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It’s one of the reasons archers are the strongest class. The damage is pretty reasonable with a blood buff from elemental arrowheads. The bow would deal reasonable damage without skills and can also make surfaces with consumable arrows. Probably the best weapon for them beyond wand and shield for creating surfaces and tankiness. A bunch of summoners with finesse and bows could too. Originally posted by Chaoslink:The incarnates would? Blood or regular.
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I actually like tossing in summoning on lone wolf now due to having to build wide in DE LW. And then your own thunderstorm/superconductor aoe death machines will only add to it.Īdded bonus, drop down to one single handed weapon and grab ambidextrous, and you can spam out dazing bolt and superconductor scrolls on elemental affinity for one ap each, or summon 6 totems in one turn in scroll form. Double teleport and double netherswap (as well as warp infusion tps) will make setting up the cursed incarnates' nukes a piece of cake. Duo enchanters dish out massive damage, and with totems reapplying wet and shocked on everything, you won't have to worry about much. Pre summon (probably only 1 due to time) incarnates before combat on electrified water, rain on enemies, and use your army of totems and electric incarnates to lock down all enemies with relative ease. Since LW can max out 4 skillsets by the end of the game, we can go summoning, hydro, aero to max, then either get poly to 5 for apotheosis/skin graft, while relying on gear for scoundrel to get adrenaline, or drop poly and get a point in geo and pyro and 3(6) in scoundrel for haste, peace of mind, fortify, adrenaline, cloak and dagger, chloroform, and general damage boost on crits. I would say a lone wolf pair of enchanters. While with summoning specifically, a 4 man party would be stronger due to incarnates capping at 10 and LW stopping the scaled up power after that, the 4 man party also gets insanely repetitive summoning all of them every turn. While I only had one summoner in my first lone wolf honor run, it worked out well for me. curious what patch kicked incarnates in the nuts. So, which would you do and why? 4 summoners for more incarnates and more support abilities overall, or 2 lonewolf summoners because they can be a pure summoner and later on in the game still perform as a regular class?Īlso, does anyone know which patch nerfed incarnates? back when i first played on launch my incarnate with 2 summoning had around ~25-27 HP. so i guess the difference is lone wolf summoners can basically be hybrid since they get so many skillpoints and can afford to be a summoner and warrior (for example) at the same time. so once i get to level ~10 ish my 4 player party will be just as powerful, in terms of summons, as my lone wolf party.Īlso, for pure summoners, attributes aside from memory don't really mean♥♥♥♥♥♥since you don't do anything but summon. also, lonewolf summons are at the same power level as 4 player summons but it takes a 4 player party just a little bit longer to reach that point. so less supporting overall cause more cooldowns.
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with lone wolf i'll only have two characters with that repertoire of skills. i had to gear 4 people, buy skills for four people, go through the summoning animations for four people, having to deal with 4 people's side quests (which was fun at the time but for a 2nd playthrough seems like a hassle)Īnd for lone wolf i feel like it has its own problems too for summoners: most of my summoners are "support" characters that had summoning spells and then just a huge array of supports for armor, hastes, teleports, healing, soul mate etc. So i've done it before, with 4 people, and it worked out pretty great.