Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

View Stats:
dener Mar 14, 2018 @ 8:49am
Lone wolf builds
Hey guys, i completed DOS 2 yesterday with dual lone wolf and i had fun and smooth run on normal difficulty, im thinking about doing the same with the DOS EE, but i read that DOS EE takes more serious the attributes, skills and talents and it is more difficult as well. Having that in mind, can you guys recommend some builds or combos for dual lone wolf in DOS EE? I want two lone wolfs because i dont like the inventory managent that much and i find easier to gear up only two characters. Thanks in advance!

Edit: I played DOS EE before but i failed miserably in all of my runs
Last edited by dener; Mar 14, 2018 @ 8:50am
< >
Showing 1-7 of 7 comments
Finrod Mar 14, 2018 @ 12:33pm 
I have played a run with two lone wolves. Here, attributes can affect how many AP an ability cost, and the effectivity of the ability.

We did: (maybe it is not the best)

One character with high dexterity, focusing on Marksman and Scoundrel trees. Other attributes points goes to the perception and speed. And besides scoundrel and marksman, one point in man at arms, to get some useful novice skills, and the bow ability.
Scoundrel gives you the ability to become invisible (to steal everyone, flee etc), to ignore ground effects (lava soil, burning or electrified water) and it is needed for some puzzles) and to get more AP points in your turn or the next.
Marskman, with your own crafted bow, makes the archer deadly.
There is a quest that grants you a summon ability, this one goes to your archer. Avoid in enhanced edition the stealth ability and guerrilla talent, stealth in combat cost 5 AP, it is not worth it. Also, with a bow, you can throw elemental arrows, many of them have an area of effect and they always hit.

The second character, (mine) with high intelligence, I spend my points to master the five schools of magic.(aerotheurge, geomancer, pyromancer, hydrosophist and witchcraft. ) You will get some summons, the novice spider summons is useful at the beginning of the game. (both character should have at least one summon)
Witchcraft has a good buff spell to physical damage, some interesting debuff spells and a cure.
Hydrosphist has the best cure spells.
Having all the schools of magic, you can have all the protections and elemental damage you need (hydro has a shield against frozen, aero has a protection against stunned, geo one against poison etc)
I remember one puzzle, where you need to cast 4 different elemental spells. (elemental arrows will work on this one too). I spend one point in man at arms to get one of the novice spells.


dener Mar 14, 2018 @ 12:49pm 
Originally posted by Finrod:
I have played a run with two lone wolves. Here, attributes can affect how many AP an ability cost, and the effectivity of the ability.

We did: (maybe it is not the best)

One character with high dexterity, focusing on Marksman and Scoundrel trees. Other attributes points goes to the perception and speed. And besides scoundrel and marksman, one point in man at arms, to get some useful novice skills, and the bow ability.
Scoundrel gives you the ability to become invisible (to steal everyone, flee etc), to ignore ground effects (lava soil, burning or electrified water) and it is needed for some puzzles) and to get more AP points in your turn or the next.
Marskman, with your own crafted bow, makes the archer deadly.
There is a quest that grants you a summon ability, this one goes to your archer. Avoid in enhanced edition the stealth ability and guerrilla talent, stealth in combat cost 5 AP, it is not worth it. Also, with a bow, you can throw elemental arrows, many of them have an area of effect and they always hit.

The second character, (mine) with high intelligence, I spend my points to master the five schools of magic.(aerotheurge, geomancer, pyromancer, hydrosophist and witchcraft. ) You will get some summons, the novice spider summons is useful at the beginning of the game. (both character should have at least one summon)
Witchcraft has a good buff spell to physical damage, some interesting debuff spells and a cure.
Hydrosphist has the best cure spells.
Having all the schools of magic, you can have all the protections and elemental damage you need (hydro has a shield against frozen, aero has a protection against stunned, geo one against poison etc)
I remember one puzzle, where you need to cast 4 different elemental spells. (elemental arrows will work on this one too). I spend one point in man at arms to get one of the novice spells.

Thanks for the sugestion man, ill definitely try this, it looks like the build i did for both my characters in DOS 2, i completed the game with a ranged and a caster with summoning abilities and i really enjoyed it.
Last edited by dener; Mar 14, 2018 @ 12:49pm
Dark Mar 14, 2018 @ 1:05pm 
Hey-o. So far I've played through Divinity Original Sin: EE once, and I am on my second playthrough. Both runs were tactician two man lone wolf runs with a friend. The first time we did an Archer/Warrior combo, and now we are doing an Archer/Mage run. They both have been going pretty well.

