Divinity: Original Sin 2

Divinity: Original Sin 2

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Comrade Jun 10, 2019 @ 5:08am
Will a Healer with a bow work?
Currently im playing with a friend who hasn't played the game before and im trying to decide what our 4th party member should be. We have a fighter an enchanter(my friend, but idk if healing interests him) Im planning to go full out pyro battle mage.

but I feel like having a 3'rd melee as a cleric or something would be abit excessive. My thought is if healing scales off wit, could i just get a ranger with a few points of hydro get some healing spells and dump the rest in whatever is needed to be efficient in battle? I'm not new to the game but it has been on my mind and I haven't seen anybody else talking about a build like this.
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Draconiya Jun 10, 2019 @ 5:34am 
Where did you get the idea that healing scales off Wits? It doesn't, unless you're using some mod I'm unaware of, in which case that really should be mentioned, as mods can completely change the viability of certain builds.

Anyway, dedicated healers really aren't needed in this game. It's better to have a couple armor restoration abilities and maybe one or at maximum two health restoration spells spread across multiple characters who all have other things as their main purpose.

So yes, an archer who has one point in Geo and two in Hydro for Fortify, Restoration and Armor of Frost can work, as long as you otherwise build them like a proper archer, meaning Finesse, Warfare, only as much Huntsman as you need for skills, and not bothering with Ranged.
Last edited by Draconiya; Jun 10, 2019 @ 5:35am
Chaoslink Jun 10, 2019 @ 9:22am 
Healing only scales off the Hydro skill. Wits has no effect.

You might also want to consider that enchanters aren’t necessarily healers. They’re air/water(ice) mages. They generally don’t pair well with Pyro mages, though it depends on what exactly you intend for the “battlemage” side of your Pyro character. If you limit your usage of fire creating effects and focus on your melee staff, it can work as long as you avoid hitting targets that are wet.
LaserGuy Jun 10, 2019 @ 9:34am 
You don't really need a full healer in the party. Each character can have a healing skill + fortify and/or frost armor and that's enough to cover pretty much everything you will need to worry about.

Archer is a great character, but you're better off just jumping your damage and maybe taking a few utility skills (polymorph, scoundrel). The enchanter can probably cover most of the supplementary healing, especially if the pyro picks up some geomancy. As noted above, enchanter + pyro don't actually play super well together due to surface interference. You can get around this a bit by switching your enchanter to Hydro/Geo and your pyro to Fire/Aero. Then you can always work on complementary surfaces. Hydro/Geo can do some healing or buffing if necessary.
Last edited by LaserGuy; Jun 10, 2019 @ 9:35am
Chaoslink Jun 10, 2019 @ 10:43am 
Thing is, you don’t really need to worry about heals scaling. A max skill in hydro only increases the strength of the heal by 50% of the baseline simply having the heal is generally all you need.
Comrade Jun 10, 2019 @ 4:04pm 
Originally posted by Chaoslink:
Healing only scales off the Hydro skill. Wits has no effect.

You might also want to consider that enchanters aren’t necessarily healers. They’re air/water(ice) mages. They generally don’t pair well with Pyro mages, though it depends on what exactly you intend for the “battlemage” side of your Pyro character. If you limit your usage of fire creating effects and focus on your melee staff, it can work as long as you avoid hitting targets that are wet.

Hmm I only had the assumption that healing scaled with wit when I was looking at cleric builds. "wit isn't only for damage but healing as well"

Thank you for the second point of view tho.
Comrade Jun 10, 2019 @ 4:10pm 
Originally posted by Draconiya:
Where did you get the idea that healing scales off Wits? It doesn't, unless you're using some mod I'm unaware of, in which case that really should be mentioned, as mods can completely change the viability of certain builds.

Anyway, dedicated healers really aren't needed in this game. It's better to have a couple armor restoration abilities and maybe one or at maximum two health restoration spells spread across multiple characters who all have other things as their main purpose.

So yes, an archer who has one point in Geo and two in Hydro for Fortify, Restoration and Armor of Frost can work, as long as you otherwise build them like a proper archer, meaning Finesse, Warfare, only as much Huntsman as you need for skills, and not bothering with Ranged.


Thanks. I've heard it off a video for a cleric build "wits isn't only for damage but healing as well" there was probably more to it but I was just looking for ideas. Thank you for the second point of view 😊
Chaoslink Jun 10, 2019 @ 4:24pm 
You gain +1% critical chance per point in wits as well as +1 initiative. Some discoverable things in the world like levers and buttons or buried chests require a certain amount of wits to discover as well. Otherwise, you get nothing else from wits. Its a secondary attribute that you don't really want to take in any significant amount on most characters, generally having only one character who takes a few points for discovery and getting the first turn. You can also use it to control the turn order of your team.

Hydrosophist scales all magic armor and healing effects and Geo scales all physical armor effects. So a higher Geo skill makes the Poly skill Heart of Steel and the Necro skill Bone armor offer more armor restoration when used. Hydro points will increase the healing of Huntsman's First Aid skill. Nothing else besides character level scales these effects.
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Date Posted: Jun 10, 2019 @ 5:08am
Posts: 7