Divinity: Original Sin 2

Divinity: Original Sin 2

Helaene - Mirage Class
110 Comments
Blackthorn 18 Dec, 2018 @ 7:05am 
I see strong vibes from Guild Wars 2 Mesmer's elite specialisation, Mirage.
Approved~
Squanchy 18 Nov, 2018 @ 7:33pm 
The follwoing mods not working together; cyromancer, vampire, mirage, priest, trickster, valkyrie, vampire and succubus. I had the DE version of each one. I had my 4 players download the versions too. These were the only mods being used. When we got to the character creation they were kicked from the game whenever they went to select skill presets. So we tried not doing that and when they all finished making their characters it went to a black screen. So I removed all 8 mods. I didn't do much testing because the players only had a couple hours to game. But just letting you know so maybe you can figure it out. I'm currently building a huge open world RPG and I had a fun idea on how to use each of your classes, was going to have players discover them to use them and do questlines for each class mod.
I can do this all day 9 Sep, 2018 @ 9:12am 
i'm still waiting this class to be update to DE :(
CoffeeKitty 9 Sep, 2018 @ 6:55am 
Hi helaene, i've taken the liberty of unpacking, updating and repacking your mods to update them to DE, i'd much rather you republish them under your own name, but i've not been able to get in touch with you.

Currently all of your class mods i have updated for DE
Katgamingftw 5 Sep, 2018 @ 2:25pm 
DE please! :D
Arthel 4 Sep, 2018 @ 7:38am 
when that class mod is coming for DE ? That would be a dream <3 thank you so much
Sadistical 31 Aug, 2018 @ 10:50am 
Really hoping to see your class mods on DE!!!
Zikeny The Dragon 31 Aug, 2018 @ 2:25am 
any news on if this is going to be put on DE?
Fwish!!! 31 Aug, 2018 @ 2:17am 
This has been a great mod to play, and I'm a big fan of a few of your other mods too! Are you planning on updating them to Definitive Edition?
gaodahaha 18 Aug, 2018 @ 3:08am 
Nice mod,it makes the game more interesting! Thanks.
Mindrivet 14 Aug, 2018 @ 2:51pm 
@Titanium13 the mod works perfectly fine balance wise if you combine it with the more enemy mods on steam. My game is about 2-3x harder than base game currently on tactician. Works great balance wise for the insanity that is 3 hours to kill the hound master... using buckets to block enemies... because I made it that freaking hard.
Prince Cassius 7 Aug, 2018 @ 9:47am 
Issue with Runic Gale, I'm not sure if when you use it on an ally it's supposed to buff them or not, but it's not dropping the rune at their feet either. It just poofs and doesn't spawn but doesn't buff the ally either so I'm guessing it's supposed to only be a pick up item but the targetter lets you target allies.
[ ] 27 Jul, 2018 @ 6:25am 
Great class mod, Chaos is a very fond playstyle I greatly enjoy.
gantoun94 16 Jul, 2018 @ 1:21pm 
@helaene thanks for your response and all your awesome mods :)
helaene  [author] 9 Jul, 2018 @ 4:58pm 
@gantoun94 - not intentionally different for this one, just haven't had time to go back yet and update. Thanks!
gantoun94 9 Jul, 2018 @ 9:24am 
is it made on purpose that of al your summon in all your mod only mirage one don't have a champion at lvl 10 in sumoning ?
shippage 6 Jul, 2018 @ 12:52am 
Sounds like it's inspired from Gw2, very cool
Messina13 - TWITCH 30 Jun, 2018 @ 5:49am 
Your mods are really great but too much over powered! It would be cool if you coudl create an addon to use them in multiplayer and get normal damage
Chopper 28 Jun, 2018 @ 4:08pm 
Hey does the lamp of resetting work in multiplayer. It does not seem to be working.
JoeStarkz 28 Jun, 2018 @ 7:39am 
What kind of Damage is Chaos Damange? Piercing?
Quentin Quarantino 23 Jun, 2018 @ 10:35am 
We tried to recreate this in another playthrough, but we couldn't get it to work. The only thing different was the race. The bug occured on a dwarf male undead, the second time we tried it was on a female elf. Even with the same weapon and making sure it got unequipped due to a strength requirement check.
helaene  [author] 21 Jun, 2018 @ 6:59pm 
@Tathamet - wow that's a lot of bolts lol. I'll take a look, but hopefully this is an off-case unless someone is playing as an unarmed boxer. ;)
Quentin Quarantino 19 Jun, 2018 @ 10:48pm 
Hey, sorry about the mis(s)understanding! So i don't know if it's a bug caused by the weapon i used. But basically I killed dallis in fort joy, and was using her hammer. When at some point my strength got reduced and the hammer got unequipped in a fight. At that moment i one shot kniles. My friends noted it casted more than it should. So we tested it. Unequipping Dallis' hammer (two handed melee) cause the spell to cast 6 times (not 4 as previously mentioned). And yes, i am talking about separate casts that each do 9 bolts (so 51 bolts total i suppose). Equipping the hammer or any other weapon, caused it to go back to a normal cast of 9 bolts.


