Civil Abilities Divinity 2
Hey, I wanted some opinions on Civil Abilities. Which one do you think are must-have? Which one do you always pick even though they aren't that good?
Divinity Original Sin Abilities Guide
Sep 15, 2017 Divinity Original Sin 2 Combat Abilities. Retribution This ability reflects +5% damage back to the attacker. Aerotheurge This ability provides you with +10% increased damage against Magic Armor. Geomancer This ability provides you with +5% increased Poison Damage and increases Physical Armor restoration by +10%. Welcome to our Community everyone, Today I go over the Stats in DOS 2, now this was a 1and a half hour recording so I made it into 4 parts.
It's no fun feeling the need to play dress up to maximize your bonuses, and civil bonuses often clog up loot. To compensate somewhat for the lost civil bonuses, you now receive a civil point every 3 levels instead of every 4. Existing randomly generated loot with civil abilities will lose their bonuses (and not replaced with anything).
Here's my take on them:
Divinity 2 Civil Abilities Shared
Persuasion: The only Civic Ability that will reward extra XP. A must-have.
Lucky Charm: Extra loot is always good to take, even if you just resell it.
Loremaster: I know it's easy enough to play without it but I like having enemy infos during fights.
Thievery: Probably the Civil Abilities that earn you the most money. It's easy enough to bypass the 'search' after a thief (especially for skill books). Opening locks is a nice bonus, especially since it allow Lucky Charm to trigger on more stuff.
Bartering: Get you more money but it feels weaker than thievery.
Telekinesis: Apparently you can abuse it to kill enemies by throwing them heavy items. Besides that it's pretty useless since you get teleportation gloves early in the game.
Sneaking: The 4 AP cost completely kill it.