Divinity: Original Sin 2

Divinity: Original Sin 2

Resonator Class
52 Comments
TobiN  [author] 11 Sep, 2018 @ 9:27am 
TobiN  [author] 10 Sep, 2018 @ 4:59pm 
If things work out well, I'll try to get it done wednesday ^^
ForemostCrab7 10 Sep, 2018 @ 3:55pm 
How's the port to DE coming along?
i seriously cannot play this game anymore without a god damn Poper Tank class.
i basically always play Tank when i can, but this game doesn't have that, i Never felt like a true tank, This mod does.
Sora12 3 Sep, 2018 @ 8:18am 
Can't wait for the port, love this mod
Sadistical 31 Aug, 2018 @ 5:58pm 
Can't wait till this is ported! great class!
Blood & Bourbon 31 Aug, 2018 @ 10:27am 
I hope that works as advertised. DE has predictable hot mess start, but it seems like all the core elements are still there
TobiN  [author] 31 Aug, 2018 @ 10:18am 
Well from what I've read, there will be an import function for old mods. So making it compatible with DE shouldn't be an issue
Blood & Bourbon 31 Aug, 2018 @ 10:14am 
They will need to iron out the bugs from release first, so that makes sense. I hope the modding tools are a little easier to use.
TobiN  [author] 31 Aug, 2018 @ 10:11am 
Haha interesting combo. But FYI, modders will need a new editor for Definitive Edition. And from what I've heard, that won't be released until "next week"
Blood & Bourbon 31 Aug, 2018 @ 10:05am 
Woo! You just made my day TobiN! Mixing your class with Harpy is epic
TobiN  [author] 31 Aug, 2018 @ 9:24am 
It will. That's why I have not done the shield expansion yet, as I've been waiting for DE.
Blood & Bourbon 30 Aug, 2018 @ 10:49am 
Hoping this class comes over to DE
Blood & Bourbon 22 Aug, 2018 @ 8:10pm 
Maybe do a custom 2H weapon instead of 2H shield if shield coded properties don't work?
RhinoPlug 18 Aug, 2018 @ 10:30pm 
Anyway you would consider making a seperate mod to remove shield requirement? would make my dreams come true. love it though
Ddan724 16 Aug, 2018 @ 3:59am 
Love the class, any updates for 2 handed shields? If your still working on it, take your time. Can't wait to see it come out!
Vee 10 Aug, 2018 @ 4:50am 
this is really fun to play! i think it would be even greater if there were some awesome sounding sound effects (with the theme and all)
Nub 9 Aug, 2018 @ 10:30pm 
great mod, really looking forward to 2 handed shields
TobiN  [author] 27 Jul, 2018 @ 6:33am 
@Milag0 Since release I've mostly been focusing on playtesting and bugfixing. And I have some other projects I have to take care of by the end of this month. So I will probably start working on it early in august
Milag0 27 Jul, 2018 @ 6:09am 
He I love this class, nice work :) !
When du you thinks are the twohanded shield comming? :D
Sry can't wait ;)
Toesukr 26 Jul, 2018 @ 10:06am 
@ToBiN Ah alrighty! Thanks for considering it :D
TobiN  [author] 26 Jul, 2018 @ 5:01am 
@Limewire That's a fine combo too haha. Well Last Stand is a 2SP skill already. As for a 3SP skill, I've thought about it, but I didn't think there would be a need for it. Or that a tank would want to use a 3SP skill. Yet I've got no idea what I would do for a 3SP skill :/

@Stephably One other guy mentioned it. I'm not sure if I know how to make that, but I might look into it.
Toesukr 25 Jul, 2018 @ 11:50pm 
I'm unsure as to whether this has been asked yet (it's around 3am *cough* and I'm a bit too lazy to sift through all the comments), but have you considered making a 'reset' item for if you want to make other party members fit into the class early game? Helaene started this mechanic and it's pretty helpful if someone doesn't want to remember which original preset class has the best beginning stats for this class.

Again, I'm sorry if this question has been asked already (I'm lazy reee ;w;), but if you can't/don't want to add the reset item in, I understand! o/
Citrusz0rz 25 Jul, 2018 @ 11:38pm 
I hope you'll add 2SP/3SP skills for this class.
Citrusz0rz 25 Jul, 2018 @ 11:37pm 
Nope, but I've tried Last Stand + Reactive Armour. That's a juicy combo.
TobiN  [author] 25 Jul, 2018 @ 5:56pm 
I wonder if anyone has tried the Last Stand + Overpower combo yet.
TobiN  [author] 23 Jul, 2018 @ 7:57am 
I made it so that he will no longer join combat. Should clear the problem (too lazy to make a new cover picture)

I also added a second Torcall in Amadia's Sanctuary in case he magically dissappears.
Theuberwar 22 Jul, 2018 @ 8:31pm 
You may want to move the location of torcall in act 1, he gets dragged into the dallis fight if you go for it early and then there just isnt a vendor until after clearing the boat. Rest in pieces my act 1 torcall
Brando-7 22 Jul, 2018 @ 2:33pm 
@TobiN Ah I see! Sorry, since all the points started out in constitution I must have missed the third one. My bad, and thanks for the quick reply!
TobiN  [author] 22 Jul, 2018 @ 1:50pm 
@Rigel Resonator preset starts with 3 attribute points in constitution. Are you talking about combat abilities? Because in that case, it's meant to be two as that's the default. Some other class mods though, such as Helaene's Valkyrie, starts with 3 combat points.
Brando-7 22 Jul, 2018 @ 12:48pm 
Really awesome skills! Side note, does the starting class start with 1 less attribute point than the others? Usually there are three, right? Or am I nuts?
TobiN  [author] 21 Jul, 2018 @ 1:45pm 
Weirdly enough, the game engine forces shout and jump type skills to cost 2 AP if a shield is required to use the skill.

