Builds for Divinity Original Sin 2 (DOS 2) are character customizations and various combinations that focus on a playstyle and theme. A Build can be achieved by following specific Classes, Races, Skills, AttributesWeapons, Armor, and other combinations that will help players achieve their desired character. On this page, you will find the various Thematic Builds that have been created by the Fextralife community.

Each of these Builds revolves mostly around how the player wants to play the game with their character rather than combat optimization, though all builds can be used to complete the Main Campaign. Furthermore, players are encouraged to experiment and try out any and all the different Skills available to their character's class. Divinity 2 offers easy access to the Respec feature that allows the player to reallocate their character and companion Stats including their appearance.

Tips for creating a DOS 2 Build:

  • Visualize how you prefer to play.
  • Understand the Combat mechanics, and what Stats, Skills, Talents, and Equipment do.
  • Read through the Skills, Talents, and Equipment to find the ones you'll want to equip.
  • As you play the game having just started with a new Class, experiment and try out different Skills that you think synergize well together after doing your reading or research.
  • Respec as necessary.

Got a build you want to share? Check out the Community Builds added by members of the Fextralife community.

 

Divinity Original Sin 2 Thematic Builds

DOS 2 Thematic Builds by Class

The Dos 2 Builds page serves as a useful resource for players looking for ideas for creative builds, to find a balance between combat effectiveness and thematic/playstyle preference.

Divinity 2 Builds are created based on Class and role that can be utilized by both beginners and veterans. Each of these builds can help you progress through the game, and adapt to different enemies and situations while optimizing your gear and Equipment within the constraint of the theme of the build.

These Builds for Divinity Original Sin 2 take into consideration all the currently available Equipment and Skills. It provides a variety of options for players to choose from, ranging from heavy damage output builds to tank builds. Each build is explained in detail, including the necessary Attributes, Skills, Talents, Abilities, Equipment, and recommended playstyle. The page also includes tips and strategies on how to effectively play each build. 

 

Divinity Original Sin 2 Builds - TOP 5 FAVORITE BUILDS

 

 

DOS 2 Build Guide Selection

 

 

This Divinity Original Sin 2 Which Build is Right for You? video will help you decide which build is best suited for each playstyle and it showcases multiple builds per class. This video aims to guide players to point them in the right direction if they are having trouble selecting a Build that matches their playstyle based on Melee, Ranged, and other factors. 

The Builds themselves are rather straightforward, but it isn’t always easy picking the best fit for you or your party, regardless of whether you’re new or a veteran player. This video will help you decide on that. 

 

Divinity Original Sin 2 Builds by Class

Most Recent Builds
Mage Builds
Ranger Builds
Rogue Builds
Summoner Builds
Warrior Builds

 

Divinity Original Sin 2 Builds - Newly Added Builds

 

DOS 2 Builds: Undeath Incarnate

The Undeath Incarnate Build is an Undead Tank/Summoner hybrid Build that taunts enemies to attack you, while using Skills that replenish Armour to keep you alive. By doing so, this will allow your Incarnate to attack while you soak up damage and punish enemies for targeting you. This Build makes use of Poison to heal yourself, as well as replenish Armour via the Living Armour Talent.

Overview

The way this Dos 2 Build works is that you’ll summon Incarnate before or at the beginning of combat, and then buff it and cast Deflective Barrier and followed by Heart of Steel. By using this combination of skills, enemies won’t be able to resist attacking you because you will have the Glass Cannon Talent, meaning you can be CCed through Armour. All the while they are ganging up on you, your party and Incarnate will be tearing them to pieces without concern for their own defense.

The key to ensuring you survive their attacks is having high Armour values. You can achieve this by maximizing the Living Armour Talent, and continuously using Skills that buff your Physical Armor like Shields Up or Fortify. Dome of Protection is also amazing for this Build because, like Heart of Steel, it replenishes Armor each turn as long as you remain inside of it. Since you’ll be CCed quite a bit, and you don’t have much personal damage to speak of, this works nicely.

The best way to start this Build is by picking the Conjurer Class, removing the points from Constitution and placing them into Wits. Then remove the point from Leadership and place it into Geomancer. Then remove Dimensional Bolt and select Fortify. This will allow you to buff your Physical Armour from the very beginning of the game, but you’ll want to pick up the Contamination as soon as you can. The Race you want is ideally Undead Dwarf since this will give you extra Dodge and Vitality, but you can pick any Undead Race if you wish.

Final Tips

Make sure that you always go first with this Build or you will not get a chance to put up your buffs and you will die horribly and miserably. Make sure you have the highest Initiative on your team, because you need to get these set before anyone else goes!

Another tip is to prioritize Armour values on Equipment! I said this before, but I’ll say it again, you must have high Armour in order to survive the amount of attacks you will face. This is true for any tank, but especially true for this Build since EVERYONE will be gunning for you. Keep high Armour and survive their attacks.

Lastly, try to find items to equip that give you Immunity to Status Effects if possible, and make sure your teammates have Skills that can assist you like Armour of FrostFirst Aid and Soul Mate. This will drastically help you out, allowing for you to get more turns in combat.

 

DOS 2 Builds: Elusive Enchanter

The Elusive Enchanter is a Mage Build that utilizes Aerotheurge and Hydrosophist spells in order to keep enemies disabled and crowd-controlled. Frozen and Stunned enemies cannot take an action on their turn, while Chilled enemies have reduced Dodge chance and Movement, and Shocked enemies have reduced Dodge chance and Action Points. This means even when enemies aren’t Frozen or Stunned they will still be at a serious disadvantage. The reason these two Schools synergize well together is because Wet enemies take more Air and Water Damage, and can be Frozen and Stunned more easily, which makes Rain benefit both of these Skill lines because it sets the Wet status effect in a rather large AoE.

Overview

 The best way to begin this Build is to take the Enchanter Class during Character Creation, and change your Attributes by putting to 3 points into Intelligence. This will give you maximum damage right off the bat, and you shouldn’t need Constitution because you won’t be using a Shield. Leave Skills as is, as these are ideal for this Build, and change your Talent to Mnemonic to gain extra Memory Slots.

As far as Attributes go, you’ll want to pump Intelligence to max as quickly as you can, only putting points into Memory to gain Skills you need. Once Intelligence is maxed out, you’ll focus on Wits to increase your Critical Chance.

Elusive Enchanters begin the game with 1 point into Aerotheurge and 1 point into Hydrosophist. You’ll want to get these both to 2 points with your first two levels, and then put 1 point into Polymorph so that you can pick up Chameleon Cloak. This means at Level 4 you should have 2 Aero, 2 Hydro and 1 Poly, and have access to nearly all Skills for this Build until you reach Driftwood, since vendors gain new Spells once you reach level 4.

From here onward you’ll alternate Aero and Hydro until they are both maxed out, only putting a couple points into Polymorph to pick up Skin Graft in Driftwood. You can also put 1 point into Warfare to take Executioner if you wish, but that is up to you. You shouldn’t have many points left over for anything else by the end of the game.

Final Tips

Because you’ll be doing a lot of nuking with this setup, ideally you wouldn’t have many melee units on the battlefield. This will prevent them from getting Shocked or Stunned. But if you do, make sure they have Nails in their Boots so they don’t slip on Ice, and make sure they have decent Air Resistance. Frost Paladins can pair really well with this Build, so don’t be afraid to use one.

Having a Summoner in your party can really really help this Build out a lot. Casting Totems on Water will allow them to make enemies Wet with each attack, making it much easier to Freeze or Stun them. Make sure they cast one Totem every round for best results.

Lastly, this Build has almost no mobility to speak of, so consider picking up something like Bull Rush or Tactical Retreat if you find it becomes an issue from you. This may require spending some points into Huntsman, which isn’t ideal, so look for gear with it instead. It’s not hard to find one or two items with Huntsman, and Huntsman will boost your damage from elevation as well.

 

 

DOS 2 Builds: Occult Flamewielder

The Occult Flamewielder is a Mage Build that utilizes both the Pyrokinetic and Necromancer Skill Lines to deal two types of damage: Physical and Fire. Most Mage Builds will be able to max out at least 2 schools of magic, and because they share a common Attribute (Intelligence), they lose very little effectiveness. And, what they miss out on in Critical Damage, they make up for in flexibility of damage types. This is true for all Mage Builds, no matter which schools of magic they choose, but there are solid connections between these two in the forms of Corpse Explosion and Mass Corpse Explosion.

Overview

The best way to start this Build is by picking the Wizard Class, and changing Geomancer to Necromancer. Then select the Ignition, Searing Daggers and Mosquito Swarm skills. This will give you access to an early game Wand, but you will need to keep an eye out for a Shield. As far as Races go, Elf (or Undead Elf) is always great when you play a Necromancer because of Flesh Sacrifice, but you can play this Build with a Human as well, for the increased Critical Chance and Critical Damage.

As far as Attributes go, you’ll want to pump Intelligence to max as quickly as you can, only putting points into Memory to gain Skills you need, and Constitution to use a Shield if you decide to use one. Once Intelligence is maxed out, you’ll focus on Wits to increase your Critical Chance.

Weapon-wise, you can go three completely different directions if you wish. You can use a Staff, Wand and Shield or Dual Wands. All will work, but they come with their own advantages and disadvantages. Of the three, I suggest using a Wand and Shield for added Armour, and to be able to use the Bouncing Shield skill. Bouncing Shield helps with your Physical Damage output, and that helps to keep the Occult Flamewielder’s damage more balanced between Physical and Fire. Your Wand would ideally be Fire Damage, and would have Critical Chance, Intelligence and a Rune Slot if possible.

Armour-wise you will be using Intelligence-based Armour, as that is where the majority of your Attribute points will lie. This will give you high Magic Armour, which is great because Pyrokinetic Builds tend to send Fire everywhere, and that will usually hit you now and then. Prioritize Intelligence, Pyrokinetic and Warfare, but Critical Chance and Wits are also good.

Occult Flamewielders will begin the game with 1 point into Necromancer and 1 into Pyrokinetic. They will then place 1 point into Warfare to obtain Bouncing Shield, followed by a point into Polymorph to get Bull Horns and Bleed Fire. Then it’s 1 more point into Pyrokinetic to gain Fireball and Spontaneous Combustion. Now place 1 point into Necromancer to gain Infect. From here on out you will alternate between Warfare and Pyrokinetic until they are maxed out.

Final Tips

Because the Occult Flamewielder can do either Physical or Fire Damage, it is advised that they go after the first Physical Damage dealer and Magic Dealer in your party. This will provide them the opportunity to see how the first few turns play out, and allow them to make judgments on which targets to prioritize based on remaining Armour/Vitality values. This should be no problem if you are playing with a Wand and Shield, since you should be able to withstand damage until you reach your turn no problem. You can Delay your turn if needed.

This is a more advanced Build. This is not only true because of the split damage types, but also because Fire Damage can hurt your party members very easily, and you have no CC to speak of whatsoever. If you have a Warrior out front swinging away, he’s not going to be thrilled if you drop a Fireball on his head. This means you will have to calculate and plan accordingly, and I highly advise keeping your melee unit(s) on the outer edges of combat, so that the middle is open for AoEs.

 

Divinity Original Sin 2 Builds - Mage Builds

 

DOS 2 Builds: Battlemage

The Battlemage is a front lines Mage Build that focuses on Pyrokinetic Skills to deal massive damage to its enemies. Battlemages focus on pure Intelligence and get in close and unleash devastating Fire attacks on all nearby enemies. The Battlemage also uses a couple Warfare Skills and Polymorph Skills for mobility, resistance, and some extra AoE, because they want to get in close and blast the hell out of foes. Players using this sort of Build will wreak havoc on the battlefield quite frequently so be sure the rest of your party is positioned accordingly and doesn’t take more friendly “fire” than is necessary. I like to run this Build in a party with an Elementalist who then doesn’t have to take any Fire Skills.

Overview

Battlemages will use a Staff for their Weapon of choice, and ideally a Fire one. This will not only allow you Attacks of Opportunity on your nearby foes, but will allow you to utilize the Warfare Skill: Whirlwind to good effects. Since Warfare Skills scale with Intelligence when wielding a Staff, this is a non issue. You’ll want to get a Staff that has Intelligence, Critical Chance and a Rune Slot if possible as this will help to maximize your damage. Putting a Flame Rune of Power into your Staff will increase your Staff attacks and grant you some Intelligence. Note: when choosing gear, you’ll want to prioritize Intelligence/Pyrokinetic, then Critical Chance, then Two-Handed and finally Scoundrel.

Final Tips

Consider adding a point into Geomancer to take Fortify. You’ll have low Physical Armour with this setup and having this skill can address that issue. It also removes Burning, which is useful. If you don’t want to allocate the points, then I advise dropping a few points into Strength just to get a bit more Physical Armour.

Finding a good Staff for this Build can be quite difficult, so your melee damage may suffer. I say that because you should always prioritize a Weapon with better bonuses than better damage for this Build because the majority of your damage will come from non-weapon Skills. Keep in mind that Pyrokinetic increases the damage of Fire Staves so even though you can technically use any Staff, Fire will serve you better in most cases. Praise the Sun if you ever get one with good damage and good bonuses, because they are rare!

Finally, I recommend that you play as a Lizard or The Red Prince when playing the Battlemage. Lizards gain 10% extra Fire Resistance as well as the Dragon’s Blaze skill which does excellent damage for 1 AP, and will increase in damage as you add points into Pyrokinetic. You can of course play as any Race you wish, but I think there is a natural synergy there and is my recommendation.

 

DOS 2 Builds: Bloodmage

The Blood Mage is a Necromancer Build that relies on high Intelligence and Critical Chance to deal massive damage. Unlike other Mages, the Blood Mage deals Physical Damage, much like a Warrior or Ranger. Blood Mages typically have very good Armour and are extremely hard to kill because they can heal themselves and replenish their Armour (both Physical and Magical) as necessary. Blood Mages can deal extremely high damage with Grasp of the Starved or Blood Storm, but outside of these two Skills their damage isn’t particularly great, and thus they will be more of a Support type role earlier on in the game until they acquire these.

Overview

Blood Mages will focus primarily on Intelligence to increase the damage of over half the Skills they use. Blood Mages can make better use of Critical Chance and Critical Multiplier than some other Builds. For this reason, it is recommended that you put a few more points into Wits than you normally would with other Mage-type Builds as you get later on into the game. I would recommend a 3:1 ratio of Intelligence to Wits. Keep in mind this is not a Lone Wolf Build.

Final Tips

Corpse Explosion and Mass Corpse Explosion both deal tons of damage for 1 AP, which makes them really good additions to this Build. They can also hit multiple targets, and objects. You won’t be able to use these every battle effectively because of positioning, but when you can use them they perform really well. 2 points into Pyrokinetic to get them is definitely worth it, especially since you could get this on gear inadvertently anyhow.

Blood Mages have very few amazing Skills that don’t use Source, but the ones that do are EXTREMELY good! Grasp of the Starved can 1 shot just about any enemy inside its radius and Blood Storm will literally clear an entire battlefield if positioned properly. This makes Act 1 much harder for Blood Mages than Act 2 and onward, where they get Source Points.

Blood Mages deal crazy damage with these skills because there is no Resistance to Physical Damage like there is to the elements. This means when they strike they will always do 100% of the damage on the tooltip (and more if they Crit). I imagine these Skills will be nerfed in a future patch, but until then, enjoy!

 

 

DOS 2: Crystalline Cleric

The Crystalline Cleric is a hybrid Warrior/Mage Build that leans a lot more to the Mage side of things in the offensive department, only with the defensive capabilities of a Warrior. The Crystalline Cleric does a mix of Water and Physical Damage to its enemies and is especially deadly against Undead (as a Cleric would be). They use tons of Armour buffs to prevent damage and hound their targets with relentless fury.

Overview

Crystalline Clerics might be the “tankiest” Build in the game as they have access to every heal in the game and nearly every Armour buff. They crank their Hydrosophist Ability to the max and make excellent use of their heals to support their party and damage opponents. Because Undead take Physical Damage from healing, Clerics are especially deadly vs. this enemy type. Healing costs almost no AP when you are standing in water or on ice, which you almost constantly are. Crystalline Clerics also use Hydrosophist Skills to Chill, Freeze and kill, depending on what type of Armour they are facing. In short, this Build is extremely versatile and durable.

