Divinity: Original Sin 2

Divinity: Original Sin 2

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Say Oct 5, 2017 @ 4:42am
The same overpowered unbeatable team comp as Divinity 1
I tried to switch up my team for this game, having beaten Divinity 1 as a particular unbeatable comp. After numerous trials and failures I just can't seem to find a comp as overpowered as the one I'm running. It looks like this:

Red Prince: The Tank. Sword and Shield, super tanky, soaks up all the damage for my team.

My Avatar: The Ranger. Physical ranged DPS with tons of crowd control.

Fane: The Fire Mage. Magical ranged dps. Hybrid Geomancer+Pyrokinetic. Constantly throwing oil and poison on top of fire patches just does ridiculous amounts of damage.

Lohse: The Healer. Full support build with lots of buffing abilitys and maxed out hydrosophist healing.

This comp is just unbeatable which is surprising because this same exact comp was overpowered in Divinity 1. Tank (Madora), Healer (Jahan), Ranger(Avatar 1), Geo+Pyro mage (Avatar 2).

Perfectly even balance of physical and magical damage incase an enemy has too much magic or physical armor, you'll always be able to deal with them. The ranger keeps everyone locked down with roots, pins, sleeps, and knockdowns while the fire mage keeps throwing oil and fire onto the poor immobile enemies. The tank makes sure nobody comes close to the group, provoking them and knocking them down if they do while the healer makes sure everybody's health is constantly at 100%

I simply cannot lose with this combo. It is just as overpowered as before. But I'm curious:

What comps are you guys running? I'm interested to find out what else works in this game because I can't see how anyone can succeed without this overpowered team composition.
Last edited by Say; Oct 5, 2017 @ 4:51am
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Showing 1-15 of 20 comments
Shirome Artiste Oct 5, 2017 @ 4:49am 
I have gotten great succes with

1x Sword&Board aimed at CC, utility and general tankiness. Mostly warfare+geo, but a smidge in poly as well. Overpower deletes the armor of any character on turn 1 that isn't a boss or several levels higher as an added boon.

1x 2h Phys.Dps. If it's in melee, it gets smacked in the face. AoE, singletarget, doesnt matter. Add some necro and poly for those must-have skill pickups and you basically hit like a truck while having pretty much just as big a healthpool as the tank thanks to the lifeleech.

1x ranger. I can't run a comp without a ranger. They just delete whatever they're targetting, especially from high ground.

1x Utility mage. Mostly Aero+Hydro, but I tossed in a smidge of pretty much all magics except summoning for stuff like haste, wings, clear mind, fortify and so on and so forth. Mostly use this one for on-demand heals or buffing/debuffing people. The occasional teleport shenanigans help too.
Algolik Oct 5, 2017 @ 5:05am 
Run on tactician :

1 2h full dps. Tanky as ♥♥♥♥ his job was to get to the front line thanks to tp spells and kill them all

1 2h huge dps with hydro for buff and heal. Does also ton of damages

1 hunter dealing huge physical dps and applying cc thanks to the special arrows. 89% crit chance, making his AoE ultimate (the hunter that requires 3 sources) the deadliest AoE of my team

1 Summoner/ Pyro Mage: summoning for extra heavy dmg dealer (physical if the ennemi row low on physical armor or infused if low on magic armor). Huge magic damage with pyo when summoner spells on cd and summoning ultimate that is a AoE with a huge area that heals your team (about 3k healing per turn) and does like 3-4k magic damage to each enemy in the area.

I beat the game with this team
Alive Oct 5, 2017 @ 5:07am 
Originally posted by Lady Winter:
I can't see how anyone can succeed without this overpowered team composition.

Well, this part is interesting to me, 'cause after completing my first run, which was on Tactician, I get the impression that you can do it fairly easily with any comp, as long as you don't lump all your characters together in 1 or 2 schools. Presuming everyone excels at something different, I really can't see losing as an option after you've gained some gameplay experience. And I don't mean super advanced stuff. Just stuff like unchaining your party before hitting "(end)" on fight conversations and soread them apart, applying buffs to the one in the conversation, not running into hostiles all clumped together. Basic basic stuff.

I had a Summoner/Healer
A sword and board Warfare/Polymorph
Crit ranger with warfare just for the gains
And a pyro/geo/necro/summon hybrid thing
Prester Oct 5, 2017 @ 5:17am 
your comp is overpowered? if you would run that multiplayer you would get schit on so bad you dont leave bed for a week

My Avatar: The Ranger. Physical ranged DPS with tons of crowd control.

now that made me curious. what ccs do rangers have?

Pin down -> cripple on single target
Glitter dust -> prevents invisibility

thats it. crazy cc u got going there

Red Prince: The Tank. Sword and Shield, super tanky, soaks up all the damage for my team.

the interesting thing here in case anyone didnt know is, that enemies try to target the target with the lowest armor and/or lowest resistances.

everyone can wear the same armor -> everyone has around the same armorrating

shields add around 30% to your armor -> you have waymore than anyone without a shield (for example the ranger)

-> enemies dont attack the shieldwearer
-> your tank is ignored
-> your tank doesnt soak up damage

-> either ur a liar or have no clue and no observation skills

Fane: The Fire Mage. Magical ranged dps. Hybrid Geomancer+Pyrokinetic. Constantly throwing oil and poison on top of fire patches just does ridiculous amounts of damage.