As such, shield requirement has been removed for the following skills, so that they only cost 1 AP as intended:

- Phase Jump
- Vibrate
- Gain
- Implode
- Phase Shift
TobiN  [author] 21 Jul, 2018 @ 9:38am 
I've seen a lot of articles around about mods for divinity. Like "top 10 mods for divinity". Have not in particular stumbled upon any video's myself. But if you make one, let me know for I'd love to see it :D
Owlie 21 Jul, 2018 @ 9:33am 
I don't see any new videoes that showcase the mods of this game, is this something that people would want? Should "someone" download the mods, make a video about it and post it to the author of the mod? :P I just might if people want it.
Citrusz0rz 20 Jul, 2018 @ 10:57pm 
Damn. Wasted money buying his books yesterday before the patch :P
Amazing workshop mod!

I am REALLY looking forward to the 2H Shields.
Theuberwar 20 Jul, 2018 @ 3:06pm 
I'm glad the skillbook prices have been adjusted, they were staggeringly expensive
TobiN  [author] 20 Jul, 2018 @ 11:47am 
Just updated. Making the status lower received healing did apparently make you lose hp. So I disabled that for now. Fire frequency should no longer kill you.

Also, Torcalls skillbooks were more expensive than they should have been, so I lowered the prices.
TobiN  [author] 20 Jul, 2018 @ 11:29am 
@jaydynamite Erm, definitely not meant to kill you... it's meant to lower how much healing you can receive and max vitality. But only by a maximum of 50% less. I guess it is lowering your current health as well? In that case I'll have that updated
jaydynamite 20 Jul, 2018 @ 8:53am 
This new class is amazing! One thing I noticed was using Frequency control on fire made my vitality drop to 0. Is this intentional?
Theuberwar 20 Jul, 2018 @ 7:55am 
Update, its gone now, it was there one fight and gone the next
Theuberwar 20 Jul, 2018 @ 7:42am 
I started the file today and noticed I had a new buff on myself called reflection. Its set to just reflect 100% of any damage i take but I dont recall it being there the other day and i havent turned anything new on, did you add new functionality?
Kolopaper 20 Jul, 2018 @ 7:21am 
You should really create a skill under the name -Cry of the Banshee-. Well done sir
TobiN  [author] 19 Jul, 2018 @ 6:56pm 
@theuberwar Happy to hear you're enjoying it! Unfortunately that's not something I can really change, as that's just how the game handles pushing. Or in this case, negative pushing
Theuberwar 19 Jul, 2018 @ 5:41pm 
I've been running through act 1 with a friend on lone wolf and so far it seems pretty fun, my only gripe is that implode wont grab things from high ground or low ground and drag it to you, but putting that aside its been great fun so far.
Zerd 19 Jul, 2018 @ 8:16am 
You can make shields be equipped on the main hand by having the "Slot" stats be changed to "Weapon". But this generates ton of other problems, keep that in mind. One of the main problems being the clipping position in which the shield is attatched to the character.
Mark92wtf 18 Jul, 2018 @ 12:10am 
I honestly have no clue. I'll keep my eyes open to see if it happens in act 2
Kona 17 Jul, 2018 @ 11:51pm 
It does sound rather difficult, so 2h shields would still satisfy if you can't get it done. :)
TobiN  [author] 17 Jul, 2018 @ 11:16pm 
I'll look into the idea of dual shields, but I don't think the game on a technical level will allow you to equip anything with the shield property in your main hand. My idea for the two handed shield (greatshield), was to make it an off hand shield which requires two hands. Basically empty main hand. But it would have like 50% more armor compared to a normal shield, to make up for the fact you won't be able to use any melee skills from warfare. Yet it would improve resonators abilities.

To do dual wielding shields, I would probably have to see if I can make a main hand shield think it's a sword or something with 0 damage, but still give armor. That would give more total armor than a greatshield, but the shield based abilities wouldn't benefit from it.

But with all that said, it's something I'll look into to see what's possible
TobiN  [author] 17 Jul, 2018 @ 10:53pm 
@Mark92wtf that does sound rather weird, I'd have to see it for myself to find the cause. Any idea how to recreate it or trigger that to happen?
Kona 17 Jul, 2018 @ 2:32pm 
I agree with dual shields, that would be so dope! Otherwise, great mod no problems yet!
Mark92wtf 17 Jul, 2018 @ 2:24pm 
i'm really enjoing this mod. Seems to be balanced pretty decently (just finished act1- classic difficulty, lone wolf). I think there is athing you should look into: reflection randomly activated on both my characters, even if i don't know the skill yet, and my second character doesn' have a shield. It happened near Braccus dungeon, not sure what might have caused it. Went away after a quicksave/reload