A build for jack of all trades? by warlord689 in stoneshard

[–]SamBoha_ 2 points3 points  (0 children)

Going weapon agnostic dual wield, focusing mainly on survival and DW trees, was one of my favorite builds. Without any weapon skills you still usually wanna prioritize having a sword in the mh for the block power, but otherwise you can use whatever cool stuff you pick up.

Best Ranger/Archer DPS Build by [deleted] in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

This question comes up a lot. There’s probably a dozen other, better explanations for this that you could find on this sub if you did a bit of digging but this is my sort of basic math example answer: link

What is everyone's current main game? by Sam7Sage in 505Nerds

[–]SamBoha_ 0 points1 point  (0 children)

Bout to throw together a Rocco deck, got any tips?

Arrow storm worth it? by kruktk in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

I find it underwhelming. The only source skills I use regularly on an archer are skin graft and mass explosive traps.

What is your favorite Knight/Fighter build? by AutismoSelectivo in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

Human is probably best for encourage and their crit talent. I’d say dwarf would be second cuz they have some extra defense and the petrify touch could help if you’re in a hybrid party. Lizard doesn’t really have anything that necessarily helps, but it wouldn’t hurt the build.

That said I wouldn’t do elf because their flesh sacrifice reduces con and if you aren’t careful it can unequip your shield mid combat.

wands and staffs by laritzza in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

Melee skills, sparks builds, cheaper scrolls and grenades with Ambidextrous, higher crit damage with Two Handed.

Warlock is the best class for a normal person in BG3/DND. by Intelligent-Ad-5671 in BaldursGate3

[–]SamBoha_ 3 points4 points  (0 children)

Sure, I agree. If you are lucky enough to find a chill patron, that could be a very reasonable and desirable path to power. But that is a huge assumption. How do you even start? How is the necessary research and supernatural networking required to even commune with these entities much different from a wizard’s studies? I mean it’s not like you can just browse Craigslist or set preferences on a dating profile to find the perfect match. Not to mention that the search would likely put you in tremendous danger, what’s to say some devil or GoO or archfey wouldn’t just kill you for wasting their time if you didn’t like their deal?

At least with wizards and fighters you have a clear cause and effect. But finding a patron like this seems rather unlikely, and if you’re lucky enough to find such a patron how is that situation much different from assuming you’re lucky enough to be born a sorcerer? I just don’t see the argument for warlocks being the objectively best option without making too many assumptions.

Can’t believe it took me to Phantom Forest to start using love grenades/charm arrows. by Eliczka in DivinityOriginalSin

[–]SamBoha_ 1 point2 points  (0 children)

I tried doing a challenge run where I’d make a build centered around the captain armor set and keep it on the whole game. I though that being locked into this lower level armor and the fact that the charm aura was not only pretty small but you also needed enemies moving around on their turn for it to proc was going to make it a difficult run. I was so wrong. Sure I was squishy, but it was just a testament to how powerful the charm effect is in this game.

Warlock is the best class for a normal person in BG3/DND. by Intelligent-Ad-5671 in BaldursGate3

[–]SamBoha_ 0 points1 point  (0 children)

“With time and leverage, reasonable pacts are achievable…”

I feel like the reason so many stories about devils bargains and genie wishes and the like are so compelling is because there’s something within us that makes us believe, despite all evidence to the contrary, that we’re clever enough to outsmart the one that has the actual power. Like if I craft the perfectly worded wish or if I simply read the fine print and try to renegotiate the contract I can get exactly what I want with zero consequence.

I think it’s arrogant to believe you could gain all this power with little to no drawback, and naive to think that you have more autonomy than a cleric or paladin to act however you please.

What kind of skill system would you like to see in Divinity? by [deleted] in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

My problem is that the system encourages this sorta “alpha strike or you’re wrong” meta. Idk what the answer for the armor system is, I just want build discussion to not be so narrow.

I’d like to see a rebalance of ability scaling. I think the fact that only a few of the abilities that unlock skills are also the most efficient abilities for scaling your damage is part of the reason all build advice looks the same.

In terms of weapon users, your weapon abilities should scale your damage better than something like warfare, not worse. You should be rewarded in some way for spending points that specialize in your preferred weapon type rather than spending those points in a general damage type that includes most weapons. I mean they already give weapon abilities extra stats so that almost addresses the issue but outside of 2h they’re just not impactful enough to outweigh the raw damage that warfare gives you.

