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Like summoning him on water I think gives him healing and on Fire gives him Fireball which is a strong skill.īut if you still don't like this look at the full spell list in the final version, I'm sure there will be more skills to make summons appealing.į appeal I want viability, and by the sounds of that (water for healing fire for dps etc) it sounds promising. You can buff him to have new skills, that way you can specialize your Incarnate differently based on the situation.Īnd since you have so many different surfaces to summon him from you can have a lot more variety of Incarnates. There are no Incarnate archetypes and you can only have one up. Just having a totem to do damage and an incarnate for versatility is kind of boring. I hope they at least go for the tank dps or healer summon type dynamic. Only having one mobile creature you can summon is pretty trashy. Originally posted by Casper:If that is only about 30% of the summons I am hoping they get a few more. The summoning system is great and the class fills a pivotal role in any party. You should get and actually play the game instead of theorycrafting. The Summoner in this is balanced around causing chaos on the battlefield, forcing bad target prioritization for the enemies, and distracting distant targets (like Archers) to keep them out of the fight while your main force chews through them. The summons you make can fill any role, any element, and can be buffed towards different combat styles. TBH more summon creatures aren't needed at this juncture. Further, the summoner's Dimension Bolt can create surfaces of random elements, so you don't have to rely on the environment for unique effects throw a bolt or two around and you'll have ample materials to summon off of. They will overwhelm enemies if left alone, and even in a worst-case scenario, they force enemies to waste turns bashing them down. They are also very cheap to summon, and you can put them on different surfaces for unique totem types. Totems can be summoned once per turn and there's no clear limit to how many you can have on the field.
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There's other tactical maneuvers as well, like Supercharge, which buffs one summon's damage but ensures they die on their next turn, and a move that allows you to heal someone's Vitality & Magic Defense depending on the number of allies around them, which functionally is the strongest healing spell available AFAIK. These adjust with element as well, so the Whirlwind for example can be a fire blast, can shock enemies around, spray blood or poison, etc. You also have skills that change how the summons work, like one that gives them a ranged attack and high magic defense, and one that gives them two physical attacks and high physical defense. For example an Incarnate summoned on water becomes a healer, one summoned on fire does magical damage and knows fireball, one summoned in blood does physical damage and learns a self-heal bleed spell, for a few examples. You can also change the starting skills, but that has limitations: You can only choose from level 1 starting skills, and you need to have invested a point into one of those abilities to choose those skills. The totem and incarnate both change elements and roles depending on the surface you summon them on and spells you cast to buff them. The preset class determines your starting weapon, but you can change the attributes, Talent, and abilities of the preset to what you want.