On the Weapons front, Crystalline Clerics can use either a Water Wand or any One-Handed Weapon. The upside to using the Wand is that you will have an extra ranged attack, which you will most likely need in the first half of the game while your skill selection is more limited. It also provides an Intelligence bonus, which is a plus. One-Handed Weapons will allow you to make Attacks of Opportunity if you take the Opportunist Talent, which don’t particularly hit that hard as a Cleric because of the lack of Strength. However, you will need to be close to your opponents anyway to be able to use Decaying Touch, and many of the short-range heals you have, so it will provide you some extra damage. Players can choose either if they wish, but I would recommend the Wand early on.

Crystalline Cleric Build in Divinity Original Sin 2 has one of the simplest ability distributions in the whole game, however, it can be varied a bit here and there to personal taste. In Act I, players will get Hydrosophist to 2, Necromancer to 2, and then Warfare to 2. Then players should place points into Hydrosophist and Warfare as they see fit. I like to drop in them in a 3:2 ratio until Hydrosophist is maxed and then continue placing points into Warfare. Players can also put 1 more point into Necromancer if they wish to use Blood Storm and Grasp of the Starved, which are both extremely good, but not required. 1 point into Huntsman for First Aid is also good, and 2 points if you want Tactical Retreat, which is very useful to any Build.

Final Tips

Always attack the Armour type that is weakest if you can, and Freeze enemies if their Magic Armour is low, instead of trying to “heal them to death”. This Build is very versatile and you can deal a mix of Water or Physical Damage with fairly good results. Crystalline Clerics are probably one of the best, if not the best Support characters in the game because of this and their ability to heal.

Lastly, this Build is just a powerhouse in Lone Wolf, as many Builds are. You can defeat entire encounters solo without this Talent, so when you add this it just becomes unfair. If you’re up for a really cheesy time be sure to try it out.

 

DOS 2 Builds: Elementalist

The Elementalist uses all forms of Magic to destroy their enemies. At first glance, this doesn’t seem like a great idea because spreading your Attributes so widely can reduce your damage, which is much more noticeable later in the game. However, there is a way around this so that you can still deal excellent damage with a more spread stat distribution. Dumping only the minimum points into each Magic skill line, and the rest into Polymorph will grant you one extra Attribute point for each rank. This allows you to drop it into Intelligence, which increases the damage of all Intelligence-based Skills by 5%, regardless of skill line.

Overview

When making an Elementalist you’re going to need to focus on 3 different Attributes: Intelligence, Constitution, and Memory. Intelligence will increase the effectiveness of all damage dealing Skills, Constitution will help keep you alive and Memory will allow you to memorize many Skills. Elementalists will need far more Memory than the average player because they have access to many more Skills. I recommend a 2:1:1 ratio of Intelligence, Constitution, and Memory. This will allow you to deal decent damage, stay alive, and have a significant assortment of spells.

Just a general note about gear as an Elementalist. Ideally, you want equipment that increases Intelligence, as this is the best way to increase the overall damage of your Build. After Intelligence, you will want Critical Chance because it affects all spells. Gear that increases individual abilities like Aerotheurge, is not as good as just flat Intelligence or Critical, but is better than nothing. However, don’t be afraid to prioritize 1 or 2 elements if you find they are working best for you, and keep that in mind when selecting equipment. After all, you don’t need to be a perfectly balanced Elementalist, especially if you find some Skills better than others.

Final Tips

Consider adding some Necromancer Skills to this Build if you wish to be able to deal a bit more physical damage. Damaging Necromancer Skills are Intelligence-based, so they will still perform well. Because of the way this Build distributes its points, this will not cost you a huge loss in damage, only the 1 or 2 points spent in Necromancer vs. wherever else they would go.

As an Elementalist, your job is really to control the battlefield so that enemies cannot easily attack your teammates using Ice, Fire, Poison, Oil, Electricity, and whatever else you can pull out of your arsenal. Create barriers, making enemies have to make tough choices and of course rain destruction down upon them in every way possible. What’s really fun about this Build is that you have something in your bag of tricks for just about any scenario.

You don’t have to take all elements to be an Elementalist. If you have a player in your party for example that specializes in Fire spells it’s perfectly acceptable to drop Fire and focus on the other 3 elements. Party composition and synergy are far more important than just the makeup of one character. Keep this in mind when making an Elementalist, and adjust it to fit the needs of your group. 3 out of 4 ain’t bad…

This Build really shines in Lone Wolf, as you will have extra AP and tons of Skills to use with that AP. You will want to ensure your teammate primarily deals physical damage, or you will have issues taking down targets that stack Magic Armour. Also, I recommend taking some Necromancer Skills when playing Lone Wolf, not only for the physical damage, but the extra healing can really help a lot.

Lastly, out of any Build you will ever make, the Elementalist has the highest potential to swing a fight from impossible to easily doable. Take time during your turn, and really think about all the possible things you could do before you just click and use a skill. What you decide to do in the first turn or two might be the difference between a wasted 20 minutes or a flawless victory. The Elementalist is one of the most complex and rewarding Builds out there because it is extremely easy to do wrong, but amazingly satisfying when you pull off some Gandalf-level that leaves your friends’ minds blown.

 

 

DOS 2 Builds: Elusive Enchanter (Mage)

The Elusive Enchanter is a Mage Build that utilizes Aerotheurge and Hydrosophist spells in order to keep enemies disabled and crowd-controlled. Frozen and Stunned enemies cannot take an action on their turn, while Chilled enemies have reduced Dodge chance and Movement, and Shocked enemies have reduced Dodge chance and Action Points. This means even when enemies aren’t Frozen or Stunned they will still be at a serious disadvantage. The reason these two Schools synergize well together is because Wet enemies take more Air and Water Damage, and can be Frozen and Stunned more easily, which makes Rain benefit both of these Skill lines because it sets the Wet status effect in a rather large AoE.

Overview

 The best way to begin this Build is to take the Enchanter Class during Character Creation, and change your Attributes to 3 points into Intelligence. This will give you maximum damage right off the bat, and you shouldn’t need Constitution because you won’t be using a Shield. Leave Skills as is, as these are ideal for this Build, and change your Talent to Mnemonic to gain extra Memory Slots.

As far as Attributes go, you’ll want to pump Intelligence to max as quickly as you can, only putting points into Memory to gain Skills you need. Once Intelligence is maxed out, you’ll focus on Wits to increase your Critical Chance.

Elusive Enchanters begin the game with 1 point into Aerotheurge and 1 point into Hydrosophist. You’ll want to get these both to 2 points with your first two levels, and then put 1 point into Polymorph so that you can pick up Chameleon Cloak. This means at Level 4 you should have 2 Aero, 2 Hydro and 1 Poly, and have access to nearly all Skills for this Build until you reach Driftwood, since vendors gain new Spells once you reach level 4.

From here onward you’ll alternate Aero and Hydro until they are both maxed out, only putting a couple points into Polymorph to pick up Skin Graft in Driftwood. You can also put 1 point into Warfare to take Executioner if you wish, but that is up to you. You shouldn’t have many points left over for anything else by the end of the game.

Final Tips

Because you’ll be doing a lot of nuking with this setup, ideally you wouldn’t have many melee units on the battlefield. This will prevent them from getting Shocked or Stunned. But if you do, make sure they have Nails in their Boots so they don’t slip on Ice, and make sure they have decent Air Resistance. Frost Paladins can pair really well with this Build, so don’t be afraid to use one.

Having a Summoner in your party can really really help this Build out a lot. Casting Totems on Water will allow them to make enemies Wet with each attack, making it much easier to Freeze or Stun them. Make sure they cast one Totem every round for best results.

Avoid playing this Build in a party with a Pyromancer or Geomancer  if you can because they will ruin your Water and Ice, and prevent you from taking the most advantage of it. If you want a second Mage I recommend adding a Necromancer, or another Mage that utilizes one of these two schools of magic as well. You can never have enough Frozen or Stunned enemies!

Lastly, this Build has almost no mobility to speak of, so consider picking up something like Bull Rush or Tactical Retreat if you find it becomes an issue from you. This may require spending some points into Huntsman, which isn’t ideal, so look for gear with it instead. It’s not hard to find one or two items with Huntsman, and Huntsman will boost your damage from elevation as well.

 

DOS 2 Builds: Occult Flamewielder

The Occult Flamewielder is a Mage Build that utilizes both the Pyrokinetic and Necromancer Skill Lines to deal two types of damage: Physical and Fire. Most Mage Builds will be able to max out at least 2 schools of magic, and because they share a common Attribute (Intelligence), they lose very little effectiveness. And, what they miss out on in Critical Damage, they make up for in flexibility of damage types. This is true for all Mage Builds, no matter which schools of magic they choose, but there are solid connections between these two in the forms of Corpse Explosion and Mass Corpse Explosion.

Overview

The best way to start this Build is by picking the Wizard Class, and changing Geomancer to Necromancer. Then select the Ignition, Searing Daggers and Mosquito Swarm skills. This will give you access to an early game Wand, but you will need to keep an eye out for a Shield. As far as Races go, Elf (or Undead Elf) is always great when you play a Necromancer because of Flesh Sacrifice, but you can play this Build with a Human as well, for the increased Critical Chance and Critical Damage.

As far as Attributes go, you’ll want to pump Intelligence to max as quickly as you can, only putting points into Memory to gain Skills you need, and Constitution to use a Shield if you decide to use one. Once Intelligence is maxed out, you’ll focus on Wits to increase your Critical Chance.

Weapon-wise, you can go three completely different directions if you wish. You can use a Staff, Wand and Shield or Dual Wands. All will work, but they come with their own advantages and disadvantages. Of the three, I suggest using a Wand and Shield for added Armour, and to be able to use the Bouncing Shield skill. Bouncing Shield helps with your Physical Damage output, and that helps to keep the Occult Flamewielder’s damage more balanced between Physical and Fire. Your Wand would ideally be Fire Damage, and would have Critical Chance, Intelligence and a Rune Slot if possible.

Armour-wise you will be using Intelligence-based Armour, as that is where the majority of your Attribute points will lie. This will give you high Magic Armour, which is great because Pyrokinetic Builds tend to send Fire everywhere, and that will usually hit you now and then. Prioritize Intelligence, Pyrokinetic and Warfare, but Critical Chance and Wits are also good.

Occult Flamewielders will begin the game with 1 point into Necromancer and 1 into Pyrokinetic. They will then place 1 point into Warfare to obtain Bouncing Shield, followed by a point into Polymorph to get Bull Horns and Bleed Fire. Then it’s 1 more point into Pyrokinetic to gain Fireball and Spontaneous Combustion. Now place 1 point into Necromancer to gain Infect. From here on out you will alternate between Warfare and Pyrokinetic until they are maxed out.

Final Tips

Because the Occult Flamewielder can do either Physical or Fire Damage, it is advised that they go after the first Physical Damage dealer and Magic Dealer in your party. This will provide them the opportunity to see how the first few turns play out, and allow them to make judgments on which targets to prioritize based on remaining Armour/Vitality values. This should be no problem if you are playing with a Wand and Shield, since you should be able to withstand damage until you reach your turn no problem. You can Delay your turn if needed.

Elemental Affinity can be difficult to achieve, particularly if you are not an Elf. Seering Daggers is a great way to gain it for fire, if you fling one dagger at yourself. Consider adding Raining Blood because it not only will give it to you, but it will Set Bleeding through Armour because of the Torturer Talent.

This is a more advanced Build. This is not only true because of the split damage types, but also because Fire Damage can hurt your party members very easily, and you have no CC to speak of whatsoever. If you have a Warrior out front swinging away, he’s not going to be thrilled if you drop a Fireball on his head. This means you will have to calculate and plan accordingly, and I highly advise keeping your melee unit(s) on the outer edges of combat, so that the middle is open for AoEs.

 

 

DOS 2 Builds: Sanguine Bowman

The Sanguine Bowman uses a mix of Huntsman and Necromancer Skills in order to deal good damage to many targets, as well as give the character multiple ways to deal Physical Damage. The biggest weakness of Rangers and Necromancers is that they blow through their Skills rapidly, leaving them with gaps in their cooldowns. With the Sanguine Bowman, we not only rectify this by adding more Skills to use, but we also add versatility to both of these Builds.

Overview

The best way to start this Build is by picking the Ranger Class removing the point from Wits and placing it in Intelligence. Then remove the point from Pyrokinetic, place it into Necromancer, and then select the Mosquito Swarm skill. This will give you two decent Skills early on, and allow you to buff your Bow damage with Elemental Arrowheads. When creating this Build you’ll want to be sure to select Elf as a Race, because you will absolutely need Flesh Sacrifice.

As far as Attributes go, you will be splitting your points between Finesse and Intelligence. Usually this is not recommended, however, because Warfare will increase the damage of both your Huntsman and Necromancer Skills you can get away with it (not to mention that Huntsman will also benefit both skill lines). You do not need a perfect split between these Attributes, and I recommend favoring Finesse earlier in the game when you don’t have access to Grasp of the Starved. You will also find Memory is not an issue for this Build because there are so few attack Skills of these to skill lines.

Final Tips

You can begin combat with extremely low health in order to gain the most possible damage from Death Wish if you want. If you do so, however, be sure that you have high Initiative so that you can go first. Some enemies have attacks that penetrate Armour, and you may die before you can even do anything otherwise. A great way to lower your health easily is by putting a poison pool near any Waypoint. The poison will never vanish, allowing you to port there and just walk around in it until your health is low and then port back to wherever you want.

Bleeding deals Piercing Damage, which goes through all Armour types, and this is true whether you have Torturer or not. This makes it effective at dealing damage to any target and helps in mixed parties. Bleeding cannot critically strike and does not increase in damage with any Attribute, it simply gets more powerful as your level increases. My kingdom for a skill like Combustion that consumes Bleeding for burst damage!

Skills like Encourage and Peace of Mind can really help this Build because of the split Attributes. Consider adding them to your party and using them just before combat begins. You can gain nearly +50% damage later on in the game for the 2 AP cost of these Skills, which is a lot!

Lastly, you can play this Build as an Undead if you use the Mask of the Shapeshifter to gain Flesh Sacrifice. The advantages of this are that you can reliably deal damage to yourself via healing spells, allowing you to make better use of Death Wish, and you are immune to Poison Damage. The disadvantages are that you will fill your helmet slot with the Mask and that it may be harder for you to lower your health in between fights since the Poison pool trick will no longer work. You will also not gain this Mask until further on in the game, meaning you will be less effective earlier on.

 

DOS 2 Builds: Scourge Wizard

The Scourge Wizard allows you to use Skills like Ignition and Contamination at the very beginning in order to deal significant Magic Damage to enemies around you. On top of that, the AoE radius is quite large, these 2 Skills both ignore friendly targets, and they both only cost 1 AP each. All of these things make this Build extremely efficient, and it just gets more devastating later on in the game.

Overview

The best way to start this Scourge Build for Divinity 2 is by picking the Wizard Class, then,  removing the point from Constitution and putting it into Wits. Then select Ignition, Contamination, and Searing Daggers. This will allow you to set just about anything on fire on turn 1 of early-game fights, and Poison many enemies as well.

Attribute-wise this Build is quite straightforward. You want to increase Intelligence to improve the overall damage of your spells, you want to have enough Memory to have the skills that you want, and you want to have enough Wits that you are the first member of your party to act (unless you have a Summoner). Constitution is only needed if you use a Shield, which I recommend, but the investment will be minimal regardless.

Much like the Stormchaser, Scourge Wizards want to stack Intelligence-based Armour in order to prevent as much Magic Damage as they can. They will rely upon Uncanny Evasion and Chameleon Cloak to prevent Physical Damage, so they do not need to worry about Physical Armour as much. However, things don’t always go according to plan, which is why I suggest using a Shield anyway. This will help increase your Magic Armour as well.

In terms of Abilities, you will start with one point each in Pyrokinetic and Geomancer. Then you’ll drop a point into Aerotheurge in order to take the Blinding Radiance skill. Next, you’ll want to take Pyrokinetic to 2, and then Aerotheurge to 2. This will allow you to pick up some more powerful Skills, which you will really need/want. After that, you’ll put a point into Polymorph in order to increase your damage with all your Skills, and to be able to pick up Chameleon Cloak.

