Divinity: Original Sin 2

Divinity: Original Sin 2

37 ratings
DE Viable Staff
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
1.744 MB
16 Sep, 2020 @ 3:28pm
18 Sep, 2020 @ 8:45am
2 Change Notes ( view )

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DE Viable Staff

Description
Minor changes to staves to bring them up to par with wand/shield for mages:

• Removed Staff of Magus cooldown
• Added a "Mage Shield" skill to all staves that provides physical and magic armor. Amount granted scales with Hydrosophist and Geomancer.
9 Comments
Miss Poison 17 Mar, 2022 @ 1:54am 
It's exactly what I wanted. The only thing that would make it 11/10 would be a cool sound effect for the shielding buff, but it's really good thank you
RebelBuffoon TTV 22 Sep, 2020 @ 5:30pm 
this is actually a pretty interesting Idea,

but I find it kinda unbalances the whole thing. Staves give 1.5-2x the Attribute and ability points wands can give; thus wands are one handed. That means you now get the benefit of a Wand and shield whilst still gaining all the bonuses from wielding a Staff.. Even then, Just running Heart of steal/ Fortify and Armor of Frost balances out not having a Shield in general. Sure you waste first turn buffing, but in my experience it works better than using a shield.

still an interesting Idea none the less!
Kai 21 Sep, 2020 @ 11:22am 
Maybe a better tweak is to 'add' another Staff skill similar to Staff of Magus, that has a weaker effect but cost only 2 AP to use with no cooldown, at lower range.

If you add in more weapon skills you do raise the viability of the usage of them in general.
Fjarunsigr 20 Sep, 2020 @ 9:35am 
@Kazun as a quick note you may wish to test, I encountered a similar mod to this before (0 turn CD on staff), and it caused Radeka (Act 1 zombies/blood rose fight near the end) to spam her staff ability. Not particularly serious as a problem but looks quite buggy if the player can't figure out why she does it at the time.

On that note if you test it and she does that with this one, I'd simply suggest including a warning that staff user enemies might do that sometimes. It's probably just the best move in combat they have at the time, so doubtful it'd be a simple fix without messing with enemy AI or making it so AI doesn't get the weapon changes, which would be tedious.
Fjarunsigr 20 Sep, 2020 @ 9:34am 
@Stgyian I've removed a fair few mods from in progress games before and Divinity *usually* handles them well. Exceptions are always possible and save backups are always a wise thing to have just in case though.

I would imagine if you can uninstall the mod without the buff active on screen and no staves used at the time, it'd uninstall quite cleanly. Even saying that, might be fine with a staff equipped anyway but just to be safe I'd say unequip for the uninstalling save and then put the staff back equipped afterwards.
Kaibun  [author] 19 Sep, 2020 @ 7:01pm 
@Stygian Emperor Being honest, this is my first DOS2 mod, not sure how they handle removal of mods safely, so I don't really know.

But my best guess is that should be outside of potentially a few specific situations (e.g. a save with the buff active).
Stygian Emperor 19 Sep, 2020 @ 9:12am 
I like the sounds of this. Would this mod be safely removable from a save?
Kaibun  [author] 18 Sep, 2020 @ 8:46am 
Thanks for the heads up! I pushed a fix.
Steel 17 Sep, 2020 @ 12:12pm 
SPECTACULAR work, this is never leaving the load order. Your balance is spot on and this works with Divinity Unleashed out of the box.

Wanted to draw your attention to this tooltip error if you do ever update it.
https://imgur.com/a/h4qQ2ot