Sparking Swings |
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Receive Sparkstriker status. This causes your melee attacks to create a 100% Fire Damage spark projectile that bounces off the initial target to hit the closest enemy.
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Sparking Swings is a Pyrokinetic Skill in Divinity Orginal Sin 2.
Sparking Swings Spell Book Location
- Obtained by combining any Pyrokinetic Skill book and any Warfare Skill book. (Neither can be Source Skills)
Sparking Swings Requirements
- Requires Pyrokinetic 1
- Requires Warfare 1
- Cost 1 Memory
Notes and Tips
- Works great with Dual Wielding, because each hit shoots a spark.
- Sparks will only be generated if there is an enemy within a 10 meter radius, with clear line of sight.
- Works with melee attack skills. For example each target hit by Whirlwind creates a spark projectile.
- Scales of level, Int and Pyrokinetic.
Builds
Divinity Original Sin 2 Builds: Summoner of Sparks
- Anonymous
What counts as a melee attack for the purpose of generating the sparks? I've seen some warfare skills proc it, and others not. Would love to know how the game decides these things.
- Anonymous
Randomization and line of sight issues aside, this is a very useable skill for certain builds. Currently using it as the third magic damage skill alongside chloroform and gag order on my dual wield rogue. Jump in, strip magic armor with the latter two, then jump to secondary target while lighting up the first target with sparks. Not enough to kill, but softens up targets for the primary magic damage dealer, who has lower initiative.
- Anonymous
This is a great skill. Either with a staff or dual wielding, once you add whirlwind + bull horns (not rush) + other warfare AoE you do insane fire damage. Bonus points if you are a mixed damage group so you also add knockdowns. You end up with a super deadly fire mage that can assist with knockdowns while throwing mass traps and fireballs with the best of them.
Pair it with a geo mage, and a Ranger with elemental Ranger for more mixed damage. Fourth member, choose between shield based int necro ‘tank’ with yet more knockdowns or a two handed necro ‘tank’ (tanks need living armor, evasion, possibly evasion aura, deflection and throw shield if int based necro. I think two handed works better since the AI may ignore shield guy). Don’t forget Medusa head with this guy, it works rather well.
- Anonymous
Looking at the game files, Sparking Swings deals the exact same damage as Fireball and the spark projectile has a range of 13m. When playing around with this skill, I happened to be using a weapon with cleave and hit two enemies with a single attack, generating two spark projectiles.
- Anonymous
- Anonymous
...does this***** really scale with int/pyrokinetic? I'm looking at all of these mergable skillbooks, and they all require exceedingly weird builds to utilize well. Like, it would make sense that the damage from this would scale off say, warfare and strength (if it were to be useful) but instead it scales off...*****ing int? sigh.
- Anonymous
- Anonymous
Spark swings with talent
Savage Sortilege and firebrand with high 'two hander' for crit damage is a very powerful combo mid-late game.
- Anonymous
it last for 3 turns or 4 bounces so if you hit 4 targets with a whirlwind it will bounce 4 times to each enemy and then you lose the buff it also scales only with level and pyrokinetic
- Anonymous
Sparking Swings + Fire Brand + Whirlwind/Blitz = Pure carnage.
- Anonymous
this skill would be made much more useful if they allowed you to place the effects on other characters
- Anonymous
This is one weird skill, I have no idea of how it works at all; not only this skill doesn't consistently trigger from the 3 first basic attacks (not sure if it's a bug or if I'm doing something wrong), it can work at a decently long range or not work on a pretty close enemy.
- Anonymous
A funny thing you can do as a full intelligence pyro mage is dual wield 2 daggers, level 1 early game daggers that barely deal any damage, and attack your teammates :)
Your allies shouldn't suffer more than a scratch (though if you're worried about them anyway, just give them fortify) and the sparks still jump on enemies and deal a total 100% your damage per AP (on random enemies).
That may not sound like an exceptionally intelligent decision at first, but consider how useful this becomes if only 1 enemy is left standing (or you fight only 1 to begin with) since sparks can't hit your main target.
Of course you could just rely on elemental affinity and spam abilities that can amount to similar damage but cooldown limits their use, while sparks gives you reliable damage for 3 turns straight!
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