

I have literally NEVER seen it cause the taunted mob to attack the tank that used provoke on it. I have played 50+ hours, I have tried taunt in about 200 different fights. I cannot emphasize enough how useless this ability currently is. Taunted a character with absolutely no skills on cooldown and no arrows/scrolls/potions? They'll move away from you without attacking. Taunted a melee attacker? They'll move to the healer and use an ability on him anyways. Taunted a caster? They'll use a spell on your healer anyways. Taunted an archer? They'll use an elemental arrow on your healer anyways.
DIVINITY ORIGINAL SIN 2 WIKI SPELL FREE
Second, the mob is free to use any ability besides basic attacks on any target of its choice, even when taunted. Do not pick it, waste of money/AP/memory slot.įirst, the player must remove all armor before the taunt effect can be applied, meaning you likely cannot provoke a target at a point in the fight when it matters. As such, it's pretty much only GUARANTEED to be effective on "dumb" enemies without spells. If you are looking for Divinity: Original Sin 2 Skills, please. Click Here to see the category table below. They are categorized into 8 categories depending on the Ability it corresponds to. Sold by Stingtail in Fort Joy Ghetto one you reach level 4 Sold by Samadel in Sanctuary of Amadia Trader Ovis (central market) - Driftwood Braccus Rex Cave in Fort Joy. Sometimes they'll even go so far as to attack another ally of yours if it removes armor/magic armor enough for one of their allies to stun them. Skills in Divinity: Original Sin Enhanced Edition are actions or spells that are used by characters to cause a particular effect depending on that skill. Supernova is a Pyrokinetic Skill in Divinity Orginal Sin 2. If they DO, then they will do that stuff instead. In other words, IF THE taunted NPC does NOT have non-attack options ready or scheduled, then they will attack the taunter. One of their allies is low on health/armor/magic armor/on fire/whatever: They will cast those spells on their allies instead of attacking the target that taunted them. Action that requires being in a different place is scheduled for use on next turn/AP is to be saved: They will move/not do anything instead of attacking the target that taunted them. For example: - Archer has knockdown arrow and another party member has low/no armor/glass cannon: They will use the knockdown arrow on them instead of the target that taunted them. The issue is that NPCs do more than "attack" and those other scripted actions have priority over attacking.

Sometimes works, most of the time doesn't.
