Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

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N O r Jul 8, 2014 @ 9:17pm
How should i build Jahan full mage?
Not sure if to go grab all available skills that uses INT like earth-fire-water-air-witch or just focus on some , also how much telekinesis is worthy?

what about defensive abilities?

aside from glass canon from talents what else to recommend ?
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Syrris Jul 8, 2014 @ 9:24pm 
Focus on a couple of schools and perhaps minor in a couple of others for their low level support spells. Air/Water is a natural combination for him since he starts with it, but you could leave one of them at 2 and work on something like Water/Witchcraft if you prefer.

Whether you take telekinesis with him really depends on whether you plan to have him doing most of the item pickup. It's much more useful for your 'looter' since it lets them grab things from a safe distance (especially if they're the sneaky sort).

You probably want to put 1 each in Body Building and Willpower. More helps, but the escalating cost means that you don't want to raise them very much.

All Skilled Up and Bigger And Better are natural choices at some point. Glass Cannon is an option but you do need to mind his health if you go that route - invest heavily in Constitution and don't worry so much about Speed, both because this will help his surviability and avoid having him waste surplus APs (due to the higher max cap from Con).

If you get to rank 5 in a magic skill, the perk involved may be worth your while. Aerotheurge in particular gives stun immunity, which is a strong benefit. If you can spare a few skill points to get Man-At-Arms 2, the perk to gain additional vitality is also helpful (especially if you've gone Glass Cannon and want a bit more of a health buffer).
N O r Jul 8, 2014 @ 9:34pm 
Originally posted by Syrris:
Focus on a couple of schools and perhaps minor in a couple of others for their low level support spells. Air/Water is a natural combination for him since he starts with it, but you could leave one of them at 2 and work on something like Water/Witchcraft if you prefer.

Whether you take telekinesis with him really depends on whether you plan to have him doing most of the item pickup. It's much more useful for your 'looter' since it lets them grab things from a safe distance (especially if they're the sneaky sort).

You probably want to put 1 each in Body Building and Willpower. More helps, but the escalating cost means that you don't want to raise them very much.

All Skilled Up and Bigger And Better are natural choices at some point. Glass Cannon is an option but you do need to mind his health if you go that route - invest heavily in Constitution and don't worry so much about Speed, both because this will help his surviability and avoid having him waste surplus APs (due to the higher max cap from Con).

If you get to rank 5 in a magic skill, the perk involved may be worth your while. Aerotheurge in particular gives stun immunity, which is a strong benefit. If you can spare a few skill points to get Man-At-Arms 2, the perk to gain additional vitality is also helpful (especially if you've gone Glass Cannon and want a bit more of a health buffer).

crap got one more speed D: , oh well havent got myself killed yet but will focus cons now (my int is 10 already so...) i see air looks great high level will focus on that , just have atm earth (1 point) water (2 points) fire (2 points) air (2 points) dun have witchcraft or man at arms :x guess i should get those too right?
Last edited by N O r; Jul 8, 2014 @ 9:35pm
Treetop69 Jul 8, 2014 @ 9:45pm 
Water/Lighting mage. get a 2nd mage to do Earth/Fire.

focus int up on him, and get some more speed for ap.
Syrris Jul 8, 2014 @ 9:50pm 
Originally posted by Treetop69:
get some more speed for ap.

Not with a glass cannon. A little speed doesn't hurt, but with the double recovery and needing to have a high max cap to avoid wasting it, Con is a much better secondary for AP purposes and it prevents the character from going splat too easily.

OP: Speed 6 won't hurt. At this point you should really focus on a single magic school and try to get it up so that you can access higher level spells as they become available. The other magic types will provide a smattering of support for it. You can work on a second magic type later when you have the points, and the man-at-arms talent can also wait a little while until you have the free slots for it. (All Skilled Up and Bigger And Better are more helpful in the early going, and you'll want that aerotheurge anti-stun ability ASAP because of how vulnerable Glass Cannon can leave the character.)
Basilard Jul 8, 2014 @ 9:58pm 
He starts 2 points in air, 2 in water (maybe differs depending on what level you meet him). I didn't want to focus him on air, but having blitz bolt is nice, so I took Witchcraft on him and leveled it equally with water; it's been working out nicely.

I would suggest taking 2 "skills' at most, and if you feel it's necessary for a build, a minor in a 3rd skill that doesn't go above level 2. At least not until late in the game.
Lilterally any way you want. Although if you want to accentuate his starting build he makes a great healbot and buffer.
Brudagon Jul 8, 2014 @ 10:01pm 
I got rid of him
N O r Jul 8, 2014 @ 10:21pm 
so water / witchcraft best to push up? jahan is my controller dps mage , i got magic buffs covered in two other :)

and if i want to max air should i keep pairing it up with water?
Syrris Jul 8, 2014 @ 11:10pm 
Air and Water are a natural match, but it isn't necessary to pair them up, especially in a multi-mage group. Rain is probably the most useful water spell for supporting air magic, and he automatically knows it.

You *do* want a second magic type, but Witchcraft works just as well as Water for that purpose.
N O r Jul 8, 2014 @ 11:26pm 
Originally posted by Syrris:
Air and Water are a natural match, but it isn't necessary to pair them up, especially in a multi-mage group. Rain is probably the most useful water spell for supporting air magic, and he automatically knows it.

You *do* want a second magic type, but Witchcraft works just as well as Water for that purpose.

cool
Nedumaran Jul 9, 2014 @ 6:04am 
My advice: stick with water & air max them out. Will give a great mix of healing, support and offensive magic. Man-at-arms level 2 should be next priority to get vitality bonus. Witchcraft COULD be powerful, but needs lots of investment. Just take one level for resurrect plus some offence. Men-at-arms can give Cure wounds, by far the most powerful healing magic.
Phero Jul 9, 2014 @ 6:09am 
I maxed him Air and Fire + crafting and blacksmithing and made my other mage healbot + witchcraft.
50ShadesOfPlay Jul 9, 2014 @ 6:59am 
Originally posted by Treetop69:
Water/Lighting mage. get a 2nd mage to do Earth/Fire.

focus int up on him, and get some more speed for ap.

I did the same. I have been maxing his Aerotheurge and Hydrosophist which is great for cc/damage/healing. One of my mains is also a mage Geomancer/Witchcraft which is a really great for buffs/damage/summoning.

At first my group struggled, but now that they have hit level 10 and they have gear my group has a lot more sustain in fights now. I don't have to kite enemies like I did during earlier levels.
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Date Posted: Jul 8, 2014 @ 9:17pm
Posts: 13