I disagree that Wits are overrated. Going first always has some advantage, but usually this is lost soon after, but not in DOS 2. Wits (going first) synergize really well with the current available spells, CC mechanics, and other game mechanics. These pieces all come together to make going first (every turn, not just first) extremely advantageous.

There are a few main pieces that work to do this:


- Teleport - you can easily put this on everyone, and thus get all enemies into a position that maximizes AOE and puts them in a disadvantaged location

- Mobility Spells (Tactical Retreat, Phoenix, Vault, etc.) - easily allows you to get into a position you want, both offensively and defensively

- Armor + buffs - You can easily pump up your front liner with lots of defense and offense, making them immune to basically any CC, having lots of AP, and doing tons of damage (Rage!)

- CC system - given you can quite easily move enemies all together, or at least pick off one of them, once armor is gone you have 100% CC chance. Now you perma CC them (or they you).

- Healing/CC recovery - The healing is way more powerful, and removes a lot of CC (other than stun), so if you play it right (you went first, so you're already in position and have the advantage) you'll easily recover and not lose a turn to CC.

Playing strategically doesn't negate the effect of Wits, it EXEMPLIFIES it, as you can continually exploit the advantage so your enemies almost never have a chance to act.

Last edited by parad0xchild; 27/03/17 11:18 PM. Reason: formatting again