Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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BAXTER Apr 3, 2016 @ 9:06am
What are some good builds for a first time playthrough?
Most of the guides and advice are either outdated or for advanced stuff. I just want two simple builds I can take that I won't find are impossible to use later on and result in me having to restart, which is a thing that happens in a lot of RPGs unfortunately.
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Showing 1-10 of 10 comments
game shitter Apr 3, 2016 @ 9:46am 
I will assume you are getting companions. The time I used companions I had Madora (companion warrior), Jahan (companion mage), with one being a mage and the other a ranger. I had enough healing to let madora do all of the tanking and she still did good damage herself.
Keenfire Apr 3, 2016 @ 10:49am 
I would say just figure it out for you self, it kindof spoils the fun if people tell you how to play imo. With so many combinations, I would just do what you think is fun and go from there.
red255 Apr 3, 2016 @ 10:55am 
I looked at the title page of the game, it had a Warrior male, with a SWORD and Warrior female with a crossbow.

So I went and took a male fighter (changed out his power attack for healing spell thing) and Ranger Female with First Aid. Probably should have made her a rogue. or something not sure it matters.

Did it because its what was on the cover of the game.
Cephei Apr 3, 2016 @ 11:50am 
Originally posted by Velethore:
I would say just figure it out for you self, it kindof spoils the fun if people tell you how to play imo. With so many combinations, I would just do what you think is fun and go from there.

I doubt that's very helpful... If Baxter was the kind of person who this would spoil the fun of it for them, they probably wouldn't be asking.


In any case, you're probably going to go with one of the companions early on, which will give you either a ranger, warrior, or mage (you can pick two of the three). So maybe choose something that would work well with those.
Ssenkrad_II Apr 3, 2016 @ 5:51pm 
Source Hunter 1= Select "wayfarer" build, go crossbow with magic, put +2 into Dex and Int with +1 Per, keep the same ratios, pick up talents such as "pet pal" and "light stepper"

Source Hunter 2= Select "cleric" build, go dual wielding with magic, put +2 into Str and Int with +1 Spd, keep the same ratios, pick up "slingshot" and "pinpoint" talents (will require 1 point in scoundrel and man-at-arms)

Madora= Unique follower, keep her spec'd in the same ratios she comes with (+2 Con/Str +1 Spd) with her focus on Man-at-arms/Two-handed/Leadership

Jahan= Unique follower, put the rest of his stat points (most anyway) into Dex and give him talent "backstab" (will require at least a single point in scoundrel) and focus him as a dual daggers backstab mage (pick up spells such as invisible/thunderjump/etc)

You will have the most "rounded" party possible I believe: One crossbow (ranger), one dual (dual wizard), one two-handed (knight), and one dual dagger backstab (shadowblade) and enough magic to get your feet wet...
BAXTER Apr 3, 2016 @ 8:28pm 
Originally posted by Ssenkrad_II:
Source Hunter 1= Select "wayfarer" build, go crossbow with magic, put +2 into Dex and Int with +1 Per, keep the same ratios, pick up talents such as "pet pal" and "light stepper"

Source Hunter 2= Select "cleric" build, go dual wielding with magic, put +2 into Str and Int with +1 Spd, keep the same ratios, pick up "slingshot" and "pinpoint" talents (will require 1 point in scoundrel and man-at-arms)

Madora= Unique follower, keep her spec'd in the same ratios she comes with (+2 Con/Str +1 Spd) with her focus on Man-at-arms/Two-handed/Leadership

Jahan= Unique follower, put the rest of his stat points (most anyway) into Dex and give him talent "backstab" (will require at least a single point in scoundrel) and focus him as a dual daggers backstab mage (pick up spells such as invisible/thunderjump/etc)

You will have the most "rounded" party possible I believe: One crossbow (ranger), one dual (dual wizard), one two-handed (knight), and one dual dagger backstab (shadowblade) and enough magic to get your feet wet...

Thank you very much. With regards to putting skill points into magic for my two starting characters, should I focus on specific schools or split the points so that they both cover as many schools as possible?
Ssenkrad_II Apr 3, 2016 @ 8:37pm 
I suggest spreading points out, 2 points in each of the schools of magic, hydro and maybe fire are good to bring up to 4 but only post hero level 15.

Starting game hydro and geo are great to put 1 point in each to pick up summon spider (super useful early game) and heal spells. Putting a point into scoundrel and man-at-arms on the one source hunter will allow you to pick up "walk in shadows" as your third ability, which is priceless for stealing and making sure the early-mid game you have tons of money as well as allowing you to pick up slingshot/pinpoint as your starting talents.
Entropie Apr 3, 2016 @ 8:44pm 
I always like: midnight oil + flare + boulder bash. A lot of enemies in the early game are weak to fire which gets covered by that setup nicely (oil the ground under the enemies and ignite it with flare, you can even ignite while hitting an enemy if you aim the flare at their feet)

Other useful skills are: restoration (for healing), teleport (which surprisingly is an offensive spell) to force enemies to run around a lot.

Having oil creating magic on both chars is really helpful and if you dont start with it is one of the first things to give to your magic users.
It is so useful because you can extend a burning surface casting oil so that it connects to it recapturing enemies in the inferno.
BAXTER Apr 3, 2016 @ 11:00pm 
Thanks. I will see how I go then. I always get stuck at the very start of RPGs because in a lot of them the combat+skills end up being an optimization problem rather than real ways to differentiate a character.
Kivan Apr 5, 2016 @ 9:28am 
Last edited by Kivan; Apr 5, 2016 @ 9:28am
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Date Posted: Apr 3, 2016 @ 9:06am
Posts: 10