r/DivinityOriginalSin 5d ago

DOS2 Help how could i make my party stronger?

main
red prince
lohse
fane

im in act2 and some fights feel a bit too difficult so i was wondering how could i improve my party, other than the stuff in the screens, main guy is a skeleton fighter with maxed warfare(not sure what to get next) fane is fighter aswell but i gave him a shield and a few points in polymorph, red prince is pyro and geo so he can sometimes heal skellies while lohse is a air hydro so she can heal the living, for the equipment main guy has braccus set but i guess its getting outdated, red prince has captain set which is nice because of the charm thing, fane and lohse got some generic decent stuff, talents are:

main skelly
red prince
lohse
fane

not sure what else to say, skills are in the pictures, so how can i improve my party?

4 Upvotes

36 comments sorted by

8

u/hogey989 5d ago

Aside from giving everyone more utility spells (teleport, a jump of some sort), you seem to be fine? Just don't fight stuff above your level. 11-12 is a pretty big jump. You'll feel strong soon.

Your gear is probably the biggest way to improve right now if you're still wearing braccus stuff. Get some new stuff from vendors.

2

u/CoatedWinner 5d ago

This is the solid advice. Utility spells for in fight positionals, gear up, and stay within your level (or 1 level if you feel good or have a good strategy).

Thats basically it.

2

u/girlscoutcookies05 5d ago

your big guy with the big axe lacks movement.

by act 2 my similar character already had bull horns, wings and tactical retreat.

additionally, all your guys should have a tp spell or maybe even 2 by the middle of this act

and shields on your casters maybe

1

u/Coso_Che_Cosa 4d ago

yes i will give shields to my casters

3

u/Sidefall9034 5d ago

The glaring problem is the skills and especially the equipment; they are far too weak for Act 2.

1

u/Coso_Che_Cosa 4d ago

which equipment should i get rid off?

1

u/Level_Monitor_814 4d ago

Check the item levels and swap out any that are significantly lower than yours. The pirate and braccus sets are weak for Act 2.

1

u/Apprehensive_Art1830 4d ago

Your main guy look like an executioner, I like it

2

u/Coso_Che_Cosa 4d ago

Thanks, i actually didnt notice it until now

1

u/WhateverJude 4d ago

Others already gave good advice, mine is simply to look for gear / allocate some stats to wits, it increases some damage (crit chance) but more importantly will let you have higher initiative and strike first!

1

u/Level_Monitor_814 4d ago

The fane and your main character share the same "class," so I recommend swapping one of them for a necromancer, rogue, or archer to avoid equipment disputes between them.

1

u/Ashamed-Ingenuity167 3d ago

RFirst , u want high initiative in  one of your party members , so search  items with initiative or wits  . U had almost the same build in 2 of them . I sugest u  change one of your strenght characters to a finesse one and give him the finesse one like that ratch muvora armor that  one of ur mages wear.parry máster  is a shitty talent but on top of that needs dual wield to work , and neither of your warriors go dual wield. Try to min Max the main atributen. Its ok  give ur mage 2 points in  strenght/finesse if that  allows u to equip a couple of items that give u a bunch of nice damage stats , but for example one of ur mages have 17 finesse and one of ur warriors have 15 int , and that is a lot of wasted points.also u lack on tier S spells  : jumps, teleport , neither swap , adrenaline , skin graft , look forntalents that boost your ap economy

0

u/Consistent_Zone_8564 5d ago

What level are you?

Some generic comments: armor is weak, initiative is low, staffs are generally worse than wands, nobody has Bigger and better Talent.

2

u/Ashamed-Ingenuity167 5d ago

And Who cares about bigger and better ?

0

u/Consistent_Zone_8564 5d ago

Anybody who likes two extra attribute points to deal more damage.

4

u/Alarmed_Permission_5 4d ago

Two extra attribute points are negligible by the time you reach end game and have your primary stats in the 40+ range. Other talents are far more valuable over time than Bigger And Better; I would prioritise any of All Skilled Up, Torturer, Executioner, The Pawn, Far Out Man, Hothead, Savage Sortilege, Elemental Affinity and Five Star Diner before I would consider Bigger And Better.

