![]() 8 KnightĪs established from the beginning of her story, Sebille likes to lurk out of sight, assessing her foe and waiting for the right moment. To help players realize her potential, this guide has been updated with an additional class suggestion, as well as key skills to keep in mind when building her within these roles. ![]() Though she prefers to hide in the shadows and slit throats quietly, she's incredibly versatile in the classes she can take on within the party. Updated Septemby Demaris Oxman: Sebille's story is one of the most intriguing and moving in Divinity: Original Sin 2, leading many players to take her along on their journey. When taking this deadly elf along for the adventure, consider the following builds to help her deal as much damage as possible. Like all available party members, Sebille is more than capable of taking on any role however, some classes fit better with her innate skills or simply reflect her personality more closely. RELATED: Divinity Original Sin 2: How To Defeat Alice Alisceon In Act 2 Yet, throughout their journey, the player can slowly get her to open up. Always cunning, she can be defensive and guarded due to the brutality she has suffered in the past. So take this build with a grain of salt, it could be better.Sebille Kaleran, the former slave who now hunts her former master, is vicious both in battle and in speech throughout Divinity Original Sin 2. Once again, this build could have been done more efficiently with higher damage with fewer wasted points, you probably don't need that much memory (20 is about as much as I'm willing to put on any character.), and most people use Warfare for the higher damage. I also had from socketing Source Orbs into Helmet and Armor: Evasion Aura and Cure Wounds. Terrain Transformation - Move that nasty surface from under your characters and swap it with the safe surface under an enemy. Pressure Spike - For turning clouds into surfaces, because the damage isn't much with my low INT. These are the ones I had memorized, there were some others not in active use.Ĭorrupted Blade - this one isn't that great, really.įirst Aid - I already had the point in Huntsman for the talent, so. ![]() You probably won't need nearly this many. I took many more skills than is strictly needed. Parry Master - 10% chance to block when dual-wielding. Opportunist - AoO's whenever enemies try to leave my areaĭuck Duck Goose - So enemies cannot use AoO's on me Polymorph was for Chameleon Cloak, and once I had that, the extra utility from certain other skills was nice. That's fair, but I was going for a Dodge-based build instead of a pure damage build. The forum will say that you should put 10 into Warfare and only enough into Scoundrel for your skills. The 4 points into WIT were for secret finding and initiative, but it probably was a waste to put them there since the critical chance isn't that useful for a Rogue.Ĭivil Ability: Thievery (5). The single point into CON probably didn't do much for me after level 8. Your build might not need as much at that point. The points I sunk into MEM were a sacrifice of damage (from FIN) in exchange for the greater utility having more skills available offered me. Here's what my build looked like at level 15: My build is in no way optimized or min-maxed, so keep that in mind. ![]() So keep in mind that my build could have been done better, and I also kept a handful of unspent points in reserve in case of indecision or sudden necessity. I might be a bad example, because I went a little Jack-of-All-Trades with the Rogue since I also put points into Polymorph. Originally posted by Eidam:Really interested in this build - can you share how many points you put in everything?
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