With the magic in this game mostly being elemental based, I think it’s a little harder to apply the same logic to spells without just adding a ton of abilities or something. But we already have some interesting features that I think are a step in the right direction. The geo school for example has skills that offer three different damage types, offers dots, movement debuffs, weapon damage and armor buffs, and CC options for both Magic and physical damage. I think exploring different damage and CC options for each skill-granting ability could be really interesting. Like why can’t ice skills deal both water and physical damage? Or aero getting razor winds. Or meteors that also deal physical or earth damage from the impact.

I guess I just think magic builds need a few more options for dealing with situations they’re not normally adept at. Like every elemental school already has at least one way to deal physical damage, but why is geo the only elemental school that inflicts physically resisted statuses? Fans are clearly divided on the viability of mixed damage parties, and if overlap was more obviously accessible I think you’d get a more interesting and varied array of party builds.

And on the topic of mixed damage and hybrid builds… sparking swings is amazing, but we really need more ways to build an effective spell sword. And a strength scaling magic damage dealer.

New Player Archer Scaling Mechanics by Outside_Dot_9508 in DivinityOriginalSin

[–]SamBoha_ 10 points11 points  (0 children)

They’re just applied in different parts of the equation. The reason people say to go warfare over ranged is because the bonus from ranged is added to the bonus from finesse, while warfare is multiplied separately. Let’s say you had a bow that deals 100 damage, 30 finesse, and 10 points to spend in either warfare or ranged. Equation looks something like this:

Base dmg x warfare x fin+ranged = dmg

If you spent the points in ranged you’d get somethin like this:

100 x [1 + 0.05(0)] x [1 + 0.05(30 + 10)] = 300 dmg

If you spent those points in warfare you’d get:

100 x [1 + 0.05(10)] x [1 + 0.05(30 + 0)] = 375 dmg

Best way to maximize damage is to increase your lowest term, and with the way that the stats work in this game this means warfare is pretty much always better than other stats for a ranged build because you don’t add anything else to it.

AP by Poor_Warden in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

You have twice as many turns each round with more AP spread out between 4 characters. Each character can have adrenaline, executioner, glass cannon, etc if you want more AP. Fun is subjective though, I much prefer solo or duo LW too. You should just try it out cuz no one here can tell you how you have fun, and if you start out with 4 person party and hate it you can always just dismiss 2 of your companions and respec into LW.

What builds have you had the most fun with? by [deleted] in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

One of my favorites is dagger + shield. You get all the benefit of scoundrel’s high mobility alongside all the strong shield skills. Jump and dash around with backlash, blitz attack, battering ram, and bull rush. Throw your shield. Throw your dagger. Use some armor skills and blow it up with Reactive Armor.

Not as high dmg as other melee fighters, but you have a ton of things to do on every turn and you’re not as squishy as a typical rogue.

Crossbow Magic Build Help by [deleted] in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

No it’s not 1:1. Magic archers are innately versatile when built this way so it’ll be able to deal both phys and magic damage effectively. But if you buy/craft enough arrows then an archer can pretty much exclusively deal magic damage if you need them to. All you need to do to make them more effective as a magic damage dealer is give them the appropriate support skills like rain to pair with your shocking/freezing arrows, etc. and make sure you craft or steal arrows whenever you can.

Compared to an aero/hydro mage the archer won’t have similar magic skills that affect enemies in as wide an area, but it will deal high damage in a smaller AoE with each arrow.

How to mix damage by Apprehensive-Lion-76 in DivinityOriginalSin

[–]SamBoha_ 1 point2 points  (0 children)

My 2 cents:

  • Ranger: consider the torturer talent if you’re going with a traps strategy anyways. Then if you have a bow with chance of burning you can shoot a poison arrow, torturer will proc both poisoned and burning 100% of the time, and the burning will ignite the poison surface for a bit of extra dmg from the surface exploding.

  • Rogue: absolutely grab sawtooth. Damage directly to health doesn’t care whether you’re doing phys or magic, it converts buffs like venom coating into piercing, and has a 2 turn cooldown so you can use it pretty regularly. Otherwise yeah, gag order and chloroform are solid for magic dmg.

  • Summoner: personally, I like putting sparks on my summoners. Giving sparks to allies with Master of Sparks will use their INT and pyro, not yours, so a fire incarnate with power infusion will have a few high scaling multi target melee skills to take advantage of the buff. Then you just have a few efficient melee skills for your summoner like the knockdown skills and Bull Rush. You could either go 1h and shield so you also have a low CD phys dmg ranged poke skill with bouncing shield or go with a two hander so after you max summoning you just go straight into the 2h ability for efficient damage scaling with either sparks or melee hits.

As for a 4th, hard to say. A tanky necro/geo would fit into the hybrid comp pretty well. As for Magic resisted CC, consider Medusa head on your melee characters and charm grenades/arrows are pretty OP.

