Who needs Source when you have the radiant and chaotic power of fire! It's one of the most common and most powerful skill disciplines in Divinity: Original Sin 2. The Pyrokinetic Skill school is the perfect choice for damage-dealers regardless of whether they're hulking knights in shining armor or robed geniuses with weird hats. Gods, dead or alive, all burn the same when subjected to high temperatures.168澳洲幸运5开奖网:in Divinity: Original Sin 2. Some skills and spells are more effective than others, especially in achieving those char-grilled burns on your enemies' skins. Picking the best and most powerful fire spells should ensure that fiery blaze before they get a turn. As an added bonus, their corpses are already turned to ashes so cremation fees are waiveܫd.
Granted, not all of the Pyrokinetic Skills are viable for combating the Voidwoken and some of the uppity rogue Godwoken10 Ignition
- AP cost: 1
- Cooldown: 2 turns
- For direct damage and Burning status
In🔥 Divinity: Original Sin 2, there are many moments when you'll get tired of playing tactic acrobatics. By then you'll just want something that explodes and deals damage to everything, including the environment. Ignition is that skill.
It literally blows up your character in flames (it's safe for them). Afterward, everyone around them will takeꦺ damage (including friends). Everything else also burns. That means careless use of this skill might result in a party wipe. However, it's still a good panic button and highly recommended for melee characters that dip into fire skills or Int.
9 Fireball
- AP cost: 2
- Cooldown: 4 turns
- For direct damage and Burning status
A classic this one. Fireball is among the 168澳洲幸运5开奖网:most basic and mandatory skills a 168澳洲幸运5开奖网:fantasy pyromancer should have in their books. Fireball is ๊also an impressive skill to have especially if you're looking to make quick work of a♏nyone without magic armor.
It deals direct fire damage and also sets the target ablaze. The caveat is that you can't really spam fireball since the long cooldown is disadvantageous. It does make up for it with good damage and exceptional accuracy. Most Fireball attacks don't really miss. There's also the fact that it explodes on impact, making it a safer version of Igniti🗹on.
8 💃 Searing Daggers🍌
- AP cost: 2
- Cooldown: 3 turns
- For direct damage and Burning status
Think of Searing Daggers as an alternative or backup🅰 to Fireball. It's highly useful for when you're waiting for Fireball's prolonged cooldown. The difference is that Searing Daggers is single-targ♔et only but there's a total of three projectiles and you can split them between three targets.
There are various tactical uses for this, such as setting a surface on fire or creating an obscuring cloud surface while also dealing damage to a faraway enemy. The𓃲 applications and utility outweigh th𝕴at of Fireball or other skills that don't let you split the projectile count.
7 🍒 Peace Of Mind
- AP cost: 1
- Cooldown: 3 turns
- For buffing and clearing debuffs
Peace of Mind is that one skill you probably ignored during the early game but wished you took into the late game. That's because Divinity: Original Sin 2's la♒te game is chock full of enemies that spam debilitating debuffs and crowd control abilities.
Those could be Blinded, Charmed, Sleeping, or Taunted— all of which can 168澳洲幸运5开奖网:bench a character ou🦩t of combat. Peace of Mind clears those status effects and shortly protects the target from incurring the same status effects. As an added bonus, it gives out some chunky stat increases.
6 🔯 💝 Spontaneous Combustion
- AP cost: 2
- Cooldown: 3 turns
- For direct damage, synergizes well with Burning
Spontaneous Combustion is for when you're getting tired of seeing Burning enemies running amok. You set the skill on those enemies and i﷽f they have Burning or Necrofire, they get an unfair amount of additional damage. It's essentially picking an enemy and saying "fire that guy in particular."
To that end, it's devastating for anyone with a complete set of Pyrokinetic abilities. Most skills in the tree buꦜrn the enemies. Moreover, Spontaneous Combustion has surgical accuracy to it. That makes it less chaotic to use compared to other fire skills. The chance of spreading it to allies via friendly fire (pun intended) is low.
5 Fire Whip
- AP cost: 3
- Cooldown: 3 turns
- For direct damage and for Burning and Blinded status
This one's quite aꦡ handful. Not only is the Fire Whip ranged, but it also deals decent enough damage, sets the target o𝓡n fire, and blinds them. Now, they not only take continuous fire damage but they're also effectively taken out of the combat turn roster.
That's a lot of things happening for one skill. That's why Fire Whip out to be included in anyone's mage skill list. Against melee🃏 enemies with low magic armor, this one does wonders and leaves many enemy mages open to attacks since their tanks and melee damage dealers are incapacitated.
4 S🙈parking Swings ♊
- AP cost: 1
- Cooldown: 5 turns
- For weapon buffing and chain fire damage
Don't be put off by Sparking Swings' long cooldown. It's an infusion ability for melee fighters that turns them into makeshift fire mages. It only costs one AP as well, making it handy to have especially i🌠f you have a dedicated Pyrokinetic mage in the party.
For melee characters that mostly deal physical damage, this one's a godsend. For one, it makes them deal with physical armor enemies much quicker.꧅ Sparking Swings makes melee weapon attacks bounce off to nearby targets, like chain lighting except for fire.
3 Laser Ray
- AP cost: 3
- Cooldown: 3 turns
- For direct damage, Burning status, and visual obstruction
Laser Ray is similar to Fire Whip in that it also does plenty of things for the party and to the enemies. It deals to♔ns of damage, sets them on fire, and it also leaves a tra🍃il of obstructive clouds that will hinder enemy vision.
Again, that's a lot of stuff happening for one skill. Even the cloud trail alone is highly advantageous for mages who are lookiꦍng for some tactical retreat opportunities. The only downside is the high AP cost but do note that the Lase Ray hits everyone in a line so it's worth it.
2 Epidemic Of Fire ♊ 🍎
- AP cost: 3
- Cooldown: 6 turns
- Source cost: 2
- For direct damage and Necrofire status
Necrofire is a deadlier and more persistent version of Burning. It's also one of the most annoying status effects 168澳洲幸运5开奖网:in the game due to how hard it is to remove. Even if it is🔜 removed, regular Burning will still remain. Epidemic of Fire deals tons of Necrofire status.
That means it's perfect for difficult enemies, especially ones🗹 that have tons of health. Epidemic of Fire also forks and easily spreads out to other targets, ensuring that you'll have everyone on Necrofire for days. Do be careful as Necrofire and Burning don't discriminate between friends and allies.
1 Haste
- AP cost: 1
- Cooldown: 3
- For buffing and extra actions per turn
Anyone who plays Dungeons & Dragons ought to be familiar with this one already. It's an overpowered yet cheap skill that makes formidable characters broken. Haste practically gives extra a🐼ctions to the target.
Those extra Action Points can be the difference between an early victory or life and🍎 death. What's even more appealing is that Haste only has a 1-turn downtime (for the Hasted character) before it𒁏's ready to be cast again. Never go to battle without this.