I don't know if you get any exp from getting past them with the rubber ball. Talents Pet Pal: Gain the ability to talk to animals Starting SkillsWayfarer - Races Which abilities are worth choosing A Wayfarer has access to two. or do the pet pal quest, and kill the dogs, and get exp from it all. Invest in all the necro support spells (since offensive spells are intelligence based) and use those to enhance your damage and sustain potential from the melee warfare side of things. Leaving the area progresses the plot, but it also means abandoning quests. Necro actually synergies well with melee physical builds because of warfare. With wits you'd need to know before hand where the key is, however, as it's sort of in an out of the way spot.Īlternatively, you could kill the dogs (not sure on total exp, but at level 2, in an earlier build, I remember them two shotting my level 2 team members). Divinity: Original Sin 2 is separated into acts, each taking place within a discrete area. It's around 32% of the exp needed to go from 3-4 (you need 12,000).Īlso, you get the key and a unique crossbow, though if you're wits or thievery is high enough, you could get past the door without Pet Pal. So that's almost 65% of that level from pet pal. Purely game play wise though I believe it is not worth a talent point after the first playthrough. Talking to the dog, Emma, gave me 2500 exp per character.Ĭonvincing Birdie (the dog in the cage) gave me 1400 exp.įYI it takes 6000 exp to go from level 2 to level 3. I think the pet pal talent helped with this. So I just loaded a save and checked out what the exp ratios are. You think Loremaster and Telekinesis should also grant exp? However I find it cool that not everyone can talk to animal and making it unique and rare, I just wished I wasn't force to sacrifice fighting power for it. So I don't really get why there are still trait for social interactions. I agree in the sense where the dev added separate points for social skills, and I really like that you no longer have to sacrifice Combat effectiveness for social skills or crafting. Multiplayer needs more non-xp rewards that are up for grabs if they truly want it to be competitive anyway. It prevents you from having to waste a talent on a character with the bonus effect of adding a bit more competition to multiplayer. Im sacrificing a talent slot for Pet Pal early on in Act 1 where it definitely impacts balance even though you can respec in Act 2. Some sort of quest where you help an animal, and boom, the first person to do that gets a permanent Pet Pal talent that doesn't take away from available talent points. rat, or something, and you have to do a thing for it, like, free it from a cage, or bring it some cheese. Perhaps Pet Pal could be a reward for some sort of quest? Like, in Fort Joy you find a. yard and talk to the spider upstairs with pet pal and also spiders kiss. The default system works - you take a hit taking pet pal, but you gain experience from the new quests you can do, that otherwise you could not. In the full game there certainly will be more content and xp for Pet Pal, even if there isn't much in the Alpha. RELATED: Divinity: Original Sin 2: Pro Tips For Making A Necromancer BuildYou. Divinity: Original Sin 2 > General Discussions > Topic Details.
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