Divinity: Original Sin 2

Divinity: Original Sin 2

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edmek55555 Sep 9, 2019 @ 3:36am
Suggestions for lone wolf?
I plan on doing a duo lone wolf playthrough. My first character is pretty set. A Warfare/poly/necro but I am not sure about the other.

I want something that can deal physical damage so both characters are attacking the same armor type. I was considering either a ranger, a dual dagger rogue, or an int based necro. Any recommendations would be great. It is hard to come up with a good build because a lot of good utility spells (heals, buffs, etc) scale with int but the builds that deal physical damage need high finesse or strength which conflicts a bit.
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Showing 1-12 of 12 comments
gregfromthepeg Sep 9, 2019 @ 9:28am 
I am doing my first lone wolf and have similar characters. My warrior has near max intelligence as well as strength for his Necro and also has buff spells in other schools. My second is a ranger with all finesse and wits with a tiny bit of INT for a few buffs like teleportation etc. I was skeptical about putting so much in wits but at level 14 I am noticing how I am getting critical hits quite a bit and how much difference that makes. It is my easiest run through by a decent margin even if it is catching up to me a bit now, which people have said happens later in the game on lone wolf.
AnimatedJester Sep 9, 2019 @ 10:37am 
My suggestion is make the second person an Assassin that uses huntsman, scoundrel, warfare, and poly

Use huntsman to open combat with bows, poly is mostly for chameleon to give some breathing room when switching to daggers and to make certain abilities hit harder from stealth, and then scoundrel abilities all the way. You are using warfare as a skill to just buff your physical damage with bows and daggers since investing in dual wielding and ranged would take double the points.

edmek55555 Sep 9, 2019 @ 10:42am 
Originally posted by gregfromthepeg:
I am doing my first lone wolf and have similar characters. My warrior has near max intelligence as well as strength for his Necro and also has buff spells in other schools. My second is a ranger with all finesse and wits with a tiny bit of INT for a few buffs like teleportation etc. I was skeptical about putting so much in wits but at level 14 I am noticing how I am getting critical hits quite a bit and how much difference that makes. It is my easiest run through by a decent margin even if it is catching up to me a bit now, which people have said happens later in the game on lone wolf.
Oh wow, you ended up with enough points to max out int and strength? That’s good to know. I was worried int would fall way behind. A ranger or rogue are definitely what I’m leaning towards, the bow style just seems a bit boring to me but I hear rangers are godly. My main goal of this playthrough is to just make it as much of a cakewalk as possible (still playing on classic though so I still feel like I did at least a little something haha)
edmek55555 Sep 9, 2019 @ 10:44am 
Originally posted by AnimatedJester:
My suggestion is make the second person an Assassin that uses huntsman, scoundrel, warfare, and poly

Use huntsman to open combat with bows, poly is mostly for chameleon to give some breathing room when switching to daggers and to make certain abilities hit harder from stealth, and then scoundrel abilities all the way. You are using warfare as a skill to just buff your physical damage with bows and daggers since investing in dual wielding and ranged would take double the points.

Thanks for the input! Switching weapons during battle seems like it would be pretty annoying but it may very well be the best option
gregfromthepeg Sep 9, 2019 @ 12:37pm 
Originally posted by edmek55555:
Originally posted by gregfromthepeg:
I am doing my first lone wolf and have similar characters. My warrior has near max intelligence as well as strength for his Necro and also has buff spells in other schools. My second is a ranger with all finesse and wits with a tiny bit of INT for a few buffs like teleportation etc. I was skeptical about putting so much in wits but at level 14 I am noticing how I am getting critical hits quite a bit and how much difference that makes. It is my easiest run through by a decent margin even if it is catching up to me a bit now, which people have said happens later in the game on lone wolf.
Oh wow, you ended up with enough points to max out int and strength? That’s good to know. I was worried int would fall way behind. A ranger or rogue are definitely what I’m leaning towards, the bow style just seems a bit boring to me but I hear rangers are godly. My main goal of this playthrough is to just make it as much of a cakewalk as possible (still playing on classic though so I still feel like I did at least a little something haha)
Lone wolf doubles the points you put in plus a couple of points in poly adds another few attribute points. I maxed my str by about level 9 and have int fairly high now too. And that is with some points in memory and wits. That's why your characters feel way overpowered early on.
Lethan Sep 9, 2019 @ 12:41pm 
Honestly, the easier way to do this, is to pick the weapon type / armour type you aren't using. If the main is the typical "Death Knight" STR/NECRO type; it makes sense to make the 2nd a DEX type, using spear/bow or dagger as you prefer.

