Last edited by abaoabao2010; 6 Jul @ 9:23pm
Originally posted by abaoabao2010:
Originally posted by Chaoslink:
True, but a mage going the classic Geo/Pyro combo gets access to four overlapping AoE source spells, not including Meteor, which does still work if the enemies are close together. It Those two skills literally have four out of the top 5 highest damage potential spells in the game and can easily just dominate fights in a turn if given the proper setup.
Not sure what your top 5 damage spells are, but personally I'd rate the top 5 damage spells like this: pyroclastic eruption, pyroclastic eruption, pyroclastic eruption, pyroclastic eruption, pyroclastic eruption

The one time I went and modded the enemies to always be 6 levels above the players (usually I play on +2 only), pyroclastic eruption still oneshotted anything (bosses included) with less than 50% earth resist. Seriously the spell is busted.
Right, and Dust blast is a 4 target max version of the same spell. Mass Traps and The Poison Spores spells as well. The 5th is basically your choice of which "rain" spell you want, Blood Storm probably the best of them, but any of the source ultimate spells like it are contenders since every enemy is guaranteed to be hit directly once and they're all small AoE projectiles that can be overlapped.
Huh. To me, them having multiple AOE of these spells isn't really what's different, rather the total damage you usually do with them, and as such I'd never rate spore that high.

Pyroclastic does 300% damage each hit.
Dust blast has no target limit and hits for 100%.
Storms hits for 100%, 5 target limit but does it 3 times.
Trap 130% each but no int scaling, so it's only ridiculous during act 2~3.
Mass corpse explosion hits for 250% each.
Master of sparks' hits for 100% each, though each spark jumps to 3 targets total.

Spore hits for 90% 3 times.
Last edited by abaoabao2010; 7 Jul @ 2:07am
Right, but the reason Pyroclastic is the highest damage spell in the game is because you can reach total damage dealt by the cast of over 600k. Each rock thrown has an AoE to it. This means that two enemies standing next to each other will get hit by the rock thrown at them as well as the rock thrown at the one next to them, meaning both targets take that damage twice.

The fight with The Doctor has Addy himself, 4 demons and I think 6 nurses. If you can cluster them all into one pile, then cast Pyroclastic on them, it’ll potentially hit each of them 11 times. So whatever damage a single projectile from that spell is dealing for you, usually a ton, you then multiply by 11 and hit all 11 targets for 11x the damage of one rock. If one rock is hitting for just 3000 damage, that’s 33,000 to each target. That’s a total of 363,000 damage. That’s why Pyroclastic is the hardest hitting spell. When you overlap the AoE of each shot fired, you clear the field. Mass Traps, Dust Blast, Spores, all of the “storm” spells from meteor to hail, rack of these spells fires off multiple projectiles that have AoE radius to them. If you cluster your enemies as tightly together as possible with teleport and nether swap, you overlap those AoE effects to increase how many targets each projectile hits.

Mass Traps throws 4 traps, meaning one target can take the damage 4 times. The only limit on how many enemies can take that damage 4 times is how many you can fit in the spot where the damage radius overlaps, which tends to be a lot.

See where the power comes from here? It’s pretty broken. This typically makes any spell that fires multiple AoE projectiles among the strongest spells in the game simply because you can overlap the damage. The more enemies there are, the harder you hit all of them.
My favorite little combo though, is casting Shackles of pain on an enemy, then having the character with high Geo so they can buff their physical armor to insane levels using every spell possible for that, then casting Reactive Armor. The damage dealt is based off your physical armor, but it also hits you. If you crit yourself and your enemy, you take the damage, they take the damage and then they take that damage again through the Shackles. If you have allies in the radius that are also shackled, and more enemies packed in there too, the damage can also be insanely high. Not a particularly powerful combo given how much goes into the setup, but it’s still among the highest damage spells in the right circumstances.

The character that deals this is a Geo/Necro combo that caps Geo and Warfare for scaling. It’s a fun build if undead since you can hit yourself with your own poison AoE to heal while damaging enemies at the same time, and the Warfare scaling helps increase the damage you deal by healing decaying undead enemies with that poison.
Last edited by Chaoslink; 7 Jul @ 6:58am
BOT 7 Jul @ 8:22am 
Originally posted by Chaoslink:
Right, but the reason Pyroclastic is the highest damage spell in the game is because you can reach total damage dealt by the cast of over 600k. Each rock thrown has an AoE to it. This means that two enemies standing next to each other will get hit by the rock thrown at them as well as the rock thrown at the one next to them, meaning both targets take that damage twice.