After you hit Act 2 you’ll want to place 1 point into Geomancer for Poison Wave, and 2 points into Scoundrel in order to pick up Adrenaline and Cloak and Dagger. Every Build is enhanced by Adrenaline and Cloak and Dagger will allow you to jump into combat, or away after you’ve used Chameleon Cloak. Lastly, 2 points into Necromancer so that you can get the skill Vacuum Aura, and even Corrosive Spray if you want since it causes Necrofire. All other points will go into Polymorph until you can acquire Superconductor at level 16, then you’ll place another point into Aerotheurge.

Final Tips

Just like the Elementalist, pumping Polymorph allows you to deal substantial damage while using 3 different schools of magic by taking the extra Attribute Points this provides and dumping them into Intelligence. Since it boosts all of your damage with spells, be on the lookout for gear that has this as its bonus, and don’t part with it easily.

Although this is a mage Build and deals substantial damage, it is meant to fulfill what would be considered the tank role (regardless of the party makeup). It needs to be out front in the middle of enemies in order to be most effective, so you won’t play it like you would play traditional mage Builds. It plays somewhat similarly to the Stormchaser, but it has much more flexibility in damage types, at the cost of total damage and CC.

 

 

DOS 2 Builds: Stormchaser

The Stormchaser is an exceptionally high damage build that relies on Air Damage to Stun its targets, and Dodging to avoid being struck by Weapon attacks. Stormchasers can also Silence their enemies, making them have no choice but to attack with their Weapons, which will be Dodged. Stormchasers need very little Physical Armour because of this and really only need to deal with magical attacks, but only when their opponents aren’t Silenced. Playing a Stormchaser requires very high Air Resistance because Air Damage has a pretty good chance of finding its way back to its caster (you).

Overview

Stormchasers focus primarily on Intelligence to help increase their Air Damage, but they also need some Wits and Memory to help increase their Critical Chance and Initiative, as well as help them slot the larger volume of Skills they will need for this Build. Stormchasers should focus on Intelligence through out Act 1, only putting points into Memory as necessary. Once they reach the middle Act 2 they will start to add points into Wits to increase their Critical Chance and Initiative.

Stormchasers utilize Intelligence-based Armour, which is exactly what you want with this Build as 90% of the damage you take should be elemental. Stormchasers will use Skills that allow them to Dodge most physical attacks, and so shouldn’t need much Physical Armour. Players should look for Armour that has Aerotheurge or Intelligence on it to help increase their damage, but they will also need Armour with a fair amount of Air Resistance as well. Finding a Chest Armour and a Shield with Rune Slots can really help in this regard, because you can drop Thunder Runes or Frost Runes of Power into them to increase your Air Resistance.

As far as Weapons go, you’ll want to use a Wand and Shield for maximum Armour. You won’t ever need to attack with your Weapon, so we’ll take a Wand here just because you’ll have the correct Attributes for it and they generally give a bonus to Intelligence. Always pick the one with best bonuses, not damage. Shields will help keep you alive, and will allow you to replenish Armour on yourself. They also come with Rune Slots, which will allow you to not only increase your Air Resistance, but also increase your damage (via Intelligence) if you use a Frost Rune of Power.

Stormchasers want to focus on Aerotheurge trying to max it out as quickly as possible, as this is their main source of damage. Stormchasers also need 2 points into Huntsman, 2 points into Necromancer, 1 point in Hydrosophist and 1 point into Warfare. All points not allocated to these things should be dumped into Polymorph to increase Intelligence or Wits (if Intelligence is maxed). This will allow for the proper Skills needed for this Build, as well as keeping damage as high as possible.

Final Tips

When you start a fight it’s a good idea to lead with Rain to make targets less resistant to Air Damage (note this will also reduce yours as well, so be sure you have good resistance to begin with). I like to use Erratic Wisp at this point to buff my Air Resistance by 40%, which really helps you not kill yourself! Then I follow up with Tactical Retreat if I know I can AoE a few targets by doing so, but if not then I’ll use Electric Discharge or Dazing Bolt to try to eliminate one target quickly and then use Uncanny Evasion. If I jumped in, then I’ll cast either Blinding Radiance or Vacuum Aura and finish up with Uncanny Evasion.

Stormchasers do devastating damage and Stun so many targets they can be a lot of fun to play. The danger with this Build is that you can easily wipe out all of your Magic Armour or Stun yourself if you aren’t careful. This is one of the reasons you need to stack Air Resistance when playing one, and one of the reasons a couple Aerotheurge Skills grant Air Resistance. You also have to watch out for your party member(s) when using this Build because you could easily electrify them, which is why I recommend playing Lone Wolf. I also suggest, if you are playing duo, that the other character is some sort of ranged character to keep them out of harms way.

You can add Opportunist and play this Build with a Staff if you desire, but there are a couple issues with it: 1) you usually don’t get many uses of it per fight because things die relatively quickly anyway, 2) this Build is short on Talents as it is because there are so many that are good, so you’ll have to sacrifice another great Talent for this one 3) you’ll have less defense than you would with a Shield leaving you with an extremely low amount of Physical Armour, which you shouldn’t need but you never know when things might not go according to plan. If you do use a Staff, however, I recommend adding Whirlwind for some extra AoE.

Lastly, ideally you’d want to play this Build as Beast because he comes with the Special Skill Blinding Squall, which also does Air Damage and Blinds targets in an AoE. Another good choice for this Build is Elf so that you can make use of the Flesh Sacrifice skill. You can play this Build as any Race, but those are the two I would recommend.

 

DOS 2 Builds: Tectonic Sage

The Tectonic Sage is a pure mage Build that higlights Geomancer Skills that can disrupt the movement and positioning of enemies. By afflicting Slowing, Entangling, Crippling, Blinding and Petrifying the enemies, this mage build ensures their party always has the upper hand. Earth and Poison Damage spells make up the better part of their repertoire, allowing them to deal significant damage because of the heavy focus on one skill line. In addition, they boast some of the strongest Physical Armour buffs in the game, allowing them to use Dual Wands without concern.

Overview

The best way to start this Build is by picking the Wizard Class, removing the point from Constitution and placing it in Intelligence. Next, remove the point from Pyrokinetic and place it into Polymorph. Then select Fossil StrikeContamination and Fortify. I highly advise Elf for this Build because you can convert the pool of Blood beneath you into Poison with Flesh Sacrifice, which will give you Elemental Affinity.

As far as Attributes go, you’ll be placing most of your points into Intelligence to increase the damage of your Geo spells but some Wits will not hurt. Because you can have such a profound impact on the battlefield, ideally you would go first or second with this Build, so Wits can help with that while also boosting your Critical Chance.

Final Tips

When combat begins, you’ll use Tactical Retreat to position yourself in the best possible location, ideally this is where the enemies are gathered but choose a spot that gives you a high ground advantage. Once there, use Flesh Sacrifice in order to gain +10% damage and gain +1 AP. Then use Contamination in order to turn the Blood beneath you to Poison and set several enemies Poisoned as well. Then, cast Worm Tremor on as many targets as you can, preventing as much movement as possible. Then either use another AoE to further strip Magic Armour (if needed), and then cast Dust Blast to Blind as many of the Entangled enemies as you can. If you cannot Blind them with this skill because of remaining Magic Armour, save it for when you can.

Geomancers have many great AoEs, however, you’ll need to be careful not to hit friendly targets with them. Not only can Impalement, Fossil Strike, and Worm Tremor hit party members, but you have to be careful when using them around Fire surfaces. Pay attention to your teammates and your surroundings and be sure to aim your shots precisely. Additionally, it will be very hard to have a Physical Damage melee character in your group because they will be in harm's way damaging a different Armour type. Either use a Battlemage, use a Rogue with high single-target damage that can pick off other targets, or don’t field a melee unit instead.

This Build works exceptionally well when paired with mages that deal either Air/Fire or Air/Water, but not both. Fire mages will help to increase your overall damage, while water and air mages will help to increase your overall CC potential. Just be sure to choose spells that have longer reach, because you want to stay out of Blinded enemies’ range if possible, preventing you from taking damage.

Lastly, you can make this into a DoT Build by adding Raining Blood and Ignition. You can cast Ignition for 1 AP, then cast Flesh Sacrifice, and then Raining Blood for 1 AP. Then use Contamination and go into your rotation. This will place 4 DoTs on your enemies while they are Entangled!

Geomancers, since the Definitive Edition have become much more powerful because Torturer is a game changer, and really allows Geo Builds to shine. Very few mage Builds can outperform them early on in the game, because they have so many damaging Skill available to them by Level 4. This allows them to focus solely on one school of magic with very little down time between cooldowns, which is something both Hydro and Aero mages struggle with.

 

 

DOS 2 Builds: Terramancer

The Terramancer is a Mage Build that utilizes the devastating AoEs of Geomancer to deal tons of Earth Damage, while also making use of Necromancer Skills that hit for Physical Damage to individual targets. Sprinkle in a few Hydrosophist Skills and you have a Terramancer.

At first glance this seems an unusual combination, however it can be quite deadly as Earthquake will knockdown targets with no Physical Armour and Global Cooling will Freeze enemies with no Magic Armour. By adding Physical Damage with Necromancer, we ensure that we can CC any target we face and deal whichever damage type is more useful. Terramancers are not DPS monsters, but they do have a flexibility that some other Builds do not.

Overview

Terramancers are also particularly durable, not only because of their access to nearly every single Armour buff, but also through the use of Vampiric Hunger and Living Armour. This skill used in conjunction with this Talent ensures that they never run out of Magic Armour, and since Terramancers are heavily invested in Geomancer, their Physical Armour buffs are extremely powerful making them nearly impossible to kill.

Final Tips

This Build is one of the few I’ve made that use Vampiric Hunger (with Eternal Warrior being the other), which provides 50% Life Steal. Life Steal adds together with whatever you have on your Weapon and with whatever percent you have from Necromancer. This is then multiplied vs your Hydrosophist to calculate exactly how much you will heal. Life Steal is dependent on damage so dealing more damage will provide a bigger heal, which make AoEs particularly useful. We don’t use this skill for the healing, but rather the effect of Living Armour which allows you to replenish large quantities of Magic Armour via damaging enemies.

Terramancers have a mix of Earth and Physical Damage that allows them to select which is most appropriate for their target(s). Think before you act and remember that you want to strip Physical Armour first if you can because Earthquake and Impalement are resisted by it. Bouncing Shield is a great way to do this, as are Mosquito Swarm and Infect. Then follow up with Earthquake for some Knockdowns and then follow that with Global Cooling for some Frozen enemies. Rinse and repeat.

I use a Shield with Reflect Physical Damage for this Build, because it helps to strip Armour, making it possible to apply Status Effects, and there’s really no reason not to have it on there. Physical Reflect is the best type because your Resistances mitigate how much damage you take, and therefore you will Reflect a lower number. Enemies can also resist Elemental Damage, reducing the damage they take even further from this Reflect. There is currently no Resistance to Physical Damage, unless an immunity, and so it will always deal full value. These Shields are hard to find, so keep your eyes open for them.

As of Feb 1st, Provoke now goes through Physical Armour and will allow you to Taunt nearby enemies. Consider adding this to this Build if you wish to fulfill the “tank” role. You have tons and tons of Armour as a Terramancer so this would be a natural fit. If you decide to do this, I would suggest taking a couple points of Summoning to get the Soul Mate skill.

Lastly, having good Fire Resistance is useful for this Build, but not required. This is because that often enemies will use the oily surfaces you have provided to set things on fire and it can get out of control really fast. Standing in Fire is not really that bad for this Build because you replenish Magic Armour when you attack, but lessening how much it does can be useful. Use Fire, Ice and any other surfaces to keep melee units away so that you don’t need to spend AP buffing your Physical Armour and can keep on attacking.

 

DOS 2 Builds: Radiant Battlemage

The Radiant Battlemage is an Aerotheurge variant of the fiery Battlemage Build I made back in October of last year. It aims to be an alternative melee Magic Damage dealer, while at the same time avoiding Aerotheurge spells that may harm other melee units. The drawback of this Build is that it does not Shock or Stun targets, which is the primary function of Aero mages (besides killing things). However, it does have a decent amount of controlling effects via Skills like Vacuum Aura and Medusa Head, making it a much safer addition to any group which already has 1 or more melee character. In short, if you’re having trouble playing a Stormchaser or Battlemage in your party, try giving the Radiant Battlemage a try.

Overview

The best way to start this Build is by picking the Enchanter Class, removing the point into Constitution and placing it into Intelligence. Then remove the point in Hydrosophist and place it into Polymorph. Next deselect Electric Discharge and select Blinding RadianceBull Horns and Chameleon Cloak. This will give you a good AoE, a great charge ability, and a way to reduce your damage taken.

As far as Attributes go, you’ll be placing most of your points into Intelligence to increase the damage of your spells and weapon attacks. Once you’ve maxed Intelligence start pumping Wits for increased Critical Chance. You may need a few points into Memory in Act I, but you should be able to pull them out as you get higher in level.

Final Tips

Elf is a solid choice of Race for this Build because you will not be using a Shield, so the Constitution penalty from Flesh Sacrifice does not hurt. This gives you an extra AP and a small damage boost, helping you to kill enemies faster. Beast is also not a bad choice because of his skill Blinding Squall, which also does Air Damage, and the extra Dodge Chance he gets (+5%).

Positioning is very important with this Build because you will be using two Auras: Vacuum Aura and Medusa Head. You want to affect as many enemies as you can when using them, so being in the middle of many enemies is ideal. You will also get better use out of Blinding Radiance and Whirlwind by doing this, so Bull Rush to get into the middle of packs of enemies, or Phoenix Dive if you can’t with Bull Rush.

When starting combat you always want to use either Vacuum Aura or Silencing Stare first, once positioned, and once you’ve obtained them. This is because Suffocating and Silencing Stare destroy Magic Armour, and once Magic Armour is gone these Skills become much less useful. Don’t waste them if you can’t hit many targets, but if you can, unleash them ASAP.

Because this Build is chocked full of AoE Skills, many of which Crowd Control, consider adding Equalise to this Build. This will allow you to lower the Magic Armour of enemies that have higher values, by raising the Magic Armour of ones with lower values. This works well here because you have Skills that strip Magic Armour, and because you want to Silence anyone with no Magic Armour.

Lastly, you can actually improve the damage of your Air Staff by combining it with a Poison source (for Poison Damage), or with an Eternal Artefact for more Air Damage. Poison is much more common earlier on, so you can do that when you are lower level. However, Eternal Artifacts are much more rare and you will only be able to do this much further into the game.

Divinity Original Sin 2 Builds - Ranger Builds

 

DOS 2 Builds: Assassin

The Assassin is a hybrid Rogue & Ranger Build that uses Daggers and Bows to deal massive damage to its enemies. Assassins can pull this off because Finesse is used to determine the damage of both of these weapon types. By putting points into Warfare, we increase all Physical Damage this Build does from any source, further allowing this Build to be possible. Although it costs AP to swap Weapons, you will hardly notice it with Lone Wolf and we can take advantage of Chameleon Cloak’s 2 turns to swap Weapons without losing any AP.

Overview

Assassins deal damage with two different Weapon types so focusing on the common denominator, Physical Damage, is key. This is achieved by maxing out Warfare and then placing points into Scoundrel to capitalize on high Critical Multiplier. This also works really well with Backstabs which you can perform with Daggers, as they always Crit. In Act 1 Assassins will need to get 2 points in both Huntsman and Scoundrel and then start dropping points into Warfare. In Act 2 these should be taken up to 3 each and then Warfare maxed. Once Warfare is maxed then all additional points should be placed into Scoundrel.

Final Tips

When playing an Assassin I advise starting battles with your Bow as enemies usually begin a good distance from you. Use Tactical Retreat if you can get up high to deal extra damage and have extra range during this turn. Try to kill your first target quickly and get 2 extra AP from Executioner. Hopefully this will give you enough AP to kill another target, but if not hit Adrenaline and finish it off and then use Chameleon Cloak.  Turn 2 if you used Adrenaline you’ll be short 2 AP so I recommend swapping Weapons to Daggers and then using Cloak and Dagger to get into position if you can. This will give you 8 AP on the start of turn 3 and you won’t need to move.