I don't know what causes it, but maybe you know what it is :D
helaene  [author] 19 Jun, 2018 @ 5:23pm 
@Tathamet - I'm a lady. ;) Is it casting 4 projectiles or 4 times as many as normal? It is supposed to cast several. Thanks!
Quentin Quarantino 16 Jun, 2018 @ 8:05pm 
Using no weapon with the chaos bolts skill will cause it to cast 4 times at once. I assume that's a bug, mr author man?
Ambermage 12 Jun, 2018 @ 7:02pm 
I've got most of your mods downloaded, and im playing online with a friend of mine, but for some reason when we downloaded the mirage class, we get this glitch where all sorts of boxes,hatches,stairs,tables etc. dissapear. we've tried to start a new game with the mod installed, but it still happens.
zyind784 8 Jun, 2018 @ 1:19pm 
Turns out the Phantom Bow doesn't work if you don't have a weapon equipped. If you die with the spell active it doesn't equip your original weapon, so that's what was causing the problem.
Accel 8 Jun, 2018 @ 5:54am 
Hey, love the mod, but a question. How did you create an own class/own skills etc? I dont understand it XD
zyind784 7 Jun, 2018 @ 3:47pm 
I'm having an issue suddenly when I cast Phantom Bow. The newly added skill don't appear after casting so I can't use any of them. In addition to this I don't seem to be able to use my equipped weapon while under the effect.
helaene  [author] 5 Jun, 2018 @ 2:32pm 
Thanks all. Please provide some more specific skills and numbers and I will tune the weapon skill damage accordingly.
musu.neko 5 Jun, 2018 @ 7:03am 
agree with others , weapon spells are underpowered especially considering they are doing random damage which is already worse than normal spell for damage .
Swoddl3 3 Jun, 2018 @ 1:34pm 
the phantom weapons definitly need buffed a bit they just werent as good as using normal weapons but other than that this class is really interesting and i like it
Kindra 2 Jun, 2018 @ 11:43pm 
how many rune variations are there? i've seen 7 so far
Kindra 2 Jun, 2018 @ 9:30pm 
i'd be interested in seeing some sort of huntsmen spec'ed class, maybe even one that specilizes in the spear rather then the bow. i love your mods and i'd love seeing what you could do with that catagory.
Lorillae 1 Jun, 2018 @ 10:27am 
Loving all of these custom classes. After playing through with a few of them, I had a small idea for a new one: some sort of shapeshifter. I know we have Fane and the mask, but having a shapeshifter class could be fun considering the limits of the mask. Perhaps the class comes built-in with those abilities. Would love to see this in Divinity.
Corey_ 28 May, 2018 @ 2:20pm 
Also, one problem with the phantom weapons I had, since you wanna use staves as your weapon, was memory slots, since staves usually gave me stats like memory or intelligence etc. bringing out a phantom weapon swapped out your weapon so it would negate those stat boosts, not really a big problem outside of memory on a staff cause it would unmemorize skills during combat, so I basically had to leave those extra slots empty. Just a mild annoyance.
Corey_ 28 May, 2018 @ 1:30pm 
It's a bit of both, I think its partly because of the random damage making rolling a damage type you're not invested in do a lot less, as well as them being low level spells. Everything else feels great though, just finished my playthrough last night and it was really enjoyable.

