Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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Bastila Shan Jan 11, 2016 @ 10:02pm
Best character class combo?
Just wondering what you guys think is the best class combo for your 2 starting characters?
On my first play through I had a warrior and a mage, would 2 mages be too weak?
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Showing 1-15 of 25 comments
General Frost Jan 11, 2016 @ 10:43pm 
i dont think 2 mages would be two weak you would just have to adjust your strategy. I went for Rogue and Witch still playing my play threw i started over for the enhanced edition.
Last edited by General Frost; Jan 11, 2016 @ 10:45pm
Dixon Sider Jan 12, 2016 @ 4:54am 
i would not suggest 2 mages because you will probablywish you had a scoundrel,archer,or man at arms main character later on in the game. i find it difficult to really get a lot of damage potential from mages because
1) int based weapons are not that powerful (wands are strong with 5 dual wielding but not as powerful as any dex or str weapons with 5 points put in them)
2) all int skill damage is based off your intelligence, all DEX, and STR based weapon skills are based off both your weapon and main stat combined. so you get an insane amount more damage from DEX and STR based skills. SOME master magic skills do good damage but they focus 90% on the CC aspect.
if you dont mind sitting there buffing and debuffing with your main characters the majority of the game go for 2 mages but i find that 1 mage can do more than enough of the buffing and debuffing for the entire party with the right stats. you will often find that when you have 2 mages that you end up skipping turn because the animation time for the spells is not worth the damage it puts out compared to scoundrel, marksman, and man at arms thaty can kill enemies in a single turn (entire partys of enemies around level 15)
magic is very underwhelming in this game, and it may cause you to lose intrest in your game if you have 2 main mages. pick 1 marksman, they have crappy novice skills for the most part all you will use are the stances, amd specialty arrows early on. but they have the best master skills in the game by far so it will be loads of fun
Old Cat 🐱 Jan 12, 2016 @ 6:08am 
Many puzzles require high perception, that rogue skill that allows to walk over lava, invisibility or teleportation. I mean, they are never mandatory, but they help a lot.
So if you are not going to use npcs in party, a rogue archer and a mage are probably a good choice.

Also, some master level spells are extremely powerful, so magic is not entirely underwhelming.
Last edited by Old Cat 🐱; Jan 12, 2016 @ 6:08am
Goldmind Jan 12, 2016 @ 12:41pm 
I always stick with the classic combo:

1x 2-H melee knight, 1x spellcaster, 1x 1-H crowd knight, 1x archer.

The 2-H knight deals the most melee damage at close range.

The spellcaster deals with buffing.

The 1-H knight deals the 2nd most melee damage at close range and crowd control.

The archer deals with weaknesses and close-proximity buffing.

Overall, this makes battles well-rounded.
Gamefever Jan 12, 2016 @ 1:27pm 
I'm playing Tactician Mode at level 15 right now.

My party consists of 2 Mages, and 2 hybrid classed characters.

From what I've found since Tactician puts a lot more enemies into most fights and they use differrent ability sets well.......Having 2 mage controlers helps a lot far more than having 2 close combat guys.

So my playstyle has been have Zombie on everyone. This totally removes pioson from being a worry other than it explodes causing fire damage however thats not an issue very early on I invested into Pyro for 3 of the characters including Modoria, this gives access to fire spells that can soak fire damage and provide immunity to burning.

So Modoria the Two-Handed Sword weilding Pyro/Areo Mage....Yes very much yes.
See she has quite a utility kit to come into range of enemy mobs now,
Charge, Thunder Jump, Teleport. She has a wide variety of close combat moves besides the obvious Whirlwind, Cleave, and Flurry she also has Shocking Touch, Burning Grasp, Self Immulation (personal fav of mine)....
Turned out the whole time Modoria was bashing source and demons well she is a demon....
Modoria has Elemental Affinity and Demon.
With so much mobility now and some utility spells she is very useful in fights where if I had her say tanking well she'd end up dead right quick but now nope she is healed up by pioson and fire.

Ranger/Girl
Rangers are pretty darn easy to use given you just mass crank special arrows all day and its very easy to make stacks of 50 a go.
The two things that get overlooked are, Geo Magic....Has a ton of spells available that doesnt require a INT stat like spider, boulder dash, and Oil....Fairly handy.
Then there are all those thief skills your not needing a dagger for and well there you go have a Utility Cannon.

My main Mages basically throw Pioson with Geo Magic everywhere, apply Fire, and then Tornado if needed to clear the smoke.

But on Tacticain no way your going to get away with not having a means to CC and/or spread around a whole lot of damage to everything.