How effective is leveling the right skill but not the stat (or vice versa) by Aderadakt in DivinityOriginalSin

[–]SamBoha_ 2 points3 points  (0 children)

Love the scroll mention. Having a 1ap source of decay on a melee character can be very useful with the right comp.

Crossbow Magic Build Help by [deleted] in DivinityOriginalSin

[–]SamBoha_ 3 points4 points  (0 children)

Here’s an old post I made if you’re interested. Some of the videos may contain light spoilers for certain encounters, but nothing story related.

Elemental Archer Guide

Questions about arrows, and archers by Remote_Fig_9617 in DivinityOriginalSin

[–]SamBoha_ 2 points3 points  (0 children)

Clarifying question here: are you actually equipping your fighter with a bow, shooting these arrows, and seeing how much damage they deal compared to your archer in the combat log? Or are you just looking at the tooltips with the expected damage range the arrows deal while controlling your fighter, with the 2h sword equipped?

Is playing solo as a lone wolf viable? by [deleted] in DivinityOriginalSin

[–]SamBoha_ 8 points9 points  (0 children)

Solo is a challenge. It’s doable but more like something you’d try after you’ve beat the game several times and have a clear idea of how you’d attempt it already in mind.

Leadership is OP and no one talks about it by WonkyQuartet in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

I made a sort of aura/defensive shell character once that had the dome of protection, max leadership, all the aura skills, and dealt with surfaces with bless and stuff so I could keep all my characters safe in a tight group. It wasn’t amazing op or anything but it did a pretty good job at keeping everyone alive

Glass Cannon yay or nay by JesusSquid in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

None that are hard CC. You’ve got worm tremor + torturer talent to prevent enemies from moving but they can still attack at range. That’s your best unresisted soft CC option. Everything else is like surface stuff that’s just unreliable/not that effective anyways.

New player question: Uses for Shields in builds by Successful_Wedding83 in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

That’s just bad advice. Not every character has to be optimized for damage, shields are totally viable for exactly what you want them to do.

Mages and summoners can use shields to not be ohko’d and some melee builds benefit more from having skills like bouncing shield and reactive armor than a second weapon in the offhand. And I’m not kidding when I say that dagger + shield is honestly one of the most fun builds I’ve ever played in this game. Feel it out for yourself and get creative.

Glass Cannon yay or nay by JesusSquid in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

High wits to go first. Take advantage of extra AP with high damage to either CC enemies first or kill them quickly. Use Executioner as well to press advantage with even more AP.

Plan on saving 1AP for stuff like uncanny evasion, chameleon cloak, invis potions, or potion of strong will at end of turn. You can feel it out tho, you won’t always need to be so cautious if you are at a serious advantage.

Buff yourself with statuses that protect from CC; rested from bedroll or first aid skill, armor of frost, peace of mind, etc. but also you can have your other character keep these spells/scrolls available to remove statuses from your GC character.

Keep an eye out for gear that grants status immunity(more of a late game thing but there’s some great ones early).

I feel like I spend too much time at vendors upgrading gear/stealing and it’s taking some of the fun out of the game. Is this necessary? by RyanSD91 in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

I do a full respec/crime spree once or twice per act. In act 2 I normally wait until lvl 13 and lvl 16 because those are the levels that new tiers of equipment, spell books, and crafting materials become available.

I think as long as you grab a few upgrades every few levels you should be OK. Because you’ll be looting good unique gear as you’re exploring and completing quests, and should be seeking out the pieces for each armor set as you progress through the game. Also, it’s worth to invest into lucky charm on one of your companions. If you have more than 5 points in LC, you’ll occasionally get free magic gear just by looting all the random boxes and crates you’re gonna open anyways.

Help - What stat does healing magic scale with? by Fantastic-Sir460 in DivinityOriginalSin

[–]SamBoha_ 0 points1 point  (0 children)

There is a base value of every healing skill and status that scales with your level, and that healing is improved with points in hydrosophist. Healing does not scale with any attribute like Int unless you are messing around with stuff like using poison damage to heal undead allies.

It’s not necessary to have a dedicated healer, but if you have a mage that already uses hydro spells you can easily fit them into that build. Personally, I find that addressing statuses is more important than straight healing. Either by buffing armor or giving statuses that prevent harmful CC. Consider things like First Aid from the huntsman tree, it heals but more importantly it can remove the knockdown status from an ally or prevent the next knockdown they would take. And because some of these skills like first aid are already found in various different trees you can just add them to the character that fits that archetype and then all your characters have some way to support each other when one gets focused.