Mortal Blow is your big finisher and can be used to kill even the hardest targets in the game. You should be able to get the double damage from Stealth easily using Chameleon Cloak so if you know you’re going to use this skill, be sure to use it after you’ve cloaked. If you don’t think you can kill your target with one Mortal Blow, try to soften them up with your Bow first.

You can play this Build in a party using the Glass Cannon Talent, but you will need to ensure that you have the highest Initiative on your team if you do this. This will ensure that you always go first (combat order alternates between your highest initiative player and the enemy’s highest) and can get off your attacks, and then Stealth, before you get CCed. I also suggest if you do this that you take the What a Rush Talent and keep your Health just under 50% to keep this active at all times. This will ensure you have 7 AP every turn to spend, just make sure that you don’t have any points in Necromancer, and make sure someone can remove Status Effects from you if needed.

Lastly, you can swap from Daggers back to Bow for only 1 AP, which is great for picking off stragglers after you have jumped in and “assassinated” the main group. Often on turn 4 I can’t reach a mage or archer without moving, so I just swap to Bow and Ballistic or Sky Shot them and that’s that. The fact you can just do that at will makes this Build one of the most fun I have ever played. I highly recommend it!

 

DOS 2 Builds: Magick Archer

The Magick Archer is a versatile damage dealer that takes its targets out from range using Bow attacks and Elemental Arrows. Although this is a Lone Wolf Build, you can play the Magick Archer in a group extremely well and it complements just about any party make up you could possibly have. This Build focuses primarily on Finesse, but also uses a good amount of Wits to increase Critical Chance as well as Initiative. Why this Build works so well is that it can deal massive amounts of physical damage and very good elemental damage of whichever element you need. You also can stealth and get away, giving you time to methodically work your way through your targets.

Magick Archers will focus on Finesse and Wits. Finesse will not only increase the damage of your ranged attacks, but also your Elemental Arrows. Yes they scale off of Finesse! You’ll want Wits for the reasons mentioned above, and Wits are good on just about any character. Put points into Memory to be able to use the Skills necessary for this Build, but it shouldn’t be much.

Overview

Magick Archers utilize Finesse-based Armour which works well here, especially for Lone Wolf, because you never know just exactly what sort of enemy setup you’ll be facing, so it’s good to have a decent amount of both Physical and Magical. You shouldn’t be getting hit much as an Magick Archer so you won’t need to buff up, and you’d be better off taking Armour with better bonuses then total Armour value. Prioritize Finesse, then Warfare, then Ranged, then finally Wits/Huntsman.

Magick Archers will want to use the highest damage Bow or Crossbow they can find, ideally with all physical damage, since this will also increase the damage of your Elemental Arrows. It is very hard to test how elemental damage on Bows and Crossbows affect these Arrows because of the variance in damage they deal, so play it safe and try to stick to physical if you can. Crossbows deal more damage when compared with Bows at the cost of Movement and you will need to move a bit with this Build, but this is really a personal decision for the player. As mentioned above, when in doubt just take the highest damage of what you can. Also note that putting a Masterwork Rune into your Bow will also increase Elemental Arrow damage.

Final Tips

I don’t recommend Elemental Ranger for this Build because it doesn’t work with Elemental Arrows, and when you are dealing physical damage, adding some other damage type isn’t particularly helpful. I also don’t recommend Guerilla for this Build because it only works with basic attacks and not Elemental Arrows or Huntsman Skills, making it much better for a Assassin sort of Build (which I will cover in another Guide) than a Magick Archer.

Venom Coating adds a decent amount of Poison to your Bow attacks for 1 AP, and does damage to your Elemental Arrows. Elemental Arrowheads does add damage, much the same way Venom Coating does. Note that the damage is buffed before it is converted, meaning the best possible way to buff any Elemental Arrow with these two Skills is by placing points into Geomancer and using Elemental Arrowheads on a Poison or Oil surface. Firebrand does not work with Elemental Arrows and it does even less damage and cost 3 points into Pyrokinetic to be able to use.

Lastly, be sure to craft more Elemental Arrows when you run low or when you’ve run out of a certain type. It’s always important to be prepared for each fight having at least 1 Arrow (if not more of each type, just in case). Be sure to check the Recipes page on the Wiki and keep it open when you are crafting so that you have a reference on what you need to make what.

 

 

DOS 2 Builds: Ranger

The Ranger is a hybrid Build that focuses on ranged damage with a Bow or Crossbow and Summoning some form of “Pet”. The reason it is advised that you use a ranged character when Summoning is because Summoning tends to take up the bulk of your character’s AP per turn, which doesn’t leave much for Movement. Taking a ranged approach will allow you to both summon and attack in the same turn. Note: you can also make a magical version of this Build called a Druid, which I will get into in another Build Guide. For the purposes of the Ranger, Ifan ben-Mezd works the best as he comes with a pet Wolf, which works great with this Build because Summoning will increase its effectiveness. However, players can really use any Race or Origin for this Build if they wish.

Ranger’s are going to focus on Finesse and Wits as their primary Attributes with a bit of Constitution. Finesse will increase your damage with Bows and Crossbows, and Wits will increase your Critical Chance and Initiative. There is not an Attribute that increases the damage of “Pets” so there is no need to focus on that here. I would distribute points on a 2:1: ratio here.

Overview

As a Ranger you’ll be using Armour that requires Finesse, which gives a balance of Magic and Physical Armour. That’s great for this type of play because you won’t have really any way to buff your Armour unless you place points into other Abilities. Because you’ll have rather high Wits, you should get to go close to first in combat often, which will allow you to use Skills to position yourself high and away from melee enemies, making your only real danger other archers and casters.

When it comes to Weapons you’ll want either a Bow or Crossbow. The difference between the two, is that Crossbows deal more damage at the same level, but reduces Movement by 1. Since you won’t be moving much, a Crossbow is recommended here, but be sure to take whatever does the most damage from what is available.

Final Tips

Consider adding some points into Necromancer and taking the talent Living Armour if you find yourself using Soul Mate often. This will ensure you get the most from this skill and having a few points into Necromancer is always good for any character anyway. This will also provide you access to the summons of the Necromancer line as well, though you shouldn’t need them.

The only way to buff damage of summoned characters, besides putting points into Summoning, is by increasing the actual Attributes of the summoned character with buffs. Encourage can give your “Pets” around a 10% damage increase, which isn’t a lot, but Encourage hits multiple targets so it’s very useful. Make sure at least one member in your party has this skill.

Since Rangers often need to spend a lot of AP on the first turn to get out their summons and get into position, consider putting 1 point into Scoundrel to get the Adrenaline skill. This will give you 2 extra AP to get what you need done at the cost of some AP next turn. Also, if you don’t want to pick Ifan ben-Mezd, I strongly suggest picking an Elf for the Flesh Sacrifice skill, which will also give you 1 additional AP to get you going. Flesh Sacrifice also has great synergy with Elemental Arrowheads, as you will gain a physical damage bonus from the blood you will create, so be sure to slot this if you play as an Elf.

You can get the skill Summon Cat Familiar if the Black Cat chooses your character, and you help it escape Fort Joy. You can get Summon Condor from Featherfall in Stonegarden (Act 2). You will need Pet Pal and some Persuasion in order to get this skill. You can get the skill Summon Dragonling much later in the game in the Dream Portal in Arx if you have The Red Prince in your party. None of these are required for this Build, but if you’d like to try out some different summons, these are some you could choose from. Note: you can only have one active summons at a time per character.

Lastly, if you don’t mind putting a point into Pyrokinetic, Haste is a really good skill for a Ranger. You can either use it on yourself or on your “Pet”, but the Movement won’t do you a lot of good. Your Incarnate, Wolf, Condor or what have you can make good use of it though getting where they need to go without spending much AP. It also only costs 1 AP, which isn’t much.

 

DOS 2 Builds: Sanguine Bowman

The Sanguine Bowman uses a mix of Huntsman and Necromancer Skills in order to deal good damage to many targets, as well as give the character multiple ways to deal Physical Damage. The biggest weakness of Rangers and Necromancers is that they blow through their Skills rapidly, leaving them with gaps in their cooldowns. With the Sanguine Bowman, we not only rectify this by adding more Skills to use, but we also add versatility to both of these Builds.

The best way to start this Build is by picking the Ranger Class and removing the point from Wits and placing it in Intelligence. Then remove the point from Pyrokinetic, place in into Necromancer, and then select the Mosquito Swarm skill. This will give you two decent Skills early on, and allow you to buff your Bow damage with Elemental Arrowheads. When creating this Build you’ll want to be sure to select Elf as a Race, because you will absolutely need Flesh Sacrifice.

Overview

As far as Attributes go, you will be splitting your points between Finesse and Intelligence. Usually this is not recommended, however, because Warfare will increase the damage of both your Huntsman and Necromancer Skills you can get away with it (not to mention that Huntsman will also benefit both skill lines). You do not need a perfect split between these Attributes, and I recommend favoring Finesse earlier in the game when you don’t have access to Grasp of the Starved. You will also find Memory is not an issue for this Build because there are so few attack Skills of these to skill lines.

Sanguine Bowmen have some flexibility between Intelligence-base and Finesse-based Armour and should look to have a good mix of Physical and Magical defense. Sanguine Bowmen don’t have many defensive abilities, so they will need to have good Armour values to prevent them from getting Status Effects. When selecting Armour be sure to prioritize equipment with Warfare on it in order to maximize your damage output.

Final Tips

You can begin combat with extremely low health in order to gain the most possible damage from Death Wish if you want. If you do so, however, be sure that you have high Initiative so that you can go first. Some enemies have attacks that penetrate Armour, and you may die before you can even do anything otherwise. A great way to lower your health easily is by putting a poison pool near any Waypoint. The poison will never vanish, allowing you to port there and just walk around in it until your health is low and then port back to where ever you want.

Bleeding deals Piercing Damage, which goes through all Armour types, and this is true whether you have Torturer or not. This makes it effective at dealing damage to any target, and helps in mixed parties. Bleeding cannot critically strike and does not increase in damage with any Attribute, it simply gets more powerful as your level increases. My kingdom for a skill like Combustion that consumes Bleeding for burst damage!

Skills like Encourage and Peace of Mind can really help this Build because of the split Attributes. Consider adding them to your party and using them just before combat begins. You can gain nearly +50% damage later on in the game for the 2 AP cost of these Skills, which is a lot!

Lastly, you can play this Build as an Undead if you use the Mask of the Shapeshifter to gain Flesh Sacrifice. The advantages of this are that you can reliably deal damage to yourself via healing spells, allowing you to make better use of Death Wish, and you are immune to Poison Damage. The disadvantages are that you will fill your helmet slot with the Mask, and that it may be harder for you to lower your health in between fights since the Poison pool trick will no longer work. You will also not gain this Mask until further on in the game, meaning you will be less effective earlier on.

 

 

DOS 2 Builds: Venomous Sentry

The Venomous Sentry is a unique Ranger, one of few possible Builds that can make use of the Elemental Ranger Talent, in addition to using the Reactive Shot skill effectively. The general concept of the Venomous Sentry is to buff your Poison Damage through Skills like Venom CoatingElemental Arrowheads and Siphon Poison, and then unload upon your enemies. This Build does a mix of Physical and Poison Damage, because of the use of a Bow, but focuses more heavily on the second one.

Because the Venomous Sentry uses a lot of AP to buff its damage, it doesn’t have a lot of AP left over to attack, which is the main issue with using the above Skills. This problem is rectified by using the skill Reactive Shot, which allows you to attack up to 3x for 2 AP. Because the attacks done with it are basic attacks, the Venomous Sentry will deal increased damage by using the Elemental Ranger Talent, if the enemy is standing in Poison, Fire, Water, Oil or Electricity. Of these types, Poison, Fire and Electricity are ideal, because they will provoke the enemy to move, triggering Reactive Shot.

Overview

The best way to start this Build is by picking the Wayfarer Class, placing all points into Finesse, and selecting Elemental Arrowheads, Ricochet, and Contamination. You can use Human for the Crit Chance/Damage, Elf for Flesh Sacrifice or even Undead for the Poison Immunity if you wish. All work well for this Build, making it quite flexible.

Final Tips

The trick to this Build is placing surfaces under enemies that trigger a “move” action from them, allowing for Reactive Shots. Not only will you gain many attacks this way, but you will add the Elemental Ranger bonus damage to these shots, because it hits them before they move off the surface. Contamination, Ignition and Bleed Fire are all great ways to make enemies do this.

Enrage can also work extremely well with this Build, if used correctly. This will nearly double your damage on all your attacks if you are a Human and have many points into Scoundrel. If you can, try to use it when you know you can get 2 or more Reactive Shots off on the enemies turn, allowing you to make the most of it.

Consider adding Teleport to this Build in order to place enemies where they need to be in order to make the most of Reactive Shot. Since this Build is an AP hog, it may be wiser to have other party members do this for you, however. It’s always a great idea anyway, to have 1 or more party members have this skill, no matter your composition.

This Build works best in a party where other party members deal Fire or Poison Damage because this will prompt enemies to move more often, making Reactive Shot more useful. Since you will be doing primarily Poison Damage once you hit Act 2, try to use other Builds that compliment this playstyle like Blazing Deepstalker, Terramancer, Summoner of Sparks, Scourge Wizard, or the Occult Flameweilder (coming in the next Guide).

Lastly, you can also pump Warfare along side Geomancer if you wish to deal more Physical Damage. This isn’t an optimal setup, but it can be useful in some parties where they deal a mix of damage types. Warfare also increases the damage of the special Elemental Arrows you can use, so if you want some more flexibility, consider doing that instead.

 

Divinity Original Sin 2 Builds - Rogue Builds

 

DOS 2 Builds: Assassin

The Assassin is a hybrid Rogue & Ranger Build that uses Daggers and Bows to deal massive damage to its enemies. Assassins can pull this off because Finesse is used to determine the damage of both of these weapon types. By putting points into Warfare, we increase all Physical Damage this Build does from any source, further allowing this Build to be possible. Although it costs AP to swap Weapons, you will hardly notice it with Lone Wolf and we can take advantage of Chameleon Cloak’s 2 turns to swap Weapons without losing any AP.

Overview

Assassins deal damage with two different Weapon types so focusing on the common denominator, Physical Damage, is key. This is achieved by maxing out Warfare and then placing points into Scoundrel to capitalize on high Critical Multiplier. This also works really well with Backstabs which you can perform with Daggers, as they always Crit. In Act 1 Assassins will need to get 2 points in both Huntsman and Scoundrel and then start dropping points into Warfare. In Act 2 these should be taken up to 3 each and then Warfare maxed. Once Warfare is maxed then all additional points should be placed into Scoundrel.

Final Tips

When playing an Assassin I advise starting battles with your Bow as enemies usually begin a good distance from you. Use Tactical Retreat if you can get up high to deal extra damage and have extra range during this turn. Try to kill your first target quickly and get 2 extra AP from Executioner. Hopefully this will give you enough AP to kill another target, but if not hit Adrenaline and finish it off and then use Chameleon Cloak.  Turn 2 if you used Adrenaline you’ll be short 2 AP so I recommend swapping Weapons to Daggers and then using Cloak and Dagger to get into position if you can. This will give you 8 AP on the start of turn 3 and you won’t need to move.

Lastly, you can swap from Daggers back to Bow for only 1 AP, which is great for picking off stragglers after you have jumped in and “assassinated” the main group. Often on turn 4 I can’t reach a mage or archer without moving, so I just swap to Bow and Ballistic or Sky Shot them and that’s that. The fact you can just do that at will makes this Build one of the most fun I have ever played. I highly recommend it!

 

DOS 2 Builds: Duelist

The Duelist is a high risk, high reward Build whereby the character focuses on high damage and Dodging. Because players are more inclined to Duel Wield when playing a rogue-like character (with Daggers) there is a natural synergy here with the Talent Parry Master which increases Dodging by 10% when Duel Wielding. Players wishing to play this sort of Build should also pick the Dwarf race for this character, as they get an additional 5% to Dodging from Sturdy. You won’t have quite as good of Dodging as a Stormbringer, but it’ll still be quite good.

The Duelist will focus on Finesse and Wits. Finesse is the primary Attribute of your Daggers, so you’ll need this to increase your damage. Wits will grant you Critical Chance as well as Initiative and is useful for spotting traps and other valuable items around the map. I recommend putting points into these two Attributes in a roughly 2:1 ratio. You can also put a few points into Memory and/or Constitution as needed.