General Tips
  • The zombie perk is a great addition for one/both of your characters. There is a silly amount of poison in this game, and you'll get to laugh as you come out of fights with MORE health.
  • Steal everything not nailed down at the beginning and use it to buy skill books.
  • If an area is too hard... just come back to it, use items, or flee. A well place charm arrow, your archer returning with all his cooldowns gone, or leveling up a bit can make fights a breeze.
  • Buffs, buffs, buffs. Oath of desecration requires level 1 witchcraft and gives a whopping 40% damage boost. Combine this with a hasten effect and your most powerful skills for ultimate wrecking.
  • Summons are ultimately great cannon fodder. One large quest gives a free, 0-skill summon that any player can use. Abuse this. Any damage not directed at you is nice.

I played both the archer/warrior in these runs, so I'll try to give some insight into what I did for them.

Archer
The very first thing I did was drop 2 points in scoundrel, 2 in marskman, 1 in witchcraft, and 1 in aerothurge. This allows you to get some crucial skills: Oath of Desecration, Teleport, Adrenaline, Fast Track, Trip, and all them nice marskman skills.

Attribute-wise I have pumped Dex, and then plan to dump the rest in perception for that crit chance. Do not forget to put some in speed as well. Every odd level provides +1 AP per turn. Currently mine is sitting at 8 + 1 from gear.

For skills, I'd further go on to get marksman 5 at least by level 12 so you can use the high-end ranger skills (Arrow Spray/Rain of Arrows. You will want a few points in bodybuilding/willpower so you're not constantly CC'd by enemies. Nothing is more annoying then never getting a turn, but with a few points + some gear that has those stats, you'll be a lot better off. I then proceeded to pump the Xbow skill. (Yes they take more ap, but that crit damage is no laughing) I also put a single point in crafting and have two +1 crafting gear that I keep to make arrows.

Talents, so far I am rocking: Lone wolf, Zombie, Know-it-All, and Bigger and better.
A lot of the talents add only slight changes, and I prefer the atribute points/skill points. Know-it-all was only for Oath of Desecration which loses 10% chance to cast for every point under 8 int. (I'm sitting at 90% chance right now, and it rarely fails).

In general, I've just been a nuke. You pop Oath of Desecration/Hasten/Farsight before combat, rush in there, and then activate your power stance. Proceed to richochet shot/Splintered Shot/Barrage everything that moves. Use the adrenaline buff if you really want to get that extra hit off before your buffs end.
Once this is over, I usually swap to percision stance (if none are knocked down) and start hitting them with the good ol' basic attack. You can also flee to reset cooldowns and buffs if the fight is getting desperate, then just teleport back in on your second character. If things have a specific elemental weakness, pull out an arrow for it! Things going completely wrong? Stealth for your 5 turns and wait off those cooldowns!

I've found this works best with the biggest meanest crossbow you can find. You may have an increase AP cost, but lonewolf helps compensate for this. A crossbow four levels ahead of your enemies + those buffs + splintering arrow (damage SPLIT amongst enemies) fired at a single target will obliterate them.


Warrior
The warrior is actually not too different from an archer I've found. The difference is you'll have to move around a lot which wastes ap, but once you get up on them things will die. Whenever you need healing just chuck a nice poison bomb and dance around in it for a few ap moves.
I took very similar spells on this guy because they're just so good and require such little investment. Still, the most useful skills I found, had a knockdown effect. This gives 100% chance to hit, and helps both of your characters. Remember, a CC'd monster is not doing damage to you. Taking things out of the fight is always highest priority.

Attribute-wise, Pump that strength. Pump it sky high. This guy does require a bit more diversity, though. You'll want to upgrade a bit of con for more health/max ap, you'll want speed for more AP per turn, and then a boatload of strength.

For Skills, similar to the archer. Instead you'll have man-at-arms instead of marskman abilities. You will also want to MAX bodybuilding and maybe willpower. You will be taking all that CC. Your bull rush is incredible and a great way to take out half of the enemies for a few turns or get to where you need to be. Thunder jump from the aerothurge tree gives nice mobility and a chance to stun. If you ever need help getting places, feel free to have your other character chuck you with teleport or bring an enemy closer. The late game warfare skills, namely flurry with a 2H weapon will just decimate. (I recommend 2H because these skills CAN crit, and think of swinging a 2H weapon 5 times instead of a one handed weapon). It is also worth noting invisibility is not a bad talent to have on your warrior in case he ends up in a pickle. man-at-arms also contains the enrage skill which can substitute or be used after oath of desec.