Gear gets split up according to need and the 2nd fills in the gaps the typical lughead has.
iRaged Sep 9, 2019 @ 1:23pm 
Necro Mage and Pure Phys Ranger is probably the best Lone Wolf Duo for a pure phys team.
snakeking Sep 9, 2019 @ 1:57pm 
I did a duo lone wolf playthrough with a own create elf undead some kind of necromancy/elementist build and fane in solo campaign mode, that is also a undead character but more like a shadowblade/rogue build. Both have posion abilities to heal each other. But more then this i wil not tell. This you have to figure out your self. Sure other combinations or races of lone wolf will work also but the undead elf race with the right gear seems for me personal work the best. But it is your game so try some stuff out and don't forget to howl that is what a wolf do.
HidesHisFace Sep 9, 2019 @ 4:36pm 
Both physical?
Ok, Rogues with updated way Lone Wolf works kind of lose on higher levels. That being said - A PAIR of lone-wolf rogues would work very, very well.

With Lone Wolf you CAN build a viable hybrid int/str warfare/necro without gimping yourself (you are now capped at 40 for stats, no matter if you have Lone Wolf or not) so you can spread those points much more.

That said - pure int-based necro becomes stupidly powerful only mid-late game and is basically a one-trick pony (though the trick itself is bloody good - pun intended).

So, let's assume that your main would be a fighter with warfare/poly/necro - max str and later int.
Your second pick should probably be an archer, maybe a summoner. Summon/archer mix should also work decently well without gimping you.
With this kind of setup you could use your fighter/necro for hard CC and area of effect damage, while archer would sit there picking off wounded foes or softening super tough targets. On top of that - archers have ton of utility, in case you ever need some additional magic damage on top of a mighty physical punch.
Last edited by HidesHisFace; Sep 9, 2019 @ 4:36pm
edmek55555 Sep 9, 2019 @ 7:28pm 
Originally posted by HHF:
Both physical?
Ok, Rogues with updated way Lone Wolf works kind of lose on higher levels. That being said - A PAIR of lone-wolf rogues would work very, very well.

With Lone Wolf you CAN build a viable hybrid int/str warfare/necro without gimping yourself (you are now capped at 40 for stats, no matter if you have Lone Wolf or not) so you can spread those points much more.

That said - pure int-based necro becomes stupidly powerful only mid-late game and is basically a one-trick pony (though the trick itself is bloody good - pun intended).

So, let's assume that your main would be a fighter with warfare/poly/necro - max str and later int.
Your second pick should probably be an archer, maybe a summoner. Summon/archer mix should also work decently well without gimping you.
With this kind of setup you could use your fighter/necro for hard CC and area of effect damage, while archer would sit there picking off wounded foes or softening super tough targets. On top of that - archers have ton of utility, in case you ever need some additional magic damage on top of a mighty physical punch.
I mixed it up damage wise with a party of 4 but I heard having all one type of damage is the way to go with lone wolves so you don't get completely get rid of one type of armor, only to get to my next character who then has to get the other armor all the way down just to do damage
JebKerman Sep 10, 2019 @ 5:50am 
Originally posted by edmek55555:
I mixed it up damage wise with a party of 4 but I heard having all one type of damage is the way to go with lone wolves so you don't get completely get rid of one type of armor, only to get to my next character who then has to get the other armor all the way down just to do damage
ehhh... you can often find enough of the other type of damage among the skills, and the fact you're very rarely facing off against just 1 enemy, it's usually not much of a problem. Pure parties are definitely simpler to use though.

If one character is strength-centric, Polymorph has a handful of sources of magic damage/cc.

If one character is finesse-centric, they have consumable magical arrows if they're a ranger, and a handful of spells in Scoundrel (though iirc they deal magic armour damage).

If one character is intelligence-centric then, pretty obviously, they can put points in Necromancy and any magic school(s) of your choice. There's also the fact stuff like Teleport deals physical damage.

That's also not accounting for the fact your characters will likely be more jack-of-all-trades-ey than those in a party of 4. Likely both having/wanting at least 1 (doubled) point in stuff like Geomancy and Hydrosophist for Armourand Vitality restoration, Huntsman and Scoundrel for mobility skills and the likes of Adrenaline, Aerotheurge for teleports and manipulation, maybe Pyrokinetic for status clearing/buffs like Peace of Mind or Haste. So they'll likely have access to a lot of crafted/hybrid skills.
HidesHisFace Sep 10, 2019 @ 4:25pm 
Originally posted by edmek55555:
I mixed it up damage wise with a party of 4 but I heard having all one type of damage is the way to go with lone wolves so you don't get completely get rid of one type of armor, only to get to my next character who then has to get the other armor all the way down just to do damage

Mixing works perfectly fine in 4 man party, but with lone wolf it may be trickier simply because of being starved on action points. It should still work with careful planning, especially given the fact that hybrid builds are more viable with revised Lone-Wolf perk (you are capped at 40 for stats, so you will have spare points anyway, unless you want to go full on crit).
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Date Posted: Sep 9, 2019 @ 3:36am
Posts: 12