Lohse: The Healer. Full support build with lots of buffing abilitys and maxed out hydrosophist healing.

that is actually true. fire can do absurd amounts of dmg.
having fire and water in the same team however lowers your cc abilities or damage output quite a bit.

No, hydrosphist as dedicated buffer and healer without dmg and cc output is NOT viable since healing is weak enough (and enemies can nuke single targets down) so you can never outheal enemy damage, which means you need to cc or nuke urself which means you either ♥♥♥♥ up your firemage or get ♥♥♥♥♥♥ up by him.


but im sure there is absolutely no better lineup out there than ur 2 physical 2 magical dmg type tagteam.

/sarcasm: if you RANDOM a team its 60% more likely to perform better than ur lineup
Last edited by Prester; Oct 5, 2017 @ 5:17am
DrakenKin Oct 5, 2017 @ 5:37am 
Currently on Classic (fights are too easy) :

2H uber tank, warfware with heal and restore armor

2H uber damage, still with restore armor spells

Ranged DPS

Support mage, using 1h and shield, with summons (shield compensates for weaker utility gear)

They all have teleport so they can move enemies away or group them up for AOE, control of battlefield and positionning critical. No I don't split them up before a fight, no need.

If I make another run, i'll go 100% physical, the mage becomes ranged dps, and support spells will be spread all around, no need for damage, just healings, armor, restore magic armor, teleports, etc. I would also focus more on critical chance, i underestimated it this time around but build still works. (Next time on tactical.)
DrakenKin Oct 5, 2017 @ 5:42am 
>>>-> enemies dont attack the shieldwearer
-> your tank is ignored
-> your tank doesnt soak up damage<<<<<<<

A character with high leadership seems to affect this somehow. And my only character with a shield still gets attacked, maybe because he has a full row of support spells and summons?

I think distance factors in also. When my archer (weakest armor) is at the back and my two tanks rush into melee, he doesn't get attacked often.

Actually every fight enemies seem to have a favorite target, and it's not consistent between fight. So it's more complex than just weakest armor / target.
Lordante Oct 5, 2017 @ 7:33am 
We are just going with two lone wolves, undead. I was playing 2 hands, i switched for shiel because i was one shooting ennemies!
My friend play a mage (archmage) with ALL kind of magic, he just over stomp ennemies with AOE.

No need healer, i use magic armor on my self, i allready got 18k+ shield, i can instant remove any physical shield with 1 source attack...
Khaten Oct 5, 2017 @ 7:36am 
3 magi + 1 rogue on honour is working very well. it all depends how you approach the fights.
Last edited by Khaten; Oct 5, 2017 @ 7:47am
Jazz Oct 5, 2017 @ 7:47am 
Necro, geo and hydro comb and you can't die.
Jackal Oct 5, 2017 @ 7:57am 
it's unbeatable until you reach the last battle
OldRoshi Oct 5, 2017 @ 8:12am 
Im running my avatar as a "Deathknight" type. Heavy tank with a two hand weapon, currently it has cleave and lifesteal, which is amazing because i also in tagin have frost armor with bone armor to restore my armor and magic armor, along with other damaging necro spells to heal myself with while keeping my armors up.

Then i have Sebille as a Rouge, pure DPS, once someones armor is down, she can usually kill anyone off in one turn.

Third i have Fane as a Fire mage like you, during Poison first, then Fire explosion AOE spells to destroy anyone.

Lastly i have Ifan as an AoE Tank. Using a sword n shield, spamming Shields up to give the armor n magic armor, all while doing (forgot the name) the melee ability to knock people down, then next turn follow up with earthquake to keep people knocked down.
Freshmaker Oct 5, 2017 @ 8:42am 
Originally posted by Prester:
now that made me curious. what ccs do rangers have?
You what!? Marksmen have the most consistant cc of all with the elemental arrows, they only lack on aoe cc.
LuuMor Oct 5, 2017 @ 8:46am 
Well a lot of party comps are viable in the game. So if you don't want to run a safest comp in the game run something exotic.

But you could easily make a party full of water/air mages and still have an easy time.
It's all about how well you use your party.
Elizabello Oct 5, 2017 @ 8:50am 
Originally posted by Freshmaker:
Originally posted by Prester:
now that made me curious. what ccs do rangers have?
You what!? Marksmen have the most consistant cc of all with the elemental arrows, they only lack on aoe cc.

Yeap. Marksmen have nearly all cc in the game. Plus insane damage on top.
elbentzo Oct 5, 2017 @ 8:56am 
I'm also doing VERY well with this build (not claiming it's the best obviously, but it works for me on tactician):

1. Red Prince - Summoner (physical, usually don't bother with magic summons) + Hydro. Summons in the beginning and then mainly used as dedicated healer/buffer.

2. Ifan - offensive caster, Pyro+Geo. Wrecks in dps for enemies with low magic armor and can usually take them down by himself pretty quickly.

3. Avatar - ranger, physical dps. And yes - magic arrows allow for a lot of cc.

4. Fane - 2hd damage dealer. All out on physical damage with a tiny bit of geo and necro for survivability (healer can't heal him so he buffs himself with fortify, bone cage, and heals himself with necro and poison).

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Date Posted: Oct 5, 2017 @ 4:42am
Posts: 20