Overview

Final Tips

With 10 points into Dual Wielding, the Parry Master and Sturdy Talents, you should be at 25% Dodging without any gear, which is pretty good. You want to shoot for 50% or better near the end of the game with your own equipment. This isn’t overly difficult to do, since that’s essentially 3 pieces of Armour with +7% Dodge on them. Also, keep in mind that Leadership increases your Dodging, so having a Summoner in the party or someone with a decent amount of points into this Ability, you will further increase your Dodging. This makes it possible for you to to hit over 75% Dodging near the end of the game. Not bad…

Chicken Claw and Rupture Tendons when combined are one of the most deadly combinations in the game. Chickens will move around a lot and take piercing damage in mass quantity when Rupture Tendons is applied. So much so that Larian recently nerfed the amount of steps chickens take so that this specific combo will deal less overall damage. Consider adding a point into Polymorph to get this skill just for that combo.

Thunder Runes increase your Dodging when slotted into necklaces that have Rune slots. Be sure to find ones that do and slot the best Thunder Rune you can in there and it will increase your Dodging by up to 6%. Although that isn’t a huge amount, it all adds up to a much larger number! Also, one of the benefits of Dual Wielding is that your offhand Weapon will also have a Rune slot, which won’t be the case if you’re a Two-Handed Build of some sort (Shields have a Rune slot too).

Lastly, consider dropping a point into Hydrosophist, so that you have a way to replenish Magic Armour (Armour of Frost), since that will be your one vulnerability. This will also grant you access to at least 1 heal, which can also come in handy.

Divinity Original Sin 2 Builds - Summoner Builds

 

DOS 2 Builds: Druid

The Druid is a Summoner who utilizes his Conjure Incarnate to the fullest by buffing him to extreme lengths that make the Incarnate extremely deadly. Druids also come equipped with many utility Skills from many different skill lines and this allows them to have a wide variety of spells for nearly every situation. Druids stack Armour up high so that they cannot be controlled and they force their enemies to deal with their Incarnate or face the consequences. No Build uses more Skills than the Druid. The Druid is simply an Elementalist living vicariously via the Incarnate.

Druids focus primarily on Memory with a secondary focus on Intelligence (yes you read that right).  Druids need a butt load of Memory because they use more Skills than any other Build in the game, so be sure to place as many points as needed. Druids don’t deal much direct damage, but when they do, they want their spells to hit as hard as they can…thus the Intelligence. There is not an Attribute that increases summon strength, so you can match summoning with other sorts of Builds (like the Ranger).

Overview

Druids will utilize Intelligence-based Armour and in doing so will have very high Magic Armour. This makes their primary threat melee and archer enemies, so they will need to watch out for these and deal with them accordingly. With this Build you want to pump Summoning up as high as you possibly can, so taking gear that has Summoning on it is advised. However, because Druids utilize such a wide variety of Skills, taking the one with the highest number of overall bonuses may be better in some cases. When in doubt, just prioritize Summoning.

Final Tips

Firstly, when choosing how to buff your Incarnate be sure to inspect the target you want it to attack. It may have really high resistances to what you were going to attack with, so be sure to choose the least resisted type. You can inspect a target by right-clicking on it and then clicking “Examine”. Sometimes there is not obvious choice and you might just be better off attacking with physical damage.

You can play the Druid as a Lone Wolf, but it is not nearly as useful as you will find that you have plenty of buffs to use every round, but only a couple of targets to use them on. The key to playing successfully here is to make sure that you always maintain your Incarnate’s and your own Armour values so that you cannot be CCed for 1 or more turns. Prioritize the lower of the two values and make sure neither of you are ever reduced below 0. When playing Lone Wolf it is also suggested that you have some damage dealing Skills, that way you can help your Incarnate.

Finally, you can play this sort of Build with limiting yourself to one element and your Incarnate to one as well, but it isn’t recommended. The reason for this that if you’re only going to do one type of damage, like Fire, you’ll have much less damage then if you just played a Battlemage. You also won’t have very much flexibility at all, because both you and your Incarnate will deal the same type of damage. You could try to split into two elements but then you’d be doing even less damage on average. This is why I suggest simply biting the bullet and realizing the role of the Druid isn’t as a primary damage dealer, but as a “Buffer” who has an extremely powerful pet.

 

DOS 2 Builds: Glacial Guardian

The Glacial Guardian uses a mix of Hydrosophist and Summoning Skills in order to control the battlefield in which they are fighting. One of the problems that water mages can have, is that they have to set: (Chilled + Chilled) OR (Chilled + Wet) in order to Freeze enemies. And, although several Hydrosophist Skills hit with multiple projectiles preventing this issue, often they run out of Skills to use. By adding Summoning to a Tidalist sort of Build, not only is this obstacle resolved, but Totems summoned on water or ice will hit for Water Damage. Water Damage makes targets Wet if they have no Magic Armour, which will Freeze Chilled enemies, or allow them  to be Frozen much more easily.

The best way to start this Build is by picking the Conjurer Class, removing the points from Constitution and placing them into Intelligence. Then remove the point from Leadership and place it into Hydrosophist. Then remove Dimensional Bolt and Conjure Incarnate and select Hail Strike and Rain. This will allow you to summon water totems from the very beginning of the game, but you’ll want to pick up the Incarnate as soon as you can. Race is not overly important with this Build, but Human is probably the best here because of EncourageFlesh Sacrifice while good, lowers your Constitution (un-equipping your Shield), so Elf is not recommended.

Overview

As far as Attributes go, you’ll be dumping most of them into Intelligence to increase your damage with water spells, but you’ll also need a few points into Wits to help you go first in combat. Because you will be using the Glass Cannon Talent, you cannot afford to go second, or you may not get a turn. You’ll also need a few points into Constitution in order to meet the requirements for Shield, and probably a couple into Strength to be able to use Strength-based Armour. Place points in Memory as needed.

Final Tips

Summoners are AP hogs and need 6 AP just to summon their Incarnate, buff it, and summon a totem. If you use Adrenaline, that leaves you 2 AP to cast Rain and then Winter Blast or Encourage. For this reason, I strongly advise casting Rain, and then summoning and buffing your Incarnate before combat begins. This will save you 5 of the 8 AP listed above. This will allow you cast many more water spells, ensuring you Freeze at least a few targets.

Lastly, it’s a good idea when using Glass Cannon to have other party members with Skills that can pick you up if Knocked Down, or un-freeze/shock you if Frozen/Stunned. Things don’t always go according to plan, and you don’t want to miss out on turns because of this. First Aid, Armour of Frost, Peace of Mind and Soul Mate are what you are looking for.

 

 

DOS 2 Builds: Ranger

The Ranger is a hybrid Build that focuses on ranged damage with a Bow or Crossbow and Summoning some form of “Pet”. The reason it is advised that you use a ranged character when Summoning is because Summoning tends to take up the bulk of your character’s AP per turn, which doesn’t leave much for Movement. Taking a ranged approach will allow you to both summon and attack in the same turn. Note: you can also make a magical version of this Build called a Druid, which I will get into in another Build Guide. For the purposes of the Ranger, Ifan ben-Mezd works the best as he comes with a pet Wolf, which works great with this Build because Summoning will increase its effectiveness. However, players can really use any Race or Origin for this Build if they wish.

Ranger’s are going to focus on Finesse and Wits as their primary Attributes with a bit of Constitution. Finesse will increase your damage with Bows and Crossbows, and Wits will increase your Critical Chance and Initiative. There is not an Attribute that increases the damage of “Pets” so there is no need to focus on that here. I would distribute points on a 2:1: ratio here.

Overview

Final Tips

Consider adding some points into Necromancer and taking the talent Living Armour if you find yourself using Soul Mate often. This will ensure you get the most from this skill and having a few points into Necromancer is always good for any character anyway. This will also provide you access to the summons of the Necromancer line as well, though you shouldn’t need them.

The only way to buff damage of summoned characters, besides putting points into Summoning, is by increasing the actual Attributes of the summoned character with buffs. Encourage can give your “Pets” around a 10% damage increase, which isn’t a lot, but Encourage hits multiple targets so it’s very useful. Make sure at least one member in your party has this skill.

Since Rangers often need to spend a lot of AP on the first turn to get out their summons and get into position, consider putting 1 point into Scoundrel to get the Adrenaline skill. This will give you 2 extra AP to get what you need done at the cost of some AP next turn. Also, if you don’t want to pick Ifan ben-Mezd, I strongly suggest picking an Elf for the Flesh Sacrifice skill, which will also give you 1 additional AP to get you going. Flesh Sacrifice also has great synergy with Elemental Arrowheads, as you will gain a physical damage bonus from the blood you will create, so be sure to slot this if you play as an Elf.

You can get the skill Summon Cat Familiar if the Black Cat chooses your character, and you help it escape Fort Joy. You can get Summon Condor from Featherfall in Stonegarden (Act 2). You will need Pet Pal and some Persuasion in order to get this skill. You can get the skill Summon Dragonling much later in the game in the Dream Portal in Arx if you have The Red Prince in your party. None of these are required for this Build, but if you’d like to try out some different summons, these are some you could choose from. Note: you can only have one active summons at a time per character.

Lastly, if you don’t mind putting a point into Pyrokinetic, Haste is a really good skill for a Ranger. You can either use it on yourself or on your “Pet”, but the Movement won’t do you a lot of good. Your Incarnate, Wolf, Condor or what have you can make good use of it though getting where they need to go without spending much AP. It also only costs 1 AP, which isn’t much.

 

DOS 2 Builds: Summoner of Sparks

The Summoner of Sparks uses a mix of SummoningWarfare and Pyrokinetic Skills in order to deal both Fire and Physical Damage. The skill Master of Sparks has long been used by many players to buff their own personal damage with each swing, however, with the Summoner of Sparks we take this a step further. By buffing an Incarnate and our own character we get 2x the fun. In addition, you can buff the Incarnate with Supercharger for 100% increased damage, which is something you cannot do to yourself.

The best way to start this Build is by picking the Conjurer Class, removing the points from Constitution and placing them into Intelligence and Wits. Then remove the point from Leadership and place it into Pyrokinetic. Then remove Dimensional Bolt and Elemental Totem and select Ignition and Searing Daggers.

As far as Attributes go, you will be putting most of your points into Intelligence in order to increase you damage, but some points into Wits for the Initiative and Critical Chance doesn’t hurt. Some points will also need to go into Memory as this Build uses a LOT of Skills early on. Also consider adding a couple points to Strength in order to be able to use Strength-based Armour.

Overview

The Summoner of Sparks, if points were placed into Strength, can use a mix of Armour types and should focus on balancing their Armour as best as possible. Unlike the Battlemage, you don’t need to worry about Fire Resistance with this Build because you only use one skill that can set things on fire. You want to look for Armour with bonuses to Summoning on it first and foremost, in order to reach 10 Summoning as quickly as possible. If you cannot get Summoning, Pyrokinetic or Intelligence are recommended.

Weapon-wise you’ll be using a Staff of some sort. A fire staff is recommended, as Pyrokinetic will increase the damage you deal with it, but you can use other types if you cannot find one. Priority bonuses are Critical Chance and Intelligence, but Two-Handed or a rune slot are also good.

Final Tips

Race is not a huge factor in this Build, but Elf is a good choice because you need as much AP as you can get and you are not using a Shield, making the Constitution reduction from Flesh Sacrifice not hurt as badly. Lizard is also not bad because Dragon’s Blaze gives you a cheap way create a fire surface to summon your Incarnate in. Playing this as Fane and casting Time Warp can be nearly game breaking as well, so if you have him in the party consider using him for this Build.

The benefits of this Build are that you don’t set the screen on fire when compare with a Battlemage, making it much safer to play with other melee units. In addition, when compared to other Builds that use Master of Sparks, you get more bang for your buck. This is because of the duality that summoning an effective Incarnate brings, allowing you to capitalize on a skill that can be used by many characters at once. Two is always better than 1, right?

 

 

DOS 2 Builds: Undeath Incarnate

The Undeath Incarnate Build is an Undead Tank/Summoner hybrid Build that actually induces enemies to attack you, while using Skill that replenish Armour to keep you alive, allowing your Incarnate to attack while you soak up damage and punish enemies for targeting you. This Build makes use of Poison to heal yourself, as well as replenish Armour via the Living Armour Talent.

Overview

The way this Dos 2 Build works is that you’ll Summon your Incarnate before or at the beginning of combat, and then buff it and cast Deflective Barrier and ideally Heart of Steel. Enemies won’t be able to resist attacking you because you will have the Glass Cannon Talent, meaning you can be CCed through Armour. All the while they are ganging up on you, your party and Incarnate will be tearing them to pieces without concern for their own defense.

The key to ensuring you survive their attacks is having high Armour values, using the Living Armour Talent, and continuously using Skills that buff your Physical Armor like Shields Up or Fortify. Dome of Protection is also amazing for this Build because, like Heart of Steel, replenishes Armor each turn as long as you remain inside of it. And since you’ll be CCed quite a bit, and you don’t have much personal damage to speak of, this works nicely.

The best way to start this Build is by picking the Conjurer Class, removing the points from Constitution and placing them into Wits. Then remove the point from Leadership and place it into Geomancer. Then remove Dimensional Bolt and select Fortify. This will allow you to buff your Physical Armour from the very beginning of the game, but you’ll want to pick up the Contamination as soon as you can. The Race you want is ideally Undead Dwarf since this will give you extra Dodge and Vitality, but you can pick any Undead Race if you wish.

Final Tips

Playing this Build with a Water Mage in your group is preferable because they will have access to Rain which when combined with Contamination creates Poison all over the screen. This will often be set on fire, so I have not added Rain to this Build. However, having someone who can use Rain does help with managing Fire, allowing for more Poison, so it’s nice to have.

Make sure that you always go first with this Build or you will not get a chance to put up your buffs and you will die horribly and miserably. Make sure you have the highest Initiative on your team, because you need to get these set before anyone else goes!

 

Divinity Original Sin 2 Builds - Warrior Builds

 

DOS 2 Builds: Battlemage

The Battlemage is a front lines Mage Build that focuses on Pyrokinetic Skills to deal massive damage to its enemies. Battlemages focus on pure Intelligence and get in close and unleash devastating Fire attacks on all nearby enemies. The Battlemage also uses a couple Warfare Skills and Polymorph Skills for mobility, resistance, and some extra AoE, because they want to get in close and blast the hell out of foes. Players using this sort of Build will wreak havoc on the battlefield quite frequently so be sure the rest of your party is positioned accordingly and doesn’t take more friendly “fire” than is necessary. I like to run this Build in a party with an Elementalist who then doesn’t have to take any Fire Skills.

Overview

Batllemages focus primarily on Intelligence but do drop points into Wits and Constitution as well. Intelligence increases the damage of all of your Skills, Wits will increase your Critical Chance and Initiative (both of which are important), and finally, Constitution will make sure you don’t get killed while in the firefight. You shouldn’t need to allocate any points anywhere else unless you need just another skill or two on your bar, in which case drop a point into Memory. Just be sure to remove the point and reallocate it when you gain that slot naturally from leveling.

Battlemages wear Armour that is Intelligence-based, so they will have tons of Magic Armour. This is great because you will be walking in fire quite a lot and you don’t want to take damage. The downside is that you will have rather low Physical Armour, making you susceptible to Knock Down. It’s always a good idea to buff your Battlemage near the beginning of the fight with Fortify to prevent this from happening. Place Flame Runes of Power into your Armour to increase your Intelligence and your Fire Resistance. Placing one in your Necklace will increase your Intelligence and Critical Chance, so be sure to do that when you can.

Final Tips

Consider adding a point into Geomancer to take Fortify. You’ll have low Physical Armour with this setup and having this skill can address that issue. It also removes Burning, which is useful. If you don’t want to allocate the points, then I advise dropping a few points into Strength just to get a bit more Physical Armour.

This Build is very one-dimensional and will under-perform in fights where the enemy has Fire Immunity or very good Fire Resistance. This is the one downside to this Build, but luckily it’s not often. Be sure if you are playing this Build that your party has a wide variety of other damage types to compensate. My Elementalist runs the 3 others just for this reason. You can also use Flay Skin to help reduce resistance, although it scales with Strength.