Talents, If you already have a zombie you can consider keeping one normal to give ALL of the health potions. If not, you both can party it up in poison. I took leech but was not a fan of it. I ended up with a similar build to my archer and just went for skills/attributes. Man-at-Arms also has some nice talents like weather the storms and picture of health, but I would recommend against anything that just gives + armor. Opportunist can also be very helpful if you have a ranged companion who will bring enemies away and or leave poor little you by yourself.

In general, I was a bulldozer who just knocked things down and smacked them with a really large metal stick. I really started to shine once I got Flurry and had cripple on a two turn cooldown. You want to knock things down, power stance, and let'em have it.

You are going to be incredibly tanky in the early game, but be careful when there's 10+ enemies all gearing to hurt just you instead of your distant teammate. I'd recommend investing into blacksmith and crafting/upgrading your own weapons. This ensures you always have a nice metal stick and will let your repair on the go/save a few cents if you want.

For early armor there's a little side quest On the beach in cyceal by all those orcs.
An orc buried his brother in a full set of plate armor which gives +strength if I remember correctly. You might need high perception to see the grave and avoid some mines, but it's not required to spot the grave in order to dig it up.



This ended up being a small book of unorganized thoughts from my gameplay because I haven't had my coffee yet. I don't usually post on the forums, so sorry if this is a giant mess.
Anywho, I can't really give much advice for mages other than make sure you have actual CC and Damage skills. It's kind of awkward when you can only teleport and debuff enemies. Dead things = no damage to you. Good luck!
dener Mar 14, 2018 @ 1:20pm 
Originally posted by Dark:
Hey-o. So far I've played through Divinity Original Sin: EE once, and I am on my second playthrough. Both runs were tactician two man lone wolf runs with a friend. The first time we did an Archer/Warrior combo, and now we are doing an Archer/Mage run. They both have been going pretty well.

General Tips
  • The zombie perk is a great addition for one/both of your characters. There is a silly amount of poison in this game, and you'll get to laugh as you come out of fights with MORE health.
  • Steal everything not nailed down at the beginning and use it to buy skill books.
  • If an area is too hard... just come back to it, use items, or flee. A well place charm arrow, your archer returning with all his cooldowns gone, or leveling up a bit can make fights a breeze.
  • Buffs, buffs, buffs. Oath of desecration requires level 1 witchcraft and gives a whopping 40% damage boost. Combine this with a hasten effect and your most powerful skills for ultimate wrecking.
  • Summons are ultimately great cannon fodder. One large quest gives a free, 0-skill summon that any player can use. Abuse this. Any damage not directed at you is nice.

I played both the archer/warrior in these runs, so I'll try to give some insight into what I did for them.

Archer
The very first thing I did was drop 2 points in scoundrel, 2 in marskman, 1 in witchcraft, and 1 in aerothurge. This allows you to get some crucial skills: Oath of Desecration, Teleport, Adrenaline, Fast Track, Trip, and all them nice marskman skills.

Attribute-wise I have pumped Dex, and then plan to dump the rest in perception for that crit chance. Do not forget to put some in speed as well. Every odd level provides +1 AP per turn. Currently mine is sitting at 8 + 1 from gear.

For skills, I'd further go on to get marksman 5 at least by level 12 so you can use the high-end ranger skills (Arrow Spray/Rain of Arrows. You will want a few points in bodybuilding/willpower so you're not constantly CC'd by enemies. Nothing is more annoying then never getting a turn, but with a few points + some gear that has those stats, you'll be a lot better off. I then proceeded to pump the Xbow skill. (Yes they take more ap, but that crit damage is no laughing) I also put a single point in crafting and have two +1 crafting gear that I keep to make arrows.

Talents, so far I am rocking: Lone wolf, Zombie, Know-it-All, and Bigger and better.
A lot of the talents add only slight changes, and I prefer the atribute points/skill points. Know-it-all was only for Oath of Desecration which loses 10% chance to cast for every point under 8 int. (I'm sitting at 90% chance right now, and it rarely fails).

