Divinity Original Sin 2 Wands



Divinity: Original Sin 2. The wands, you wave those things and get toasted for your trouble, so that is a bust. If I can't find a way around them to the ship, then it is game over. Didn't like the Combat system anyway. Would be better if the player had more Offense than. Here’s a list of 11 awesome weapons in Divinity Original Sin 2 and how to find them. Spear of Braccus Rex. This is one of the stranger puzzles in the game. Braccus Rex may be a bloody rotten cur, but he’s got some decent gear. This is a spear that once belonged to our friend Braccus, who you may remember from the first Divinity Original.

Sin
  • Sep 22, 2017 Divinity: Original Sin 2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Wands are ranged and can have some nice effects,.
  • Choice 1: Purging Wand. The weapon is in Madman's Enclave 3, inside of a treasury, you can discover it during The Vault Of Braccus Rex quest. The weapon is on one of the plinths. Divinity Original Sin 2 Guide is also available in our Mobile App. Game Guides & Walkthroughs. Free Mobile App for you. For iPhone and iPad.

Divinity Original Sin 2 Wands Dual Wielding

Sin
Hey all,
I'm just getting ready to start a new game with a buddy of mine in Enhanced Edition, and want to build a mage. My problem is I can't decide which weapon to use.
As I'm hoping to be spending most of my turns casting spells, the main purpose of either weapon for me will be for ground effects (burning oil, electrifying water, etc.). The way I currently see it, using a staff I can only manipulate the environment through Staff of Magus once per turn, whereas wands I can target different areas as long as my AP allows. Wands also have the benefit of 2 elements (a different element in each hand), so if I find I'm in need of burning some oil and electrifying some water, I can do both without a weapon swap. The downside is I will need to invest points in dual-wield to make use of my wands. Using a staff nets me more skill points at the cost of the utility of wands.
I suppose with an investment in dual-wield, wands do also allow me to have some filler attacks if I run into cooldown issues. On that note: with high INT, using a pyro/geo build, can I expect to be casting spells every turn? Or am I going to need something to fill the gaps?
The main point I'm unsure of is what each option brings to the table in terms of stats. Could anyone provide me with some examples of mid-to-late-game wands and staves? Maybe even some legendary/unique examples? Knowing what's to come as far as itemization goes might help me make a decision.
If there's anything else to consider between both options feel free to throw that into the mix as well!
OriginalSin

Divinity Original Sin 2 Builds