Finally, I recommend that you play as a Lizard or The Red Prince when playing the Battlemage. Lizards gain 10% extra Fire Resistance as well as the Dragon’s Blaze skill which does excellent damage for 1 AP, and will increase in damage as you add points into Pyrokinetic. You can of course play as any Race you wish, but I think there is a natural synergy there and is my recommendation.

 

DOS 2 Builds: Blazing Deepstalker

The Blazing Deepstalker is a Warrior that uses Warfare and Pyrokinetic Skills to deal both Physical and Fire Damage to its enemies. Unlike many Pyro/Warrior Builds that focus on the use of Master of Sparks, Blazing Deepstalkers specialize in the use of traps. Traps deal Fire Damage, and only scale with Pyrokinetic and Character Level, much like Firebrand. This allows them to deal significant Fire Damage, while pumping Finesse, which increases their Physical Damage with Spears.

The best way to start this Build is by picking the Metamorph Class and removing the points from Strength and putting them into Finesse. Then remove the point from Two-Handed and place it into Pyrokinetic. Then select the Bull HornsIgnition and Peace of Mind skills. Peace of Mind is one of the most powerful 1 AP buffs in the game, and works extremely well with this Build.

Overview

Blazing Deepstalkers use a Spear in order to capitalize on the increased range that Spears have. However you could use any Two-Hander and use Strength instead, but you need to decide this during Character Creation, or you’ll be in a bad spot until you can repec in Act 2. In terms of bonuses you’ll want to look for one with Critical Chance, Warfare, Two-Handed or even Fire Damage or a Rune Slot. You do not need Fire Damage on your weapon with this Build, but it is a nice to have. Note that it appears as if having Set Burning, Set Bleeding or Set Poison on your weapon will be applied 100% of the time with the Torturer Talent.

Final Tips

I like to start combat by throwing traps before the encounter begins, in order to save the 3 AP cost that Deploy Mass Traps has. However because you need to trigger the explosion on your team’s turn (during combat) in order to give them the chance to Critically Hit, you must engage immediately after. This will allow you to detonate them with a skill or item, like a Grenade. Note that the damage done by them when cast this way is affected by the character who sets them off, enemies included. They will do more or less damage based on their Pyrokinetic ability, and they won’t Critically Hit if the person who detonates them does not have Savage Sortilege. For this reason, it is advised you either have the highest Initiative on your team, or simply wait until combat to cast them if not.

The whole concept of this Build is somewhat similar to the Frost Paladin. The primary damage you’ll deal until you gain Deploy Mass Traps is Physical because you will deal modest Fire Damage with Ignition, Throw Explosive Trap, and Elemental Arrowheads. The great thing about this Build, is for the most part, that it is compartmentalized. You can deal Physical Damage if you wish, or you can deal Fire Damage, but you usually aren’t dealing some strange mix of Fire and Physical Damage together to one target.

 

 

DOS 2 Builds: Eternal Warrior

The Eternal Warrior makes use of a decent amount of investment into Necromancer in order to obtain the passive healing when dealing Vitality Damage. When combined with Living Armour, the Eternal Warrior can replenish Magic Armour offensively, allowing them to maintain their position on the battlefield and keep on swinging without fear of being crowd controlled via magical attacks. By having a very high Warfare ability, and by adding the Skill Vampiric Hunger to the mix, Eternal Warriors can boost this healing even further, allowing for increased Magic Armour replenishment should they need it. Bone Cage from the Necromancer Skills line and Challenge from the Warfare Skills line cover the Physical Armour, and both reward an offensive style of play as well, making for the perfect blend of offense and defense.

Eternal Warriors focus on Strength to increase their damage of their Warfare Skills. Eternal Warriors will also want 3 or 4 points into Intelligence in order to use both Strength and Intelligence based Armour. All other points should go into Memory for the Skills that you need only, and then Wits.

Overview

This whole Build revolves around offense so learn to play aggressively and try to take out or CC targets as often and quickly as you can. The best defense is a good offense in this game, because when enemies are flat on their back they cannot damage you. For this reason I do not recommend playing the Eternal Warrior with a Sword and Shield, as you won’t deal enough damage to both sustain your Magic Armour and keep enemies Knocked Down.

Always, Always, Always try to save 1 AP at the end of each combat turn to use a defensive skill if you are in danger, or use a utility skill if you are not. Defensive skills include: Bone Cage, Armour of Frost, or Uncanny Evasion, while utility skills include: Challenge, Vampiric Hunger or Skin Graft. If you need more AP to finish your target before using one of these Skills then pop Adrenaline, finish your target and then use one.

Final Tips

Just like the Death Knight you can play this Build as an Undead, as all healing from Life Steal will heal them and there are zero Skills here that negatively impact them. I would actually recommend playing one if it weren’t for the fact that Elves have the best Skill for this Build with Flesh Sacrifice. Getting extra AP and Damage in exchange for Constitution is a just too good, and keep in mind you can refresh this Skill with Skin Graft, so it just gets even better.

Lastly, and I mentioned this above, but I’ll say it again here: keeping your Armour values above zero at ALL times is of the utmost importance. This will prevent you from being crowed controlled and allow you to make the most of your Eternal Warrior’s turns. While it is unlikely that you will make it through the entire game without this ever happening, it should be the goal while in combat and should dictate what you do next. Remember to always save 1 AP at the end of each turn for a defensive skill if you need it, or a utility skill to setup your next turn if you are not in danger.

 

DOS 2 Builds: Death Knight

The Death Knight is a popular well-known Build around the community, and it uses a mix of Warfare, and Necromancer Skills. The reason Necromancer synergizes well with melee characters is because most of its Skills are resisted by Physical Armour and some have short range (making them slightly less useful to Rangers). Characters who utilize this skill line will also be able to heal themselves for a good amount of Vitality quite regularly, which is great because you should be taking more damage as a melee character. Note that any Race can play this Build, there is no obvious choice.

When making a Death Knight build you really only need to focus on a few Attributes. First is Strength. Strength is what all your Warfare Skills will use if you use a Sword, Axe or Mace, and it will boost your damage with Skills that use Strength by 5% for each point. Secondly there is Constitution. Constitution is very important for a Death Knight because you want to get hit, but not die. This Attribute will provide some leeway by increasing your max HP, allowing you to take hits and then heal through Necromancer Skills and dealing damage. I recommend splitting the distribution of these Attributes in roughly 1:1 ratio. You can put a few points into Memory as needed.

Overview

Final Tips

The Death Knight is a flexible build, so be sure to tweak it to meet your party’s demands. If you’re playing as the “Tank”, you’ll want to be sure that you have a Shield and you may want to increase your Constitution a bit more than suggested, especially if you are the only melee character in your party. If you’re playing the melee “DPS” role, you’ll want to make sure you have a Two-handed Weapon but I wouldn’t lower Constitution much if at all. If you find you are dying too much, whichever role you are playing, up your Constitution until you aren’t. It’s better to stay alive than die after all.

This build is particularly good for Lone Wolves because when there are less people to hit, you will be hit more often. When playing as Lone Wolf in a duo or solo, be sure you take the Executioner Talent instead of The Pawn, as it will drastically increase your AP per encounter. Also if you are duoing, make sure at least one of you has the Summing Skills Soul Mate, as it will help keep you both alive.

As of February 1st, 2018 Provoke now goes through Physical Armour and will allow you to Taunt nearby enemies. Consider adding this to this Build if you wish to fulfill the “tank” role. Ideally you would use a Shield when doing this, as it will help buff your Armour. Soul Mate is also good if you decide to go this route.

Lastly, even if you build the perfect Death Knight it won’t guarantee victory if the rest of your party isn’t up to snuff. This build won’t carry your whole team through, so be sure to research other builds for other roles and make sure each one is the very best they can be.

 

 

DOS 2 Builds: Elemental Champion

The Elemental Champion is a Warrior Build that focuses on its use of Staves to deal incredible elemental damage to enemies. Elemental Champions don’t focus on one elemental damage type, but can switch between what they need on the fly. This is made possible by the different Staves they carry and the fact that they are only doing melee attacks, allowing them to pump up Two-Handed to not only increase their damage, but also their Critical Multiplier. Add in Enrage, and all of a sudden you are dealing insane elemental damage via melee attacks.

Elemental Champions focus primarily on Intelligence to increase their damage with all elements, only putting points into Wits later in the game after Intelligence is maxed, and Memory to gain some Initiative and to be able to use the required Skills. The reason that we crank Wits a bit later on is because of the changes to the Definitive Edition, which prevent us from stacking Intelligence as high as we used to. Because of this Enrage will be much more useful earlier in the game, and will become less useful later in the game.

Overview

Elemental Champions use Intelligence-based Armour, which isn’t ideal for this Build because you’ll be in close proximity to melee units. We’ll supplement this with Fortify, but you’ll still be on the line between too little and just enough. You’ll want Armour that has either Intelligence or Two-Handed if possible, only looking for gear with Scoundrel after you’ve acquired Enrage. Despite the lack of focus on Critical Chance, I would still place a Fire Rune of Power into your Necklace simply because it is the best of what you can choose from. Place a Frost or Fire Rune of Power into your Chest Armour to increase Intelligence.

Final Tips

When approaching a battle it’s a good idea to save, if you can, just before and head in and then Inspect each enemy and then restart. This will give you an idea which Staff you should use for the upcoming fight and will allow you to have it equipped before entering combat when you reload. You can always change when combat starts, of course, but this will save you 1 AP. Keep in mind that Undead are immune to Poison damage so you’ll have to change Staves mid combat to kill them if you have one equipped.

Turn 2 if there are no enemies in range of Blitz Attack or Battle Stomp I use Phoenix Dive to get in position and then use Enrage (if there are enemies already in range at the beginning of my turn I use Enrage straight away). This should allow you 6 AP to attack this turn, if you saved 2 AP from last turn, and then next turn you can get 6 AP to attack while Enraged again (or 8 if you use Adrenaline). This will help you maximize the effectiveness of Enrage. Note that later in the game, you will not need to use Enrage, as your Critical Chance will be well over 50% and it isn’t worth being Muted.

Lastly, because you don’t have very many attack skills (6), and some do less damage than a normal attack, consider putting 3 points into Polymorph to unlock Skin Graft. This will allow you to refresh your Skills, including Enrage, which can really help you out if the fight doesn’t end quickly. This will also grant you access to Medusa Head, which Petrifies enemies near you with no Magic Armour.

 

DOS 2 Builds: Frost Paladin

The Frost Paladin is a durable Warrior that buffs himself to unimaginable heights and then decimates his enemies with powerful physical attacks. Frost Paladins will utilize healing Hydrosophist Skills as well as a few other Frost spells to trap their enemies from moving before punishing them with Warfare Skills. Frost Paladins focus primarily on Strength, which works well here because only one Hydrosophist Skill they use actually scales with Intelligence, and we don’t use it for its damage, but rather its effect. Much like the Juggernaut, this allows us to utilize two Skill lines without splitting our Attributes.

Frost Paladins focus primarily on Strength which is used to increase the damage of their Warfare Skills. Frost Paladins will then focus on Wits to increase their Critical Chance and Initiative, allowing them to attack more quickly in combat. We use two damaging Hydrosophist Skills for this Build: Global Cooling and Ice Breaker, but Global Cooling is simply used to freeze the ground and Ice Breaker does not scale with Intelligence (or any Attribute), so we can use it here to great effect.

Overview

Frost Paladins will utilize Strength-based Armour, which is exactly what this Build needs, because Frost Paladins can buff their Magic Armour quite well, but will have some difficulty buffing their Physical Armour as effectively. The concept behind the Frost Paladin is that you don’t need to Stealth during combat because you have so much Armour that you can just withstand attacks while you take down enemies. For this reason having the highest Armour you can is imperative. You will also utilize Ice to prevent melee units from hitting you, giving you some relief.

Final Tips

I strongly recommend this Build to new and first time players because it will ease the learning curve of the early areas of the game just a bit. As you learn the ropes and get more familiar with combat you will realize that you shouldn’t need much healing or you’re doing it wrong. That doesn’t mean however, this Build can’t be effective in harder difficulties or more advanced situations, you just need to learn how to use it. Healing can be used to damage Undead very effectively and Ice is very good at controlling the battle.

If you’re playing a Lone Wolf Frost Paladin a recommend taking the Enrage skill because it will drastically increase your damage with this Build. When you have 6 AP a turn it becomes much more effective than when you have 4 or I would have put it in the Skills section above. It will prevent you from using non-weapon attacks though, so be sure you don’t need to cast anything first. I suggest using it when you are already in range of your target, when you are likely to get an Attack of Opportunity during the enemy’s turn.

Lastly, you can actually make a Ranger version of this Build that may work as well if not better. The benefit of using a Bow, is that when you create Ice around you, you can still shoot at enemies without needing to move which is great. If you go down the Ranger route, you’ll have less Armour, so you’ll have to take care to make sure you have the best you can find/purchase.

 

 

DOS 2 Builds: Juggernaut

The Juggernaut is a Warrior Build that uses a mix of WarfareGeomancer and Polymorph Skills to flatten his/her enemies to a pulp or turn them to stone. Juggernauts focus on pure Strength, but deal a mix of physical and earth damage to their enemies. At first glance this seems like a bad idea, because splitting damage types generally reduces your overall DPS. However, this Build takes advantage of Geomancer Skills that reward players who deal physical damage and a Polymorph Skill that deals earth damage, but scales off of Strength. The purpose of this Build is to deal punishing amounts of damage to the Armour of various enemies, while at the same time keeping them Knocked Down or Petrified and out of the fight. The reason why this Build is so good, is because it’s able to focus on the damage type that best fits the situation.

Juggernauts are going to focus primarily in Strength, only putting some points into Wits and Constitution as necessary. Strength will not only increase the damage of your Warfare Skills if you use a weapon that scales with Strength, but it will increase the damage of Polymorph Skills. Because you’ll be a front lines type of Build, it is recommended you put a few more points into Constitution than your average character, but you want to use as little as possible. Wits will help give you needed Initiative to get into combat early as well as bump your Critical Chance.

Overview

Final Tips

Because you will have less Magic Armour than Physical by a good margin, it’s a good idea to have someone buff you with Armour of Frost at the beginning of each fight. Or simply place one 1 point into Hydrosophist and take it yourself. You can probably get 1 point from gear anyhow, so this shouldn’t take away damage from your Build.

It isn’t recommended that you split Attributes between Intelligence and Strength because then your physical damage would suffer greatly, which is the bulk of damage you will do. One of the reasons you can get away with a physical damage type and magical damage type in this Build is because the primary magic damage skill (Petrifying Visage) scales with Strength, making the loss in damage to the skill much less than if it scaled with Intelligence (witness Earthquake). The other reason is that Geomancer in particular increases your Physical Armour from Skills, and Reactive Armour (which is a Geomancer skill) deals physical damage.

Lastly, I highly recommend you place 1 Masterwork Rune into your Chest Armour and 1 into your Shield, increasing your Physical Armour by good portion if you use Giant ones. This will push your Reactive Armour skill to even higher damage, making it just OP as hell. You can always remove Runes later, so place whatever you’ve got in there and remove it and replace it later.

 

DOS 2 Builds: Radiant Battlemage

The Radiant Battlemage is an Aerotheurge variant of the fiery Battlemage Build I made back in October of last year. It aims to be an alternative melee Magic Damage dealer, while at the same time avoiding Aerotheurge spells that may harm other melee units. The drawback of this Build is that it does not Shock or Stun targets, which is the primary function of Aero mages (besides killing things). However, it does have a decent amount of controlling effects via Skills like Vacuum Aura and Medusa Head, making it a much safer addition to any group which already has 1 or more melee character. In short, if you’re having trouble playing a Stormchaser or Battlemage in your party, try giving the Radiant Battlemage a try.

Overview

The best way to start this Build is by picking the Enchanter Class, removing the point into Constitution and placing it into Intelligence. Then remove the point in Hydrosophist and place it into Polymorph. Next deselect Electric Discharge and select Blinding RadianceBull Horns and Chameleon Cloak. This will give you a good AoE, a great charge ability, and a way to reduce your damage taken.

Radiant Battlemages will wish to use a Staff for their weapon and specifically an Air Damage Staff. This is because Aerotheurge will increase the damage you deal with it, maximizing the damage you deal with each swing. Bonuses you’re looking for are Critical Chance, Aerotheurge and Intelligence, in that order. All of these things will increase your damage with both spells and melee attacks, but if you cannot get them look for ones with a Rune Slot or Two-Handed for more melee damage. Ones that Set Blinded may help as well.