Also Dual Wands are very good too if your wanting a direct damage dealing spellcastorry type character and each wand has a spell you can use a limited number of times which can really come in handy if you plan properly.

After playing this far into EE, I gotta say that Hybrid Characters are not just viable but actually you probably should be using them.
Ssenkrad_II Jan 12, 2016 @ 1:39pm 
Originally posted by masterpainter78:
After playing this far into EE, I gotta say that Hybrid Characters are not just viable but actually you probably should be using them.

Came to the same conclusion in my thread/guide. In the original I went pure backstab assassin + bow/crossbow magic user + Jahan (basically pure magic) + Madora (pure 2-handed knight). In the EE I am finding that due to soft caps being put on att. points at 15 your hybrids are becoming much more powerful.
Gamefever Jan 12, 2016 @ 1:53pm 
I have Modoria set up like a Super Sain she just appears out of nowhere standing next to mobs crying Ka Maya MAya!

Fire explodes from all around her while she Taunts off the mobs and artilerry blasts of pioson barrages set off multiple explosions....

This heals up Modoria and kills off everything that is weak to Pioson/Fire :D

Qiox Jan 12, 2016 @ 2:54pm 
The most overpowered group of all is 4 mages, so no, making 2 mages at the start is not weak.
jamesc70 Jan 12, 2016 @ 3:44pm 
I beat normal with a Man at Arms and a Earth/Fire/Water Wizard; both lone wolfs.

Four mages is literally overkill; my one killed the boss with 2 spells back to back in one round (meteor + hail). And, especially in the early game a tank to soak up damage, knock-down 5+ enemies at once, or simply remove knockdown from your mage is invaluable.
Dixon Sider Jan 12, 2016 @ 3:56pm 
Originally posted by Qiox:
The most overpowered group of all is 4 mages, so no, making 2 mages at the start is not weak.

until you play with a marksman, scoundrel, or man at arms
Last edited by Dixon Sider; Jan 12, 2016 @ 3:56pm
Qiox Jan 12, 2016 @ 4:18pm 
Originally posted by dixxon_sider:
Originally posted by Qiox:
The most overpowered group of all is 4 mages, so no, making 2 mages at the start is not weak.

until you play with a marksman, scoundrel, or man at arms

I've played every combo. Nothing comes close to 4 mages for being OP. 4 characters with teleport = lol 4 characters with charm = lol
Bastila Shan Jan 12, 2016 @ 4:26pm 
thanx for the feedback.
Dixon Sider Jan 12, 2016 @ 5:02pm 
Originally posted by Qiox:
Originally posted by dixxon_sider:

until you play with a marksman, scoundrel, or man at arms

I've played every combo. Nothing comes close to 4 mages for being OP. 4 characters with teleport = lol 4 characters with charm = lol

4 characters with archery... >.> (you can charm with archery, long before you can with magic) and its dam near impossible to use more charm arrows than you find/make. maybe with 4 archers you will get low if you spam them but that would make the fights take forever so i dont see a point. and any class can teleport, it has no %chance. and the archery class has the best master skills in the game by far so it would even be good in endgame. i find more than one mage to be worthless and i end up skipping turns with my mages after i buff the dps, so the dps can end the fights faster. its not worth waiting for the animation for the mages low damage when you can skip turn and let the damage classes kill things. there are a few master skills that mages get at lvl 15 that are good, but why even use those skills when you can use rain of arrows and arrow spray all in one turn? that ends the fight lol.
Ssenkrad_II Jan 12, 2016 @ 5:03pm 
Originally posted by dixxon_sider:
Originally posted by Qiox:
The most overpowered group of all is 4 mages, so no, making 2 mages at the start is not weak.

until you play with a marksman, scoundrel, or man at arms

Dixxon, I see you posting this stuff all over... We have provided numbers (math) with regard to things such as hail storm and meteor as well as the scoundrel. Will you be so kind as to provide your numbers (without mods) of how much damage you are actually doing, because the rest of us have already posted our numbers and:



Originally posted by jamesc70:
I beat normal with a Man at Arms and a Earth/Fire/Water Wizard; both lone wolfs.

Four mages is literally overkill; my one killed the boss with 2 spells back to back in one round (meteor + hail). And, especially in the early game a tank to soak up damage, knock-down 5+ enemies at once, or simply remove knockdown from your mage is invaluable.


This is accurate... Scoundrel/Man-at-Arms good early-mid but fall off end game as mages just overkill. I would honestly love to see your numbers if you are not modding.
Last edited by Ssenkrad_II; Jan 12, 2016 @ 5:06pm
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Date Posted: Jan 11, 2016 @ 10:02pm
Posts: 25