Divinity: Original Sin 2

Divinity: Original Sin 2

View Stats:
Gunnarsvard Feb 21, 2017 @ 1:51am
Inquisitor Build Help
Been messing around with this idea for a while but I can't seem to settle on any one thing and a couple of questions I don't have answers too throw me off.

For the race, Elf is the obvious first choice. The racial needs a nerf but for now, too good to pass up. Second choice is human for the Wits bonus. Dwarf might be alright for this too.

Two-handed is the way I want to go but I can't settle on a physical weapon or staves which leads me to my first question:

Is it at all possible to deal both physical and magical damage at once? I swear the skeletal mages where Withermore's soul jar is could but I'm not sure it can be replicated by the player. I ask to figure out which form off CC I should stick with if I can't. It'd be lovely if I could get to Knockdown, Cripple, and Stun with just one character and not have that character so reliant on the party to do the other half or to wittle down the armor my weapon/skills can't get through so that I can then have the full effect of those CCs.

I have rediscovered that some weapons have an elemental bonus. Greatswords/axes and hammers seem to be the way to go.

Aside from that Warfare, Aerothruge, Necromancy, and maybe Pyromancy was what I was thinking on using. Also thought of dipping into Scoundrel once for Adrenaline.

Talents: Warlord, Leech, Far Out Man, Hothead, Picture of Health, Savage Sortilege, All Skilled up, Bigger and Better. Possibly One Man Army if you wanna solo. Also Mnemonic if you feel you need it.

Attributes, well, I have no idea how I'd begin to distribute them.
Last edited by Gunnarsvard; Feb 21, 2017 @ 10:33am
< >
Showing 1-3 of 3 comments
ucinb Feb 21, 2017 @ 11:02am 
Didnt quite get the question as you seem to be ok on your own buddy :) Regarding the attributes , do the obvious ; two-handed go for str+cons / if wielding MAG add a bit of INT . I would suggest go for 1 main 1 secondary skill when building mele, ranger, dagger builds as you have to invest points in different areas. all MAG builds are easy as you only have to invest in a few areas . Play around we''ve still got time and everything will probably change in the next major update :P
Senenleigh Feb 22, 2017 @ 1:17am 
Not sure I understand this build. Seems like you are just naming races talents and abilities.
Gunnarsvard Feb 22, 2017 @ 3:24pm 
Well, obvious you pick Elf for their racial skill. Plus 1 Ap and 20% damage is too good to pass up in most cases. Human would work for their wits bonus. Dwarf for their strength bonus.

The talents, you pick Warload for the AP on kill, Leech because you'll be standing in a bit of blood most of the time, All Skilled Up and Bigger and Better are just for upping stats. Hothead is +critical chance while at full health (I think), Picture of Health for more vitality. Far Out Man and Savage Sortilege if you want better use out of your magic skills.

Warfare's a no brainer because this is a melee build.

Necromancy for health gain on vitality damage and the bleeding it can cause.

Aerothurge for increased damage to magic armor and maybe the stuns, though that might get messy if you're using blood rain. Blinding Radiance and Favorable Winds aren't bad to have though.

Pyromancy you can probably skip. It's just haste and a touch more damage to some of your Warfare skills.

Scoundrel was, again, just for adrenaline to keep attacking.
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Feb 21, 2017 @ 1:51am
Posts: 3