Final Tips

Elf is a solid choice of Race for this Build because you will not be using a Shield, so the Constitution penalty from Flesh Sacrifice does not hurt. This gives you an extra AP and a small damage boost, helping you to kill enemies faster. Beast is also not a bad choice because of his skill Blinding Squall, which also does Air Damage, and the extra Dodge Chance he gets (+5%).

Because this Build is chocked full of AoE Skills, many of which Crowd Control, consider adding Equalise to this Build. This will allow you to lower the Magic Armour of enemies that have higher values, by raising the Magic Armour of ones with lower values. This works well here because you have Skills that strip Magic Armour, and because you want to Silence anyone with no Magic Armour.

Lastly, you can actually improve the damage of your Air Staff by combining it with a Poison source (for Poison Damage), or with an Eternal Artefact for more Air Damage. Poison is much more common earlier on, so you can do that when you are lower level. However, Eternal Artifacts are much more rare and you will only be able to do this much further into the game.

 

 

DOS 2 Builds: Warden

The Warden is a hybrid Warrior & Ranger Build that uses Spears and Bows to vanquish its enemies. The reason Wardens can do this effectively is because both Spears and Bows use Finesse for their damaging Attribute, allowing Wardens to deal maximum damage with both weapon types. This is also made possible by pumping points into Warfare, which increases all Physical Damage from any source. Since it only costs 1 AP to switch Weapons you don’t lose a whole lot of damage per turn, especially since you can use AdrenalineHaste or Flesh Sacrifice.

As mentioned above the Warden focuses on Finesse in order to increase damage with Bows and Spears. Wits are also useful to Wardens because it increases Critical Chance, and Wardens will have around 200% Critical Multiplier mid-game which is better than many Builds. There are no hard an fast rules here, but Wardens should work on pumping Finesse through out Act 1 and then consider adding some points into Wits sometime in Act 2 (Finesse should be maxed or closed to maxed by then).

Overview

Wardens can utilize any type of Armour which means they will have a good balance of Physical and Magical, which works well for this Build. Because Wardens are capable of fighting at range or close combat, this will give them some flexibility to decide how to engage based on the enemies they are facing. Wardens should look for Armour with bonuses to Finesse, Warfare, Wits and Critical Chance, in that order. Huntsman or Scoundrel are also not bad if you can get them without sacrificing anything else. Slot Masterwork Runes of Power into your Armour and Fire Rune of Power into your Necklace.

Final Tips

When playing a Warden I advise starting battles with your Bow as enemies usually begin a good distance from you. Use Tactical Retreat to get up high and try to hit a far away target with Ballistic Shot to deal good damage. Then end your turn. On turn 2 use 2 more bow attacks trying to pick off far away targets like archers or mages. The strategy here is that turn 1 and 2 you unload with a Bow on targets that are not likely to group up. Then turn 3 switch Weapons and Phoenix Dive into the battle. AoE with Whirlwind or Battle Stomp or use Onslaught on that tough target that has high health or Armour. After you’ve exhausted your melee skills Tactical Retreat up high and finish off any remaining targets with Bow attacks, which will now be off cooldown.

Lastly, if you really like this Build, consider trying it out in Lone Wolf, because it works AMAZING. Having 6 AP per turn makes this Build even more effective because: 1) you’ll hardly notice the 1 AP to swap Weapons and 2) you’ll churn through Skills much faster, making the additional Skills much more noticeable against other Warrior or Ranger Lone Wolf Builds. You really have the best of both worlds between an Archer and a Warrior and you sacrifice minimal damage to achieve this. Swap out The Pawn for Executioner if you do this.

 

 

 

Community Builds for Divinity Original Sin 2

This section can be used for the different builds created by the community.

DOS 2 Supportive Build

Supportive character that helps you deal with trades and interactions, and find hidden treasures. Undead is the best choice for this kind of character, they are good at opening locks and can play dead to avoid fight.

  • Skills:
  • Weapon:
  • Shield:
  • Armor:
  • Accessories:
  • Talents
    • Pet Pal
    • Trader's Secrets
    • Thrifty
    • Spellsong
  • Abilities
    • Pet Pal
    • Trader's Secrets
    • Thrifty
    • Spellsong

DOS 2 Blazing Champion (Lone Wolf Build)

Super Aggressive, Highly Explosive. Uses a Staff with Warfare abilities and Pyrokinetic Buffs to do INSANE critical damage. Also works from long range

After this point spread your stats as 2:1:1 in Intelligence : Memory : Wits until Intelligence is maxed out, then dump all your points into Wits or just do that from the start if you’re not using lone wolf

  • Weapon:
  • Shield:
  • Armor:
  • Accessories:
  • Talents at Level 20
    • Executioner (2nd Pick, Level 3)
    • Lizard-Demon/Human-Savage Sortilege (5th Pick, Level 18)
    • Opportunist (4th Pick, Level 13)
    • Lone Wolf (1st Pick, Character Creation)
    • Sophisticated/Ingenious
    • Spellsong/Thrifty/Undead
    • Elemental Affinity (3rd Pick, Level 8) 
  • Abilities: Put your Warfare point in early and then in a ratio of 2:1:1 of pyro :scoundrel : 2Handed. Add another point in warfare when thick of the fight becomes available. Add polymorph as/when you feel appropriate
    • Warfare 4
    • Pyrokinetic 10
    • Scoundrel 10
    • Two-Handed 10
    • Polymorph 2 (Optional later on for flaming skin)
  • Pyrokinetic Skills: 
    • Blitz Attack
    • Phoenix Dive
    • Whirlwind
    • Enrage
    • Thick of the Fight
    • Battle Stomp (Clears fire at lower levels so you don’t burn your self to death)
  • Warfare Skills: 
    • Blitz Attack
    • Phoenix Dive
    • Whirlwind
    • Enrage
    • Thick of the Fight
    • Battle Stomp (Clears fire at lower levels so you don’t burn your self to death)
  • Misc Skills: 
    • Cloak and Dagger
    • Adrenaline
    • Bless (Holy Fire heals you. And can disable Necrofire)
    • Flaming skin (ignore your own fire pools while making them bigger if you bleed!)
    • Wind-Up Toy and Fire Slug. Throw your summons into the fray! They both make fire!
    • Peace of Mind (Extra Wits means Extra Crits!, and a nice Intelligence bonus!)

Combat Tips

  • Use your movement spells to get into the battle and set everything on fire.
  • Pyro skill tree gives you a ton of buffs, use them! 
  • Fire attacks on the fire slug will heal it!
  • Sparking Swings + Blitz attack = Fireworks!
  • Use Giant Flame Runes of Power on weapons for increased Intelligence and fire damage!
  • Use them on Jewellery too for extra crit chance!

If it wasn’t already obvious, play as either a Human for extra critical chance or Lizard for extra fire resist+dragon’s blaze (This Build works pretty well with Red Prince!)

your Level 18 talent is interchangeable, demon with lizard makes it easier to push above 100% fire resist which means fire heals you. Savage sortilege with human means taking advantage of your extra critical chance with your spells.

it goes without saying if you make it to level 23 during Arx, take the opposite talent to the one you picked at Level 18

 

DOS 2 The Foot Cataphract Build

This is a melee physical assassin built that does not require you to spec (many) points into Scoundrel. The primary focus of this build is the use of dashes to allow you to spread out debuffs while locking down and quickly eliminating high-value targets.

Wits is important because this build focusses on the use of daggers and positioning to maximize critical strike damage. However, this build can be built tankier by prioritizing Constitution instead. That said, if you're building a tank, I find Death Knights to be better in most ways.

  • Weapon:
  • Shield:
  • Armor:
  • Accessories:
  • Talents
    • Lone Wolf (?)
    • Opportunist
    • The Pawn/Executioner
    • Parry Master
    • Picture of Health
    • Torturer
    • Comeback Kid
    • Leech
  • Abilities
    • Warfare
    • Polymorph
    • Scoundrel
    • Dual Wielding
  • Polymorph Skills: 
    • Bull Horns (Level 1)
    • Tentacle Lash (Level 1)
    • Chicken Claw
    • Spread Your Wings
    • Heart of Steel (a must-have for overpower, given the use of finesse armour)
    • Forced Exchange
    • Skin Graft
    • Apotheosis
  • Warfare Skills: 
    • Battering Ram (Level 1)
    • Battle Stomp (first skill you should take)
    • Crippling Blow
    • Challenge
    • Overpower
  • Scoundrel Skills: 
    • Rupture Tendons (after you get Chicken Claw. Watch them run away for an opportunist backstab and then bleed themselves to death)
    • Adrenaline is siutationally useful but not a core element of this build.
    • You don't need Sawtooth knife as Bull Horns already applies a bleed.

Combat Tips

  • Cataphracts were the heavy cavalry units of iron age antiquity, whose role, much like medival knights, was to charge down groups of soldiers, sending them flying and disorganizing their ranks. They were also used to flank and engage with high value enemy targets. This is exactly what this build does. You don't need a horse because you can turn into a bull. 
  • Geometry is key to this build. Carefully line up your dashes so that you strike as many enemies as possible and use those dashes to end up in a backstab position on high value targets. Taking The Pawn can be useful for this but you typically get more out of Executioner in the long run. Isolate, lock down, and kill. When it's getting too dangerous, just dash back out.
  • Start your character with Bull Horns, Battering Ram, and Tentacle Lash.
  • Next get Battle Stomp, followed by Chicken Claw. Then spec 2 levels into Scoundrel and get Rupture Tendons. Then Spread Your Wings.
  • You will automatically get tanky thanks to Picture Of Health because Warfare points are extremely important to this build.
  • All races are viable, but Lizards are probably the weakest because Dragon's Blaze will result in you constantly dashing over your own fire surfaces, shredding your magic armor. (unfortunately, Spread your wings combined with a dash does not avoid surface damage. However, the Vulture Armour Set does avoid surface damage in dashes and it's absolutely busted until you find stronger armour on the Nameless Isle.) You also don't do much magic damage with this build so it doesn't synergize well.
  • Obviously this build is highly flexible. This guide focusses primarily on assassination but tankier builds are completely viable if you focus strength and consitution instead of finesse and wits. Your plethora of AOE CC will be useful regardless.

DOS 2 Build Title (Level: ???)

Short description of your build.

  • Weapon:
  • Shield:
  • Armor:
  • Accessories:
  • Talents
    • ???
    • ???
    • ???
  • Abilities: 
    • ???
    • ???
    • ???
  • Pyrokinetic Skills: 
    • ???
    • ???
    • ???
  • Warfare Skills: 
    • ???
    • ???
    • ???
  • Misc Skills: 
    • ???
    • ???

Combat Tips

  • ???
  • ???

Full description and guide about your build.

 

 

DOS 2 Characters and Companions Guide

Can you Respec Characters and Companions in Divinity: Original Sin 2?

Divinity: Original Sin 2 is known for its capacity to give players the freedom to customize their character by offering a wide range of AttributesAbilitiesSkills, and Talents to choose from. Given how vast these options are, it is easy to make a mistake when progressing your character and you will want to make some changes to how you invested your character attributes. Thankfully, players can respec characters and companions in Divinity: Original Sin 2.

Beginning from Act 2, players will gain unlimited chances to respec using the Magic Mirror aboard the Lady o' War, with this feature of easy respec in Divinity 2, this will allow players to update their stats and even appearance at any time they wish to do so. All you have to do is to locate the Fort Joy Magic Mirror right below the Kitchen inside The Arena of Fort Joy

For players who are still in the early phase of the game, this area will not be that far ahead. The player will begin their journey and waking up on the beach in the game's Prologue. From there, follow the path heading South that leads to the Ghetto. New players will come across interesting Locations, several notable NPCs, and others. Players will be greeted with a confrontation at the front gates and a brief cutscene. After this, players will be able to enter Fort Joy Ghetto formally.

Once inside, follow the path leading South towards the Waypoint to find the Kitchen aboard the Lady o' War. The Magic Mirror will be right below the Kitchen. This feature is an update included in the Goodie Bags in Divinity 2.

NOTE: To enable this feature, make sure to head to the menu, tick the "Gift Bag Features" and make sure that "Fort Joy Magic Mirror" is checked. After doing so, players can now respec their characters including their companions any time. 

Divinity Original Sin 2 Character Creation

Before you begin your adventures in Rivellon in Divinity 2, players must go through Character Creation first. This refers to the Protagonist, or the ones that the player will mainly take control of aside from the Companions. One of the key things to remember when creating a character is that, choices you make during this phase can impact your gameplay, NPC and world interactions and reactions.

Players are given an opportunity to create a custom character from scratch or choose one from the Origin characters. A custom character is tailor-built by yourself, whereas an origin character is a premade content with offers a specific story related to the character's background and history. Origin characters can be played like a custom character where you will have full control over their actions, dialogues, and decisions. 

There are 6 different Origin stories that players can choose from. You can find them below:

During this phase, players will see a little bit of background for each of these origins where a portion of their past is described. Such example is the Sebille, who used to be a slave but has earned their freedom. Next is the Appearance, choices that fall under this section is purely cosmetic and will not have any impact on your gameplay. 

Then, one of the most important things during Character Creation is deciding on your AttributesAbilities, and Skills. Things can get a little bit overwhelming so for Divinity 2, there are preset Archetypes that will trim out the smaller details. If you are still new to the game, it is recommended to choose the preset with the closest description to your desired character because starting Weapons are greatly influenced by it. Additionally, your character automatically gains two Spells based on their Race and Class.

Then lastly, players will choose their Tags which determine the background of your character. In the case of preset characters, these are already predetermined so Tags only apply to custom characters.




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    • Anonymous

      Hello everyone! I'm Daily new to the game. I'd like to make a Classic mode run with four origins to learn their respective stories and with Fane as my main. So i'm looking for some builds bit the problem Is that even respeccing my companions I can't change their character creation abilities. Is there a solution to this?
      Ty in advance

      • Anonymous

        I think if you wanted you could also use a bow for the druid class, so you could keep even more distance. That's what I did, and it worked really well.

        • Anonymous

          The hardest thing with builds is taking companions in act1 and having them work to a set just right. Any solution to this problem?

          • Anonymous

            Here posting a team build (warning: bad english here) that tries to sinergize well, doing mixed damage. This goes with some unconventional ones that might not work so well, but i think it is a fun composition. It also split equipment and history talents in a way that is nice too. Posting level 20 stats:

            1 Sebille: 1hand wepon + shield
            - Talents: master of constitution, rooted, glass canon, the pawn, mnemonic, pet pal
            - Stats**: 19 str, 30 CON, 30 WIts
            . Skills: 10 summon, 3 poly, 2 geo, 2 scoundrel, 2 pyro, 2 warfare
            Memorized-most important ones: venomous aura, master of sparks, enrage, adrenaline, incarnate and power infusion.
            Others: infusions, phoenix dive, totem, flay skin, skin graft, oily blob, medusa head

            Strategy: need to be the first one to go summoning and buffing al allies. After that a dead weigth and meat shield. Example: incarnate-->two infusions-->adrenaline+ flesh sacrifice-->master of sparks + venomous aura-->enrage the hybrid damage dealer (9 points spent)
            ** the strenght and poly is for blob, medusa and flayl skin. I have not tested this build yet, so you can reconsider stat distribution and poly. Maybe 39 CON.

            2nd char: a clasic magic archer, alternating between physical and magical damage, also CC.
            History talent: master of autority and master of finesse.

            3rd char: human 2HSword
            Talents: spider kiss towering oak, master of inteligence, master of strenght, savage sortilege, oportunist, picture of health, executioner, what a rush
            Stats: str 47, finese 5, int 26, con 8, memory 10, wits 5
            Skills: 2Hand 10, warfare 6, pyro 4, scoundrel 1

            Memorized skills: mostly warfare, dont forget onslaught, adrenaline and enrage (if sebille fails to cast it)

            Strategy: this is your slow, deadly DPS guy. This guy goes last, using all of sebille buffs (venomous aura, master of sparks and enrage). You crit hard, with your sword and master of spark.
            An alternative version can be made with finnese and a lance, but remember to rearange all your team history talents if you go this way.