The fight with The Doctor has Addy himself, 4 demons and I think 6 nurses. If you can cluster them all into one pile, then cast Pyroclastic on them, it’ll potentially hit each of them 11 times. So whatever damage a single projectile from that spell is dealing for you, usually a ton, you then multiply by 11 and hit all 11 targets for 11x the damage of one rock. If one rock is hitting for just 3000 damage, that’s 33,000 to each target. That’s a total of 363,000 damage. That’s why Pyroclastic is the hardest hitting spell. When you overlap the AoE of each shot fired, you clear the field. Mass Traps, Dust Blast, Spores, all of the “storm” spells from meteor to hail, rack of these spells fires off multiple projectiles that have AoE radius to them. If you cluster your enemies as tightly together as possible with teleport and nether swap, you overlap those AoE effects to increase how many targets each projectile hits.

Mass Traps throws 4 traps, meaning one target can take the damage 4 times. The only limit on how many enemies can take that damage 4 times is how many you can fit in the spot where the damage radius overlaps, which tends to be a lot.

See where the power comes from here? It’s pretty broken. This typically makes any spell that fires multiple AoE projectiles among the strongest spells in the game simply because you can overlap the damage. The more enemies there are, the harder you hit all of them.

yes that build i played a couple years ago.. fire geo is very very strong. but it also needs a bit as an set up with teleport and neither swap .. i often clustered them togheter and then rooted them and give him.

i watched recendly a couple vids on youtube.. sin tee or sin tree makes some good builds. i also did an solo walk.. the early game is pretty hard if you have no mods or giftbags. but it is still managable.
BOT 7 Jul @ 8:25am 
a quick question .. warfare increases physical dmg.. huntsmen increases dmg if you stand on high ground(does that go for spells to?)...
would it make sence to skill both with two handed for krit too and pyro for overall dmg increas.. or do they not synergies ? is their any cap or they dont work like i think they do.

i mean teleporting enemys and then a 2handet mele with rage krits the ♥♥♥♥ out of them works too.. but only with lonewolf.. otherwise you have to less points to finish them.
Last edited by BOT; 7 Jul @ 8:34am
Originally posted by Chaoslink:
Right, but the reason Pyroclastic is the highest damage spell in the game is because you can reach total damage dealt by the cast of over 600k. Each rock thrown has an AoE to it. This means that two enemies standing next to each other will get hit by the rock thrown at them as well as the rock thrown at the one next to them, meaning both targets take that damage twice.
That is of course considered, otherwise dust blast would make the list for one of the worst spell in DOS2 rather than one of the better ones.

That's also why I mentioned them being spells that requires some strategy earlier, since the damage of shotgun spells like this scales with the square of the number of clumped enemies, which makes positioning matter more.

As for traps/acid spores (and ice fan/searing daggers too for that matter), they are functionally standard aoe spells like fireball, in that the total damage dealt scales linearly with the number of clump enemies, since you don't get more shots with more enemies in the clump. Being able to independently target each shot doesn't really matter much as you should always be aiming for the clump either way, so in spore's case, 3 shots of 90% damage is essentially the same as 1 shot of 270% damage, which while pretty good, isn't quite as good as things like a teleport+corpse explosion combo which costs the same AP and less SP.

Deploy mass traps in particular made the list for probably an oversight. It has ridiculously high base damage due to a different scaling system (same scale with things like bleed damage) to compensate for not scaling with stats. I'm relatively sure it's not supposed to scale off crit/pyro/misc, but it does when you detonate it with damage, and so you still get some multipliers applied to the ridiculous base damage, making it OP.

Side note: trap damage belongs to whoever detonates it. I.e. if you throw the traps into necrofire created by the doctor, any damage those traps deals will trigger his lifesteal. Almost lost a honor run because I couldn't kill him that turn due to that lifesteal.

Meteor shower is also closer to a standard spell, as you get 25 meteors regardless of enemy positioning (and so didn't get as ridiculous scaling as the shotgun spells). The only way to get more out of it is to target something fat enough to eat all 25 shots for 500% damage. It's pretty unreliable, unlike the storms where you can almost always get 500% on the first turn by teleport/nether swapping enemies around.