Also the pain of memory slots is real. I probably couldve and shouldve forgone a few more spells than I had but oh well.
helaene  [author] 28 May, 2018 @ 1:07pm 
@Jill any suggestions for specific improvements in scaling of the earlier spells? Should they be bumped a bit in damage (always) or is it just natural similar to other starting spells?
The Yellow Dumpling 28 May, 2018 @ 3:33am 
@Jill thanks will try your suggestion out :D
Corey_ 27 May, 2018 @ 6:18am 
@The Yellow Dumpling I've had a lot of success going for loads of int and memory, and focusing my points on pyro/summoning/aero. Aero is much less important than the other two though and I only use it for CC or extra cheap damage, plus shocking touch still does good damage.

Pyro compliments a lot of the spells, as does summoning. Although most of my damage does come from pyro and the phantom weapons, as well as the Phantasms. It's not too hard to figure out once you get rolling and it's probably the most fun I've had playing DOS. A lot of the earlier spells kind of fall off though, and the chaos damage hurts scaling, and thats why I focused on dealing damage with summons and pyro. But it's still really fun.
The Yellow Dumpling 26 May, 2018 @ 1:52am 
whats a good build for this? :D
Dreklore 24 May, 2018 @ 1:20pm 
@Helaene, this has to be the most fun I have personally had with a class in this game. Thank you so much for the work you put in to this. My friend and I are currently running a two man squad with your Vampire and Mirage classes. Mriage is AMAZING!
helaene  [author] 22 May, 2018 @ 3:31pm 
Hi @Shoyru and @Nukular Power - Yes, I've heard that before but my mods make no modifications to food items whatsoever, so I think it must be some sort of game engine bug. Thanks for mentioning it, I'll look again soon just to be 100% sure.
Nukular Power 22 May, 2018 @ 8:53am 
noticed the food thing shoryu mentioned as well with vampire
Shoyru 22 May, 2018 @ 5:59am 
are you aware that this class and at least your vampire class also (may possibly be more of your classes) cause (seemingly all) food and beverage items (excluding potions) to cost 3 ap instead of 1 ap and cause them to not have their per turn regeneration effects, instead causing them to only do a one time heal and then the food buff just disappears? thats a mouthful. my friend and i started up individual campaigns with only either mirage or vampire mod selected and this has happened to food and beverage items. i didnt see it listed anywhere here as a feature so i figured it must be a bug.
TreSPassR 21 May, 2018 @ 6:38pm 
@edhannigan3 - Did you activate the mod at the opening screen? Also, after activating it, make sure you confirm your choice so it stays activated.
edhannigan3 21 May, 2018 @ 6:16pm 
i love the mods thow this one dusent whont to whurc for me?
( User error ?)
Digan 19 May, 2018 @ 11:58am 
Hey @helaene would it be possible to make a... summon type class? with like lots of summons + buffs to allies? just there isnt enough of those type of classes :D and i know there is Overlord one but thats undead like, id appreciate some live things :P so animals or other creatures :D or even a commander type class where you could call in reinforcements by summoning some soldiers in or something like that :D
pdA.Pickles 14 May, 2018 @ 8:50am 
THis looks really cool ... will definately add it to my next play through. Thanks!
CaedesEnder 11 May, 2018 @ 8:00pm 
any chance of making animals a playable race? be interesting to have a perminant animal "companion" as a second character for lonewolf plays, bears, wolves, dogs, cats and other "normal" animals would be amazing.