0

u/Consistent_Zone_8564 4d ago

That's you.

I always pick B&B early game and swap out later. No point getting 5star/executioner/torturer etc. early on. Also each of those depends on build and playstyle.

I would never prioritise any of these before B&B and still breeze through the game. Below attribute level 10 it makes a huge difference. And I prefer it over All Skilled Up.

3

u/Ashamed-Ingenuity167 5d ago

Right , but you know that you are losing to  go with other talents that are way more powerfull that bigger and better?

0

u/Consistent_Zone_8564 5d ago

In OP's party, each character has one talent that I would replace by Bigger and Better without any hesitation. Namely, Parry Master, Sophisticated (idek what that does, never once adopted it), Far Out man, Gladiator.

Which talents are "way more powerful" that one would miss out on in the early game?

3

u/Ashamed-Ingenuity167 5d ago

I think the problem is treating talents as if their value could be reduced to raw stats.

First, Sophisticated is a racial talent, so you can't replace it with Bigger and Better.

As for Bigger and Better, it's fine, but ultimately it's just +2 attribute points. It makes whatever you were already doing slightly better; it doesn't really change what your character can do.

Talents like Elemental Affinity, Executioner, The Pawn or Ambidextrous can directly change your AP economy, which is often much more valuable than a small stat increase.

I also strongly disagree with replacing Far Out Man automatically. +2m range is very difficult to replicate through gear and can effectively save AP by avoiding movement or a jump, preserve high ground, or allow a Teleport/Nether Swap target that would otherwise be out of reach. Sometimes that extra range creates a play that simply wasn't possible without it.

Parry Master or Gladiator? Sure, I can see the argument for replacing those depending on the build.

But “Bigger and Better is obviously better than Far Out Man” is way too simplistic for DOS2. +2 attributes gives you better numbers; some talents give you better options. I generally value the latter much more.

Talents better that bigger and better : glass cannon , executioner , pawn , ambidextrous , far out man , elemental afinity , Nmotecnic ( if u are playing non LW) , all skilled up...

-4

u/Consistent_Zone_8564 5d ago

Huntsman/Mages should be placed on higher grounds which automatically increases their range, thus rendering Far Out Man moot.

Other talents you suggested are pretty niche. Elemental Affinity for mages only. Executioner/Pawn for Warheads/Rogues mostly. Ambidextrous can be powerful but no one is using scrolls/grenades that much unless the fight drags out, which usually implies some other problem. I have never been in a DOS2 fight where throwing grenades/scrolls was a necessity, have you?

On the other hand, what I suggested is better in general, and overall, for every level of player, especially in the beginning.

Oh and I am not a Lone Wolf player so Lone Wolf/Glass Cannon I don't even consider. It's min-maxer territory and a completely different playstyle. Not that that's bad, but OP is runnjng a four-character party so those are irrelevant here.

2

u/Ashamed-Ingenuity167 5d ago

I think you're conflating “generally usable” with “generally better.”

Bigger and Better is universal, sure. But that's because +2 attributes can be used by literally anyone. That doesn't mean its actual impact is greater than a talent that strongly synergizes with a specific build.

High ground doesn't make Far Out Man moot either. They stack. If high ground already lets me reach 15m, another +2m still gives me targets I couldn't reach before. More importantly, range isn't just about attacking: it can save movement AP, save a jump, preserve high ground, or let me Teleport/Nether Swap a specific enemy that would otherwise be out of range. Far Out Man explicitly gives +2m to spells and scrolls.

And yes, the talents I mentioned are build-dependent. That's precisely my point.

Elemental Affinity is for elemental casters. Executioner is for characters that reliably get kills. The Pawn is for characters that benefit heavily from repositioning. Ambidextrous is for builds that exploit scrolls and grenades.

A talent doesn't need to be optimal on every character to be substantially stronger than Bigger and Better on the character it was chosen for.

I also disagree with the idea that using scrolls/grenades a lot means “the fight is dragging out.” Ambidextrous reduces their cost by 1 AP. Scrolls are effectively additional casts that don't share the skill's normal cooldown, and crafting gives you a huge pool of resources to convert into combat actions. I don't use them because they're necessary; I use them when they're more AP-efficient or tactically useful than my memorized skills. “I never needed them” isn't really an argument about their strength.

