Fans of Larian Studios excited for Baldur’s Gate 3‘s full release can return to one of the studio’s most acclaimed RPG titles, Divinity: Original Sin 2, in the meantime. Original Sin 2 takes players to the land of Rivellon, where they – and perhaps one to three other companions – try to achieve divinity and save the world. Like most RPGs, players out to save the realm will face some mighty resistance; however, thanks to Source, they can tap into wildly-strong abilities to turn the tide of any difficult battle.
However, fans might realize that some strategies can help them win most battles without spending Source at all. After all, this resource isn’t very easy to find across the game. How exactly can players prevail in combat without ever spending Source?
Players should try as much as possible to learn AOE Skills, as they easily become great substitutes for Source Skills. Remember, the most powerful AOE Skills such as Hail Storm (Hydrosophist) and Meteor Shower (Pyrokinetic) actually cost Source. However, lower-tier Skills can still deal devastating AOE damage. These include Fireball, Laser Ray, and Supernova (Pyrokinetic).
Despite the lack of damage compared to other Source Skills, these AOE Skills still pack plenty of punch. Moreover, the right consecutive order of AOE Skills can build up DPS that may annihilate enemy groups without having to spend Source.
As evidenced by Elemental Arrowheads (Huntsman) or Throw Explosive Trap (Pyrokinetic), players can make great use of elemental arrows, grenades (e.g. bombs), and traps to hinder or damage opponents. Granted, these do deplete some items in their inventory space. However, they can still cause damage without the need to have Skills on cooldown.
Additionally, these items more often than not cause surfaces to appear after they are used. Players can take advantage of these situations to maximize their damage output. For instance, using Fossil Strike (Geomancer) to damage enemies and create an oily puddle can lead to a huge explosion if followed-up by a Fire Arrow or Cluster Grenade.
In most tactical RPGs, players often move their characters to attack opponents. Unfortunately, in Original Sin 2, players often get outnumbered by enemies that not only move first but aim to surround the party. This disadvantage can result in a party wipe. As such, instead of simply “moving” to attack enemies, players should consider moving enemies directly to make it easier for the party to attack them.
Thanks to Teleportation and Nether Swap (Aerotheurge), players can move enemies to more favorable positions. This Skill helps push melee combatants away and pull ranged combatants closer. With Teleportation, players can move enemies next to the party’s tank or in range for a great AOE. Likewise, Nether Swap can switch the places of two characters, enabling a tank to end up inside the enemy’s ranks.
Winning combat isn’t always about dishing out damage – it’s about knowing when to regroup. When fights get too tricky to handle, players should consider repositioning their characters to more favorable positions. Skills such as Tactical Retreat (Huntsman), Phoenix Dive (Warfare), Cloak and Dagger (Scoundrel), and Spread Your Wings (Polymorph) become great mobility Skills in this regard, especially for Ranger and Rogue archetypes.
Players can use these Skills defensively, such as retreating from being cornered or getting out of an opponent’s range. Likewise, they can use these Skills offensively by, for example, rushing towards opponents, chasing escaping opponents, or luring them to a disadvantageous position.
Players who have four-man parties likely have a person maximizing Scoundrel Skills. Most Skills in this category utilize the game’s Backstab mechanic, where attacks from behind automatically cause Critical Hits. In turn, Rogue archetypes should make full use of Backstab-based Skills to eliminate the strongest-looking foes in an enemy squad in order to reduce active threats. Likewise, Rogues can take care of pesky minions of groups that outnumber them.
Interestingly, Scoundrels might want to get the Glass Cannon Talent. While this Talent negates the protection from statuses provided by Physical and Magical Armor, it allows the character to begin each round with Maximum AP, which is very useful for consecutive deadly attacks.
Enemies can’t overwhelm players if they’re too far for them to reach. Thanks to the Far Out Man Talent, characters with this perk can essentially extend their effective range by two meters. These two meters can determine the difference between enemies reaching players and the latter being able to attack opponents, delaying their approach for a round or two. For Huntsman and spellcaster archetypes, Far Out Man can make them more efficient on the battlefield.
Likewise, a ranged combatant with both Glass Cannon and Far Out Man can deal a ton of damage in a single turn. This may be a worthy advantage despite the vulnerability it imposes.
Payers who enter battles don’t necessarily have to stay there. In fact, players in a tight spot can decide to retreat and regroup to fight another day. What’s interesting here is that most NPCs stay where they are by the time the fight ends, unless they have a scripted position. Meanwhile, players can use their time to retreat to plan a counter-attack.
Chances are, NPCs who abruptly finish fighting won’t have the room for healing spells. As such, players who end up retreating should take the time to heal and try to approach the battle from a different position. Moreover, enemies end up at a disadvantage this time, as they start with less than full health. These situations make it easy for Rogue archetypes and Ranger archetypes to stage a powerful counteroffensive.
Cooldowns easily become the most irritating part of combat, as sometimes that one Skill players need ends up being available just when they’re about to get party wiped. However, players can easily counterbalance this caveat by having that relevant character with powerful Skills exit combat. That way, Skills get their cooldowns much faster, and the character can go back in the heat of battle and dish out their powerful spells.
Granted, said character might find it difficult to escape battle if an enemy tries to get closer to them. If players want to use this approach, they should make sure that the other active party members force any nearby opponents to stay away from the backup character.
Teleportation remains one of the most useful Skills out there thanks to its ability to interact with the game environment. However, instead of using Teleportation mid-combat, players can also use this Skill to set up combat to their advantage. In instances where opponents exist on farther sides of an area, a character can Teleport that character to their position to pummel it to death. Chances are, this will only trigger combat against that one NPC.
Even if combat gets triggered for the entire area, players have to worry against one NPC first while the rest of its allies try to get into position. This more or less gives the party at least one round to eliminate that single NPC and another round to retreat or reposition.
Players may want to consider avoiding having too much Source when engaging in combat. Granted, Source becomes extremely useful in exploration, especially when having to Bless or Curse game objects. However, certain powerful NPCs also possess the ability to perform Source Skills, which can easily turn the tide against players.
Interestingly, most of these powerful NPCs more often than not use Source Vampirism to steal Source from players prior to using these Skills. In turn, characters without Source can’t be used as power reservoirs by these NPCs to launch their more powerful attacks.
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