Divinity: Original Sin 2

Divinity: Original Sin 2

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Most OP build you can create?
I'm going to be playing on explorer mode.

I need to get through act 2 at least.

I'd prefer a party of 4.
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Showing 1-15 of 15 comments
BlazeRomulus Oct 8, 2017 @ 6:08am 
Explorer mode, party of 4. I'd say get a squad of fighters/two handed necromancer warriors. You will level everything to a pulp.
Sohamkar Oct 8, 2017 @ 6:08am 
Warrior centric build with High Polymorph,Warfare and some Necro. Dump additional attribute points gained through Polymorph into strength. 2 handed weapon is must for this build. You can also use dual wielding for stat buffing.

I this game warriors with poly Necro is very much overpowered.
Last edited by Sohamkar; Oct 8, 2017 @ 6:09am
Hairy Coo Oct 8, 2017 @ 6:10am 
Explorer mode? Probably anything short of running butt naked attacking people with sticks.
Last edited by Hairy Coo; Oct 8, 2017 @ 6:10am
BlazeRomulus Oct 8, 2017 @ 6:11am 
Originally posted by Hairy Coo:
Explorer mode? Probably anything short of running butt naked attacking people with sticks.

You wouldn't believe it but there was someone complaining that he couldn't beat alexandar in explorer mode.
Hairy Coo Oct 8, 2017 @ 6:13am 
Originally posted by Blaze:
Originally posted by Hairy Coo:
Explorer mode? Probably anything short of running butt naked attacking people with sticks.

You wouldn't believe it but there was someone complaining that he couldn't beat alexandar in explorer mode.

They were probably bareback charging him with lvl 1 shivs.
Under Your Bed Oct 8, 2017 @ 6:34am 
What about this:

2h +5 warfare +10 necro +3 scoundrel +2 barter +5 (lohse)

1h(w/shield) +5 warfare +10 necro +3 scoundrel +2 persuasion +5 (undead)

dual wield +5 warfare +10 necro +3 scoundrel +2 leader +5 (sebille)

(Inquisiter w/ wand+shield) summon +10 hydro +2 aero +2 scoundrel +1 geo +2 poly +3 sneak +2 thief +3 (Fane/undead)

Talents:

hothead (far out man for Fane)
comeback kid
executioner (stench for Fane)
five-star diner
morning person
living armour (if enough xp to reach required level)
Under Your Bed Oct 8, 2017 @ 8:48am 
Would it be better if I was to instead take leech rather than living armour for the undead so they can heal from poison, blood & potions? The living armour would cancel out the healing from poison?
K1LN1K Oct 8, 2017 @ 8:57am 
Personally, I think crossbow archers with high finesse and initiative wreck everything. Assisinate while stealthed and with elevation...most fights are over the moment they begin.
Maevin Oct 8, 2017 @ 8:58am 
Literally anything is fine on explorer, I'm currently on classic since it's my first divinity game (regretted not trying the previous ones before since this game is so good) so far without looking up information or doing research and just playing alone. I can say I messed up and made ♥♥♥♥♥♥ builds yet it still works fine. Of course I've learned the concept of the game and adjusted it over time. But the point is, explorer mode would be a peace of cake, play whatever makes you happy, feel enjoyable, or just feel "awesome".
Råb!d Oct 8, 2017 @ 9:07am 
Consider this; after Act 1 you can change your party member to whatever stats you want by visiting a certain place, even the appearance. So, in Act 1 however you will be limited to whatever you choose in the beginning. You might as well experiment and try a melee fighter, necromancer, healer, and hunter. The Act 1 fights are generally pretty easy, at a similar level. You will not always have an advantage, unless you make it so on a second or third attempt at the fight.

Always (F5) Quick Save frequently. It defaults to a certain number of saves, overwriting the oldest.

My next play-through will probably be a 2-handed melee (possibly 2 of them), an archer, and a healer. The emphasis being on melee damage (silver armour type), as opposed to magic armour type (blue). I suggest something like what I'm going to play as. Mixing it up with both types of damage is tricky and slower to kill, until you work out optimal fighting style with your group.