In any case, there's another pretty dumb combo that's... not that strong actually, but fun to play with. You line a bunch of enemies up in a straight line, jump to the head of the line, and super conductor/fan of knives and insta-delete the first enemy as they intercept all the shots headed for other enemies down the line with their face.
Last edited by abaoabao2010; 7 Jul @ 11:17am
The thing with spells like Meteor Shower is that it isn’t 100% random. Every enemy is guaranteed to be hit at least once, which is why clumping them in close quarters works like those other spells, overlapping their AoE effects.

Still, if we’re talking about pure damage potential, those shotgun type spells, spores included, do take the win simply because of the AoE potential when striking multiple enemies. Even if you’re limited by 3 or 4 projectiles, you can still hit more than that many targets by making sure they’re close together. It does take a lot of work, but there aren’t other spells in the game capable of putting out nearly as much damage as those ones are given their ideal setup.
Originally posted by Chaoslink:
The thing with spells like Meteor Shower is that it isn’t 100% random. Every enemy is guaranteed to be hit at least once, which is why clumping them in close quarters works like those other spells, overlapping their AoE effects.

Still, if we’re talking about pure damage potential, those shotgun type spells, spores included, do take the win simply because of the AoE potential when striking multiple enemies. Even if you’re limited by 3 or 4 projectiles, you can still hit more than that many targets by making sure they’re close together. It does take a lot of work, but there aren’t other spells in the game capable of putting out nearly as much damage as those ones are given their ideal setup.

You got the spells mixed up. The mechanic of each enemy guarantee getting hit once is on thunderstorm/bloodstorm/ethereal storm, not meteor shower.

Meteor shower, like hail storm and arrow storm, has a lot more low damage hits but is randomly distributed within the area.
Last edited by abaoabao2010; 7 Jul @ 9:43pm
BOT 8 Jul @ 4:52am 
Originally posted by abaoabao2010:
Originally posted by Chaoslink:
Right, but the reason Pyroclastic is the highest damage spell in the game is because you can reach total damage dealt by the cast of over 600k. Each rock thrown has an AoE to it. This means that two enemies standing next to each other will get hit by the rock thrown at them as well as the rock thrown at the one next to them, meaning both targets take that damage twice.
That is of course considered, otherwise dust blast would make the list for one of the worst spell in DOS2 rather than one of the better ones.

That's also why I mentioned them being spells that requires some strategy earlier, since the damage of shotgun spells like this scales with the square of the number of clumped enemies, which makes positioning matter more.

As for traps/acid spores (and ice fan/searing daggers too for that matter), they are functionally standard aoe spells like fireball, in that the total damage dealt scales linearly with the number of clump enemies, since you don't get more shots with more enemies in the clump. Being able to independently target each shot doesn't really matter much as you should always be aiming for the clump either way, so in spore's case, 3 shots of 90% damage is essentially the same as 1 shot of 270% damage, which while pretty good, isn't quite as good as things like a teleport+corpse explosion combo which costs the same AP and less SP.

Deploy mass traps in particular made the list for probably an oversight. It has ridiculously high base damage due to a different scaling system (same scale with things like bleed damage) to compensate for not scaling with stats. I'm relatively sure it's not supposed to scale off crit/pyro/misc, but it does when you detonate it with damage, and so you still get some multipliers applied to the ridiculous base damage, making it OP.

Side note: trap damage belongs to whoever detonates it. I.e. if you throw the traps into necrofire created by the doctor, any damage those traps deals will trigger his lifesteal. Almost lost a honor run because I couldn't kill him that turn due to that lifesteal.

Meteor shower is also closer to a standard spell, as you get 25 meteors regardless of enemy positioning (and so didn't get as ridiculous scaling as the shotgun spells). The only way to get more out of it is to target something fat enough to eat all 25 shots for 500% damage. It's pretty unreliable, unlike the storms where you can almost always get 500% on the first turn by teleport/nether swapping enemies around.

In any case, there's another pretty dumb combo that's... not that strong actually, but fun to play with. You line a bunch of enemies up in a straight line, jump to the head of the line, and super conductor/fan of knives and insta-delete the first enemy as they intercept all the shots headed for other enemies down the line with their face.


meteor shower is good in just a view fights.. for kraken its good aswell. he takes enaugh hits from it.
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