            4 char (human): i have two suggestions: the lance guy described above or better try a maxed 2handed/aerothurge staff weilder, with maxed int and a lot of wits (master of wits, spider kiss curved quill).
            Short description because i am lazy: electric is the least resisted magic, so is the only one that i should try as a pure magic type. Because of maxed two handed and maxed int, your spark should hit hard too, effectively doing two types of magic dame, also aplying CC.

            This team build is all around sinergy and mixed damage. I have only played on classic and never used this comp, just theorycrafted it. But i think it make a lot of sense. Sebille is fast and buff almost all your party, including her incarnate (but the sparks doesnt aply to the archer guy), then because of tankiness and glass cannon can tank a lot. After that, the archer complement the type of damage that you need to do at the moment and can aply hard CC. The 3rd and 4rd char (2Handed sword/lance/staff) will do a lot of damage, buffed previously by sebille.

            If you test it let me know!



            • Anonymous

              Hello! I am looking for two lonewolf builds for a tactcian play and I am hesitating between battlemage/summoner of sparks and stormchaser/glacian gardian. Which duo is the funniest to play and the most powerful ? In the moment, I'm playing a tactician play with battlemage/sumommer of sparks/tectonic sage/elementary ranger/ I love the synergy with those choices. Fire dps is great : master of sparks on my invo and battlemage, explosive traps, flaming tongues..(but the CC is poor) ty for your answers :)

              • Anonymous

                I made a build that looks like a cross between Sparksummoner and Duelist. Before you judge, check it out: Battlemaster: Beast High Strength and Wits, then Con and Memory as needed. Skills: Dual Weild 4, Aero 2, Huntsman 2, Scoundrel 1, Poly 2 then the rest into Warfare and Pyro. Opportunist, Parry Master, Savage Sort, Torturer...will also have Sturdy. Main skills: Adrenolyn, Sparking Swings/Master of Sparks, Deploy Traps/Mass Traps, Bull Horns, Teleport, Nether swap, Erratic Whisp, Uncanny Evasion/Evasive Aura, Whirlwind, Battering Ram, Tentacle Lash. With all this combined, this build is a highly efficient support in: 1. Setting up the battlefield/Maintaining control over enemies and allies. 2. Dealing crit damage via sparks/Hitting multiple at a time. (Sparking swings + Erratic Whisp= Pretty cool) 3. Beast Pirate Lord Theme: As a captain hes a leader and battle master, so setting traps and turning the tides seemed fitting. Let me know what you think and if theres something you think I could add or take away. Current level 13, hes doing well so far.

                • Anonymous

                  I’ve been experimenting with different build combinations and I came across one that I thought was a very powerful lone wolf build. I’m still working on the play through with the build so I don’t know how it’ll work in late game yet. Build: Ice Assassin Concept: great CC, Magic/physical Armor destruction (depending on enemy isolate the weaker armore and destroy the enemy) Build: primarily focus finesse as enemies like to close in on you and need to build to ensure they don’t kill you. Focus wits second for increase of Crit and intelligence third for magic damage. Take memory when it’s needed but focus it last. Spells will pile up quickly but using the CC from ice spells such as hail strike, winter blast, ice fan is a great way to prevent ranged targets from picking you off while dealing with melee units. Always use rain to ensure targets freeze; I know it takes up an ap point but the CC benefit in lone wolf is great. Focus on getting scoundrel skills to help close the distance between targets such as backlash, and cloak and dagger. Make sure to get the other scoundrel skills such as sawtooth knife, throwing knife, corrupted blade, sleeping arms, gag order, and terrifying cruelty. Also put points into warfare and dual wielding to increase physical damage and to grab warfare abilities such as battering ram, blitz attack, battle stomp, and whirlwind. Supplement more warfare abilities if you feel you use them more. One of the first spells you can craft in fort joy is vampiric hunger which will great increase survivability. Start with lone wolf, or excutioner then pick opportunist third. Start with Shadowblade remove the point from poly then place it in hydro. Start with backlash, chloroform (for starter CC) and hail strike (damage, range, and CC). Build up from there and enjoy the mayhem.

                  • hello, i have some theorycafting build and i want to this community to make them for mor information pm me i already try my build on dos1 .

                    • Anonymous

                      Build: Summoning/healbot

                      Summoning is completely overpowered and having a character with a bunch of healing spells really helps out so you can more properly focus your other characters. I give mine a bow or crossbow for extra ranged damage early in the game when it doesn't have skills. I usually go human for encourage but an elf would work just fine too.

                      Attributes: Don't technically matter outside of wits, constitution and memory as needed because you don't take any skills that scale off of primary stats. Your healing scales with hydro and level, summon power with summoning and level. Put a few points in finesse early to get a small damage boost on your bow early and to have balanced armour values. Memory is not something to focus on, though a few points will be required if you want all the trimmings with things like soul mate and lesser used skills.

                      Talents: Living Armor and Comeback kid for survivability, it's a good candidate for pet pal as it doesn't need much else. The Pawn is an option if you want to take the point in scoundrel later on, otherwise all skilled up and bigger and better just to get something.

                      Abilities: Maximum investment into summoning, though you'll want 2 points in huntsman early on for some damage skills and you'll use tactical retreat and first aid throughout the game. After that it's hydrophist for healing abilities. Put a point in scoundrel for the pawn if you want after 3 points in hydrophist. You can also put 2 in aerothurge if you want another teleporter, it can be useful. 1 in pyrokinetic for peace of mind can be a nice 1 point wonder too.

                      Skills: Summon incarnate, power infusion, farsight infusion is the most important, I'd use it even if it was just those 3 skills. Summon elemental totem is useful for some more damage, Rallying Cry, Soul Mate and for more magic damage parties Dominate Mind. First Aid, Tactical Retreat from huntsman, healing ritual, restoration, armor of frost, soothing cold. Bless can be useful, if you went 2 in aerothurge get teleport and netherswap. After that fill out with whatever huntsman skills you prefer, personal preference is sky shot and marksman's fang, though ricochet is great early on.

                      Tips: Summon incarnate on a surface to get the infusion bonus, then either double infusion or encourage infusion. Try to keep an elf character having higher wits than this character to reliably create a blood surface to summon on. After that it's about staying safe and out of the way of enemies because if you die, so does your incarnate and totems. Use healing spells as needed, slap a totem down if you've got 2AP left after everything you wanted to do. Use tactical retreat to get out of there if something gets in your face and you can't deal with it.

                      Possible changes: Find 2 points in necromancy for bone cage. Put more points in memory and use steam lance.

                      • Anonymous

                        Vampire Build (flexible)
                        Start with:
                        Fane/Undead Human for the extra damage boost (Healed by poison and immune to bleeding)
                        Lone Wolf
                        Necromancer (up to about 10 for 100% life drain healing works with any damage to enemy vitality)
                        Attributes in whatever damage type matches the second skill you want to use: Intelligence, Strength, or Finesse (geomancer is a good option since it has poison to heal with and earth damage, but you can use this build with any of them. Polymorph will give you additional 2 for 1 attribute points for more damage, initiative/critical hits, or health)

                        Talents:
                        Living Armor (every time necro heals you, magic armor is also healed)
                        All skilled up (Lone wolf double combat ability points)
                        Bigger & Better (Double attribute points increases damage, health or crits)
                        Savage Sortilege for Intelligence based damage to crit so Wits are for later in the intelligence based build
                        There are other good talents, but I always use these first

                        Attributes:
                        Strength, Finesse, or Intelligence for your main damage type (match skills/spells to weapon)
                        Wits & Constitution are secondary
                        Memory is not necessary

                        Useful movement skills (can get you out of dangerous ground effects or change elevation quickly):
                        Tactical Retreat Huntsman 2 points = best movement skill as it gives haste buff with teleport
                        Wings Polymorph 2 = decent flying movement for several turns similar to teleport but adds avoid ground effects
                        Cloak & Dagger Scoundrel 2 is a teleport
                        Planar Gateway Summon 3 is a teleport that can be used by multiple characters in one casting
                        Backlash Scoundrel 0 is a teleport then backstab which is very effective
                        Phoenix Dive Warfare 2 is like a teleport with a fire ring on impact
                        Battering Ram Warfare 1 can be useful, but easily blocked by line of sight or elevation
                        Bull Horns Polymorph 1 = better than battering ram since you can use it for several rounds

                        Venom Aura Geo/Scoundrel (2/2) = adds poison damage to weapon attacks for party
                        Peace of Mind Pyro 1 = arguably the best buff
                        Haste Pyro 1 = excellent buff
                        Firebrand Pyro 3 = adds a fire proc buff
                        Sparks Pyro/Warefare (2/2) = adds a proc buff
                        Favorable Wind Aero 1 = movement speed increase
                        Chameleon Poly 1 = invisible
                        Blessed Smoke Aero/Scoundrel (2/2) = invisible
                        Apotheosis Poly 5 = reduce source point cost of abilities by 3
                        Encourage Race Ability = buff party attributes

                        Always keep in mind that with necromancer/living armor, damage = healing of vitality & magic armor

                        • Anonymous

                          Some things i've used extensively :
                          First of all, the must have is probly to give the scoundrel skill Adrenaline to each one of your characters and start a fight with it, it will give you the possibility to burst and kill an enemy or more in the first round (depends on your initiative obviously). Can be good with the talent Hothead which gives +crit chance when your health is max. You'll then be able to reuse it multiples times in a long fight to burst more. It is really how i take care of things.

                          With scoundrel, i've given chloroform to multiple characters, the sleeping effect is so damn good for crowd control and the range is excellent.
                          I did tend to give Teleportation, Clear-minded, Armour of frost and Fortify to all my characters too. Same thing for First Aid and Restoration. Basically it demands only one point in each skill tree involved like Pyrokinetic, Hydrosophist, Geomancer or Hunstman and you may often have these points just by stats from your gear without investing directly in them.
                          Meaning everyone in my group is able to heal or give armor considering the situation. There is no reason to die cause your main "healer" is permanently stunned.
                          If you have no heal skill available, don't forget the heal potions, the giant ones may be better than your heal skills anyway.

                          If you have a rogue character, use atrophy extensively, i've combined mine from the scoundrel skill sleeping arms with the atrophy coming from the tentacle polymorph skill to have a double atrophy. You may disable most characters ine one or two turns with adrenaline/rupture tendons/corrupted blade/terrifying cruelty/sleeping arms with the physicial armor and chloroform is well used when the magic armor is busted.

                          To move quickly on the battlefield, i've given Phoenix dive to multiple characters too which usually prevents me to use action points to walk. It is one point and save many AP's when you use it. It's particularly useful for physical close combat characters who have to be close to the enemy asap.

                          And obviously use your resurection scrolls in combat, it is 3AP, you may come back in a fight multiples times with them (it is how i succeeded doing the third wave of demonists/ the dream arena in the Lizard Consulate/ the fight against Isbeilt in Arx).

                          I use a full warfare two-handed, a warfare/scoundrel/polymorph with two daggers, a ranged hunter/summoner and a pyrokinetic/hydrosophist caster with a staff. Ech one having some spells from other treelines.
                          One of my main probs in the game is to be able to heal Fane, except Poison Dart and poison potions i can't really help him from regular healing spells quite the opposite. I've issues too to deal with massive curses.
                          I will probly lack time but i consider a run with double wands or one-hand and shields for the extra stats and protection.

                          • "this build can't capitalize on damage due investment in a multitude of magic schools."

                            If you refer to Elementalist, I'd say this build doesn't lack on damage, you don't put many points in either school, and you put the rest of the points on Polymorph and thus you can maximize intelligence pretty quick, adding damage to every skill you have = more profit than any individual magic school.

                            • Anonymous

                              Why do all these builds seem to have some ridiculous drawback to them? I get really excited when you starts describing what they can do, but it's usually followed by something like "this build is really hard to gear for," "this build damages itself and teammates so you have to play 'lonewolf'," or "this build can't capitalize on damage due investment in a multitude of magic schools."

                              • Anonymous

                                I'm running a 'Warlock' (whatever you want to call it). So I'm all in on summoning and necromancy, using summoning from both as damage. Primary stats are intelligence and constitution.
                                Broken down like
                                Attributes:
                                STR: 10
                                FNS: 10
                                INT: 20
                                CON: 20
                                MEM: 15
                                WIT: 15

                                Talents:
                                Living Armor
                                Leech
                                Far out man
                                Five-Star diner
                                Stench

                                Abilities:
                                Summoning 10
                                Necromancy 10
                                Leadership 5
                                Retribution 5

                                Necromancer Skills:
                                Raise Bloated Corpse
                                Bone Cage
                                Death wish
                                Shackles of Pain
                                Summon Bone widow
                                Grasp of the Starved
                                Silencing stare
                                Totems of the Necromancer

                                Summoning Skills:
                                Conjure Incarnate
                                Cannibalize
                                Dimensional Bolt
                                Elemental Totem
                                Power infusion
                                Dominate Mind
                                Super charger
                                Door to Eternity
                                Planar Gateway
                                Ethereal Storm


                                So its easy to see you don't have combat options or too many movement spells. We compensate by being burly and stinky. That being said I play a dwarf and get a bit more CC out of petrified touch. This build requires crafting grenades or arrows (I'm playing full party right now so I have a ranger for arrows) so you can set totems how you want them. I play with a shield and wand. I stay back and set incarnate or bone widow first, followed by totems, and then buff buff buff. With this your guy can take a beating, little weak against elements so kit that way, and sit back and watch the chaos your summons ensue.

                                • Anonymous

                                  The death knight build listed out above is nothing like my build-out for my solo-playthrough, and I killed Braccus/Kraken first time around.

                                  Max Necro and Warfare, throw like 4 into Hydro, maybe 4-6 in one-handed (or two-handed). I prefer one-handed because deflective barrier and shield bounce are amazing. I added 2 points to every attribute and everything else went solely into intelligence and strength. Keep in mind, using Lone Wolf boosts all of these points 2x. You don't need much consitution because your armor is going to be through the roof with Deflective Barrier, Shields Up, and Bone Armor. I could heal my entire HP bar with one shield bounce. The biggest hitter for me was reflective armor (via item). Deflective Barrier -> shield bounce -> shackles -> reflective barrier -> enemy dead first turn.

                                  • Anonymous

                                    you can basicly add polymorph in all charackters if you are dmg oriented, you get 1 free attribut for every point in polymorph (2 with lone wolf), that means u get the same 5% you would get by puting ur point in warfare for example, if u put this 1 (2) points in Str. it goes best with Str builds, becaurse all polymorph skills that scal scaling with Str, but do to skills like apotheosis or spread your wings makes polymorph good for every build.
                                    keep in mind, if u useing Picture of Health u need to put the points in warfare to get this 3% vitality and u need to make the requirement for each skill u wanna use.

                                    if u have problems with your HP u can allways put 2-5 points in necromancer (10% dmg into HP per point), it also works with living armour (35% of all healing you receive is added to your magic armour). i recommend putting 3 in necromancer for the revive "combo" Last Rites and Living on the Edge, sometimes you not even need Living on the Edge.

                                    summoning goes in every build, becaurse it scales with your level and your summoning ability itself, i recommend not useing it in weapondmg oriented build.

                                    i also recommend only going physical-dmg or magic-dmg, not both. you will simply lose 50% of your dmg if you go 1/2 Int 1/2 Str.

                                    • Anonymous

                                      What i learned from a LW game on classic was that, you need combat skills, the ones that your character mainly uses as damage, ex warfare and 2 handed, or fire and earth. The other skills you can add on for utility to increase survivability and adaptability to each situation, ex hydro to heal and wet, aero for mobility. In my game of being a LW, mobility and restricting mobility for my archmage to nuke is extremely important. Aero was almost the most used skill in every battle to teleport people to the correct places for a big nuke while the fighter takes care of the stranglers. While playing another archer and summoner combo, aero helps place the archer in the right places and teleport people to the summon to tank. Water heals and buffs the magic armor which helps when the whole arena is lit up.

                                      • Anonymous

                                        Summoning brings you lot of power. Especially at level 10 when your invocation becomes a champion.
                                        But you'll need to mix with some other skills to improve your survivability.
                                        Aerothurge lvl 2 will be fine for it's teleport and switch position spells.
                                        You'll be fine fine also with scoundrel 2 to get the free move talent, chloroform and teleport again.
                                        Try this combination and you'll never be bored nor defendless.

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