I'd recommend Tactician. It is doable, but challenging for most people.
Last edited by Råb!d; Oct 8, 2017 @ 9:08am
ambershee Oct 8, 2017 @ 9:25am 
Two archers with lone wolf; spec them into summoning from the start and you can have two Incarnates rolling around at level 5...
OneMoreShepard Oct 8, 2017 @ 9:34am 
Originally posted by Axe Wound:
What about this:

2h +5 warfare +10 necro +3 scoundrel +2 barter +5 (lohse)

1h(w/shield) +5 warfare +10 necro +3 scoundrel +2 persuasion +5 (undead)

dual wield +5 warfare +10 necro +3 scoundrel +2 leader +5 (sebille)

(Inquisiter w/ wand+shield) summon +10 hydro +2 aero +2 scoundrel +1 geo +2 poly +3 sneak +2 thief +3 (Fane/undead)

Talents:

hothead (far out man for Fane)
comeback kid
executioner (stench for Fane)
five-star diner
morning person
living armour (if enough xp to reach required level)
Considering warfare gives the biggest bonus to phys attacks and you don't need so much healing from necro on explorer (and on any other difficulty), I'd say +10 warfare is a must on any phys damage dealer: rogues, archers, necromancers, warriors.
Under Your Bed Oct 8, 2017 @ 9:41am 
I appreciate the info. I've already tried classic which I found too unbalanced in act 2 for my liking going from enjoyable to unplayable & tedious. The radeka fight in act 1 & the hanging person in act 2 fights were great fun in classic, after that it became worse the longer I played.

I have already messed about with different builds, etc & I'm now thinking of starting a whole new PT on explorer mode with 3 physical damage dealers (1 healer magic) & as many mods as I can install to improve the game, seeing as I've paid for it.

I would just copy someone elses build, but I want to at least try to create something myself as it's an option although it seems easier to just go melee with physical damage dealers. I don't think I can rely on the magic casters to be of much help in combat.

Trying a party of 4 where 2 deal physical damage & deal magic damage is useless per turn as I'm basically using 2 people to attack one enemy with 50% less damage overall from both sides. Might as well play lone wolf. Apparently that's easy mode though & I really wanted to experience as many of the different chars available in one party.

I hate the armour, the necrofire, source points, memory, initiative, lack of crafting the most. Hopefully this will be less of a problem in explorer mode with mods enabled too.
fox Oct 8, 2017 @ 9:42am 
Originally posted by K1LN1K:
Personally, I think crossbow archers with high finesse and initiative wreck everything. Assisinate while stealthed and with elevation...most fights are over the moment they begin.
More like the game is almost over by the time you get assassinate. like around act 3.
Under Your Bed Oct 8, 2017 @ 9:44am 
Originally posted by OneMoreShepard:
Originally posted by Axe Wound:
What about this:

2h +5 warfare +10 necro +3 scoundrel +2 barter +5 (lohse)

1h(w/shield) +5 warfare +10 necro +3 scoundrel +2 persuasion +5 (undead)

dual wield +5 warfare +10 necro +3 scoundrel +2 leader +5 (sebille)

(Inquisiter w/ wand+shield) summon +10 hydro +2 aero +2 scoundrel +1 geo +2 poly +3 sneak +2 thief +3 (Fane/undead)

Talents:

hothead (far out man for Fane)
comeback kid
executioner (stench for Fane)
five-star diner
morning person
living armour (if enough xp to reach required level)
Considering warfare gives the biggest bonus to phys attacks and you don't need so much healing from necro on explorer (and on any other difficulty), I'd say +10 warfare is a must on any phys damage dealer: rogues, archers, necromancers, warriors.

Yeah that's why I went with warfare +10 as it makes sense

2h +5
warfare +10
necro +3
scoundrel +2
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Date Posted: Oct 8, 2017 @ 6:07am
Posts: 15