In general, I've just been a nuke. You pop Oath of Desecration/Hasten/Farsight before combat, rush in there, and then activate your power stance. Proceed to richochet shot/Splintered Shot/Barrage everything that moves. Use the adrenaline buff if you really want to get that extra hit off before your buffs end.
Once this is over, I usually swap to percision stance (if none are knocked down) and start hitting them with the good ol' basic attack. You can also flee to reset cooldowns and buffs if the fight is getting desperate, then just teleport back in on your second character. If things have a specific elemental weakness, pull out an arrow for it! Things going completely wrong? Stealth for your 5 turns and wait off those cooldowns!

I've found this works best with the biggest meanest crossbow you can find. You may have an increase AP cost, but lonewolf helps compensate for this. A crossbow four levels ahead of your enemies + those buffs + splintering arrow (damage SPLIT amongst enemies) fired at a single target will obliterate them.


Warrior
The warrior is actually not too different from an archer I've found. The difference is you'll have to move around a lot which wastes ap, but once you get up on them things will die. Whenever you need healing just chuck a nice poison bomb and dance around in it for a few ap moves.
I took very similar spells on this guy because they're just so good and require such little investment. Still, the most useful skills I found, had a knockdown effect. This gives 100% chance to hit, and helps both of your characters. Remember, a CC'd monster is not doing damage to you. Taking things out of the fight is always highest priority.

Attribute-wise, Pump that strength. Pump it sky high. This guy does require a bit more diversity, though. You'll want to upgrade a bit of con for more health/max ap, you'll want speed for more AP per turn, and then a boatload of strength.

For Skills, similar to the archer. Instead you'll have man-at-arms instead of marskman abilities. You will also want to MAX bodybuilding and maybe willpower. You will be taking all that CC. Your bull rush is incredible and a great way to take out half of the enemies for a few turns or get to where you need to be. Thunder jump from the aerothurge tree gives nice mobility and a chance to stun. If you ever need help getting places, feel free to have your other character chuck you with teleport or bring an enemy closer. The late game warfare skills, namely flurry with a 2H weapon will just decimate. (I recommend 2H because these skills CAN crit, and think of swinging a 2H weapon 5 times instead of a one handed weapon). It is also worth noting invisibility is not a bad talent to have on your warrior in case he ends up in a pickle. man-at-arms also contains the enrage skill which can substitute or be used after oath of desec.

Talents, If you already have a zombie you can consider keeping one normal to give ALL of the health potions. If not, you both can party it up in poison. I took leech but was not a fan of it. I ended up with a similar build to my archer and just went for skills/attributes. Man-at-Arms also has some nice talents like weather the storms and picture of health, but I would recommend against anything that just gives + armor. Opportunist can also be very helpful if you have a ranged companion who will bring enemies away and or leave poor little you by yourself.

In general, I was a bulldozer who just knocked things down and smacked them with a really large metal stick. I really started to shine once I got Flurry and had cripple on a two turn cooldown. You want to knock things down, power stance, and let'em have it.

You are going to be incredibly tanky in the early game, but be careful when there's 10+ enemies all gearing to hurt just you instead of your distant teammate. I'd recommend investing into blacksmith and crafting/upgrading your own weapons. This ensures you always have a nice metal stick and will let your repair on the go/save a few cents if you want.

For early armor there's a little side quest On the beach in cyceal by all those orcs.
An orc buried his brother in a full set of plate armor which gives +strength if I remember correctly. You might need high perception to see the grave and avoid some mines, but it's not required to spot the grave in order to dig it up.



This ended up being a small book of unorganized thoughts from my gameplay because I haven't had my coffee yet. I don't usually post on the forums, so sorry if this is a giant mess.
Anywho, I can't really give much advice for mages other than make sure you have actual CC and Damage skills. It's kind of awkward when you can only teleport and debuff enemies. Dead things = no damage to you. Good luck!

Thanks man, i have a question, i can put points in marksman and scoundrel, for an example, but i can choose only 3 skills when creating my character, should i stick with the deafult 3 in early game and buy the skill books after, or there is some specific skills i must get from the start?
Dark Mar 14, 2018 @ 1:25pm 
You will reach the first town which sells all the basic skills incredibly quickly. The starter skills are also incredibly cheap, and with all the paintings around town you should be able to afford them very easily.

Just choose whichever three skills you think will make the prologue of the game easier for you. (There's a good bit of combat.)
dener Mar 14, 2018 @ 1:29pm 
Thanks for the tip! I tought it would take more time to get these skills
Baldurs_Gate_2 Feb 14, 2020 @ 4:56pm 
Does enrage work with ranged weapons?
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Mar 14, 2018 @ 8:49am
Posts: 7