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Divinity 2 eternal artifact
Divinity 2 eternal artifact










divinity 2 eternal artifact divinity 2 eternal artifact

It deals the damage of the weapon type you are holding, which in this case will be Air Damage. Character Creationīull Rush – This skill will allow you to close the distance between yourself and your target(s) nearly every turn, which helps to boost overall damage. Below is a list of Skills you will use and I will put them in the order you should obtain them in. The Radiant Battlemage does almost exclusively Air Damage, but has many methods of dishing it out. I’d recommend it earlier, but you will lose Vitality often in Act 1, making it less useful. +10% Critical Chance applies to both spells and weapon attacks and the +10 Accuracy will help so you don’t miss with Whirlwind and other melee attacks. Consider taking this one when your Critical Chance hits about 20% around the beginning of Act 2. Savage Sortilege – This Talent will allow your Aerotheurge Skills to critically strike. This should ensure some extra AP nearly every encounter. Take this one during Character Creation.Įxecutioner – This Talent is a solid second choice because you will be hitting multiple enemies often with Bull Rush, Whirlwind, Blinding Radiance, and later Vacuum Aura. Opportunist – The first Talent I recommend on any melee Build, it boosts your overall damage significantly if you can place yourself next to ranged units frequently. Once you've maxed out Intelligence, you'll put all remaining points into Two-Handed to increase Critical Damage and damage with your Staff.īecause you will continue to gain Attribute Points, you will be able to scale back your Polymorph as you level.Īs far as Talents go I’d recommend the following: Otherwise, you'll pump Aerotheurge until it's maxed out, then Polymorph until Intelligence is maxed, with the exception of 2 points into Necromancer once you reach Reaper's Coast. If no one else in the party has Rain, you'll have to invest one into Hydrosophist to get it. Then put another point into Aerotheurge to get Uncanny Evasion, and another into Polymorph to get Medusa Head. They will then want to put 1 point into Necromancer to get Vacuum Touch, followed by 2 points into Warfare to get Whirlwind.

divinity 2 eternal artifact

Radiant Battlemages begin the game with one point in Aerotheurge and one point in Polymorph. Ideally that Accuracy would become Aerotheurge or Set Blinded, but this isn’t bad. Has Intelligence, Critical Chance, Accuracy and a Rune Slot. This is a good example of a decent early game Air Staff. This will provide you with a good AoE, a great charge ability, and a way to reduce the amount of damage you take. Then, in Hydrosophist, remove the point and place it in Polymorph.ĭeselect Electric Discharge and replace it with Blinding Radiance, Bull Horns, and Chameleon Cloak. The best way to begin this Build is to select the Enchanter Class, then remove a point from Constitution and replace it with Intelligence. To summarise, if you're having trouble playing a Stormchaser or Battlemage in your party, consider trying the Radiant Battlemage. It does, however, have a decent amount of controlling effects via Skills such as Vacuum Aura and Medusa Head, making it a much safer addition to any group that already has one or more melee characters. The disadvantage of this Build is that it does not Shock or Stun targets, which is the main function of Aero mages (besides killing things). It aims to be a different melee Magic Damage dealer while avoiding Aerotheurge spells that may harm other melee units. The Radiant Battlemage is an Aerotheurge variant of the fiery Battlemage Build I created last October. Once Intelligence is maxed out I’ll place points into Two-Handed for increased Crit Damage and Staff Damage.












Divinity 2 eternal artifact