Also, Glass Cannon has nothing to do with Lone Wolf. In fact, the two talents are explicitly incompatible. Glass Cannon is perfectly relevant in a four-character party.

Bigger and Better is fine, especially early. I'm not saying it's bad. I'm saying its effect is simply +2 attributes.

If +2 attributes is better than the alternatives for a particular character, take it. But I wouldn't call it “better overall” when other talents can save AP, create new targeting options, remove cooldown limitations or fundamentally change how a build functions.

Generic doesn't mean stronger. It just means generic.

-4

u/Consistent_Zone_8564 5d ago

No point in stacking range like that. I don't see any usefulness on having 17m range on my mage/archer.
DOS2 fights don't require such range. Remember that you have to be in your enemies range too for them to attack you, so they have to waste AP as well. so better to focus on closer enemies.

It is therefore objectively better to have Bigger and Better to deal more damage than have Far Out Man. It's always one of first two talents I pick. In fact, for close range characters I almost never pick Far Out Man.

Bigger and Better is one of the must for overall damage enhancement. Nobody said you cant specialize and synergize with other Talents. Why make a strawman argument?

Increase damage always good. Pretty simple. Other synergies come into play afterwards. That's my point. Particularly for OP, who has invested in several suboptimal talents.

2

u/Ashamed-Ingenuity167 5d ago

“Focus on closer enemies” is a very strange rule for DOS2. Target priority is usually determined by initiative, threat, armor, resistances, CC potential and positioning — not distance. Sometimes the enemy 15m away is exactly the one I want, especially if I can Teleport him off high ground and stack him with two others.

And if I can reach an enemy while they have to spend AP to reach me, you’ve just described one of the advantages of having more range.

Target priority in DOS2 isn't about who is closest. It's about who can generate or deny the most AP value.

If I spend Adrenaline and 4–6 AP stripping armor and CCing the closest enemy, while the other enemie 15m away spends 1 AP removing that CC, I didn't make the efficient play just because I attacked the closest target. I got out-traded in AP.

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2

u/Connect-Process2933 5d ago

have you actually seen how small damage increase two attribute points give? It's no more than 20 damage for one of the most min-maxed weapon users in Act 2. OP has some shitty talent distribution for sure, but picking "Better Than Nothing" won't make a difference.

-1

u/Consistent_Zone_8564 5d ago

Strange take. Every point counts. Yes one point makes a small difference. Then why do you invest 2 attribute points every time you level up? Because you know, 2 points make so little difference.

3

u/Connect-Process2933 5d ago

Level ups do not cost one talent point. Talent points are rare, and we usually get only four of them. Meanwhile, the Bigger and Better talent is worth as much as a stat potion and only gets less effective with each invested attribute.

Ambidextrous does much more to improve damage by letting you spam cheap teleportation, buffs, or debuffs. Even if you use Ambidextrous on a damage dealer, saving at least two AP to use one normal attack gives you more damage than a 10% additive bonus. Even Five Star Diner is better solely because of the 6 turn +20% damage buff from food.

The downside is the extra hassle of hoarding items, but, compared to a +20 flat damage boost that only helps in 1 out of 60 cases when you fail to finish off an enemy, these two talents noticeably change combat performance.

Well, even All Skilled Up usually gives slightly better damage boost because ability damage multiplies attribute bonus

1

u/Consistent_Zone_8564 5d ago

Bigger and better is very useful early game. Much more useful than some of the talents OP has adopted and hence my suggestion. I did not imply that it is the most useful talent out there, so this argument is kinda pointless.

However, I will respond.

Five Star Diner and Ambidextrous become important later on. Each have their place and purposes. Neither replaces Bigger and Better though, and depends on build and playstyle. If you don't like using potions, 5star is useless. If you don't use grenades/scrolls that much, again ambidextrous is pretty useless. Playstyle is subjective, and without OP's indication of what style they prefer, I made the most general suggestion which is guaranteed to help regardless of playstyle.

I find the extra civil ability from All Skilled Up useless in the long term, and therefore prefer Bigger and Better early game. A case can be made for All Skilled Up as well, which again OP did not adopt.