The great thing about the vocations in Dragon’s Dogma 2 is that all of them are extremely powerful when played correctly. Some offer more overall utility, like Thief, while others are damage-output machines, like Sorcerer, especially with this overpowered spell combo that deletes everything under the right circumstances. Here’s a powerful Sorcerer spell combo that will ruin your enemies in DD2.
The Best Sorcerer Spell Combo in Dragon’s Dogma 2
If you want the Dragon’s Dogma 2 vocation that provides the highest sheer damage threshold in the game, it’s a toss-up between a well-built Thief and a Sorcerer using a select group of spells. The Sorcerer spell combo relies on two things: that you or your Sorcerer pawn have the stamina to cast both spells back to back and that you can otherwise keep damage coming long enough for the damage to activate.
The damage spell in question is Augural Flare, available at Sorcerer vocation level 8, meaning you’ll need to devote a lot of time to improving the vocation. The main caveat with the spell is that it requires constant damage to activate. When cast, it creates a large, blue orb somewhere on the affected enemy, and that area needs to receive consistent attacks to actually explode. If it doesn’t, the spell will fizzle harmlessly.
The combo I’ve found most consistent to get off the big damage is a mix of Augural Flare and one of the following spells:
- High Hagol – This is the easier of the two spells to obtain, as it requires no special quest or action on your part. You gain access to High Hagol if you or your pawn rank up in the Sorcerer vocation. The biggest problems are its slow cast time and recovery and the relatively localized ice field it creates. If the enemy moves much at all, they’re able to escape the blizzard, and Flare will fizzle.
- Maelstrom – You’ll need to complete The Sorcerer’s Appraisal maister quest to get your hands on this spell, but the windstorm it creates is much larger, deals more damage on its own, and can move around a bit, letting it better track larger, faster monsters.
You can also use spells like Seism or Meteoron to activate Augural Flare, though that’s a bit more inconsistent, in my experience.
In any event, this spell combo is overpowered for two main reasons.
- It’s incredibly easy to use – As long as you can keep a monster coraled, you can deal tons of damage.
- It deals an absurd amount of damage – Depending on your or your pawn’s Magick stat, I’ve seen the Augural Flare combo chunk two and a half health bars from a griffon and a smaller but still respectable health bar and a half from a drake.
The only other difficult part of this combo is the timing. Following the casting of Augural Flare, you need to get off the damage-over-time effect as soon as you can. In more chaotic fights, like those around an oxcart, that’s not too tough. If it’s just you and your pawns in a wider open space, your stamina management will need to be on point to ensure Flare goes off successfully.
Here’s the thing, though. You only need three Augural Flare activations to drop most boss monsters in Dragon’s Dogma 2, so long as the associated Magick stat is worthwhile. And even if it isn’t (my pawn started as a fighter, then a warrior, and so on), Flare can still be great supplemental damage, chunking a measly three-quarters of a health bar at a time.
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Published: Apr 2, 2024 07:21 am