Divinity: Original Sin 2

Divinity: Original Sin 2

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Archangelus Nov 24, 2019 @ 8:58pm
Builds and Guides
I apologize for the long post. As with all role-playing games, I tend to have restartitis. Done it in WoW, Skyrim, Diablo.. ect. I have a problem of like a class/ role-play style but still power-game (hated magic in Skyrim due to how weak it was)

In short, I totally got murdered my first game play as I could barely get out of Fort Joy. So I restarted and followed Sin Tee's guide, starting a party with Sebille (warfare/neco) Lohse (Rogue/warfare build) Fane (two-hander /strength / warfare) and Ifan (ranger). Party works fine most of the time as long as I pay attention to starting the battle right. However, enemies always seems to go for Ifan and usually dies before his turn. In addition, after countless searches I find necro may be the most powerful build as far as damage, but I am not seeing it yet and starts so slow with shield bash, swarm, teleport, and cautious use of corpse explosion since my melee gets caught in the crossfires. Plus, I still like to role-play but still like feeling powerful. Therefore, to earn source back, seems tedious since I don't like to steal from the dead as I see it morally wrong.

I have been looking at other posts and see Chaoslink's "post 14", Fexlife, and sin tee, but I still get confused on party compatible builds that are not "weak" . I love mages/ magic. Would like player character to continue to be a mage.. which is why I picked the only int/ caster build from Sin Tee.

There doesn't seem to be many guilds besides the 3 or four people. Countless back and forth on all physical, magical party, and 2/2 split.

To spice things up, can I do:
Sin Tee's or Chaoslink's Ifan "Elemental Ranger"- Physical/Magic
Rogue Sebille from Chaoslink or the spark mage from Sin Tee (worry about compatibility)
2 mages Lohse and Fane.

I just know that "pyroclastic eruption" is so strong but then I run into every battle needing to go back to the source fountain to continue. Plus Geo mages only seem compatible with pyro? And doesn't a split party need CC's?

Can you play Aero/hydro mages without every battle using source spells? Can you use any magic build without source dump in tactician mode? My only boon for the all physical party is that I haven't found the need to always need source.

Sorry for the long post.
Last edited by Archangelus; Nov 24, 2019 @ 9:04pm
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Showing 1-15 of 20 comments
LukanGamer Nov 25, 2019 @ 10:16am 
play how you want unless you on max difficulty you should be fine worst case keep your gear up to date. Also if you want builds/guides go too top and click Guides tab or look up builds on forum both will have T0Ns.
Chaoslink Nov 25, 2019 @ 10:41am 
First off, Necro isn't really the strongest. At level 16, when you have all your "ultimate" spells, it has a one-trick-wonder combo that can devastate things, but beyond that its just a supporting skill that is mediocre at best. Teh passive lifesteal per point is probably the best part. Second, shield toss is overrated. 1H and shield is a weak setup that performs pretty poorly as no one is gonna attack your beefy tanky guy that really isn't a threat. You can swap to dagger and shield for a bit more effectiveness though.

However, I love that you've done the searching and found some of my previous commentary, especially how you're using my username like I'm a well known build guide author or something. Definitely made me laugh there. Still, If you're looking to use mages and all that, you can do quite a bit of anything and be effective, even without source. Source spells are naturally the strongest, but that doesn't make them the absolute most powerful.

Seeing as how you've read my descriptions for elemental rangers and rogues, you could consider trying those two combined with two mages, pretty much how my build was in "comment #14" of that one thread. The rogue can be swapped for a 2H warrior without much issue should you want a STR user for carrying capacity. Then you pretty much just pick either Pyro/Geo or Aero/Hydro and build both mages for it. Pryo/Geo can get by without too much CC because of its raw damage, though resistances are a little more common for those elements. Remember, the rogue/knight and archer end up playing a supportive role for the most part, with the rogue/knight in particular taking many different skills to have spells for every occasion. Being the only melee, sending them right in usually isn't very healthy for them. They're better off in the backline as well until you've pacified some of the enemy. Then they can go in and do their thing.

But I'm not one to tell you how to play. You tell me what your "ideal team" might look like and I'll help tailor it so you have a smooth time. Though adding in what difficulty you intend to play helps too. The lower the difficulty, the less efficient your team needs to be.
bullse Nov 25, 2019 @ 12:03pm 
Originally posted by Chaoslink:
....At level 16, when you have all your "ultimate" spells, it has a one-trick-wonder combo that can devastate things, but beyond that its just a supporting skill that is mediocre at best.....

I call BS, imho. Have completed 2 honour solo runs using Sin Tee's Elder Blood God necro build and God King Slayer build......"medicore" my arse, the combo wrecks most everything in game and that is WITHOUT ever using the other "medicore" blood storm spell........................

Furthermore, "one-trick-pony" is utterly subjective given virtually all builds have "one-trick-pony" combos.
Last edited by bullse; Nov 25, 2019 @ 12:04pm
Chaoslink Nov 25, 2019 @ 12:22pm 
Originally posted by bullse:
Originally posted by Chaoslink:
....At level 16, when you have all your "ultimate" spells, it has a one-trick-wonder combo that can devastate things, but beyond that its just a supporting skill that is mediocre at best.....

I call BS, imho. Have completed 2 honour solo runs using Sin Tee's Elder Blood God necro build and God King Slayer build......"medicore" my arse, the combo wrecks most everything in game and that is WITHOUT ever using the other "medicore" blood storm spell........................

Furthermore, "one-trick-pony" is utterly subjective given virtually all builds have "one-trick-pony" combos.
Yes, but try building that kind of necro and having it be relevant from level 1. It isn’t the necro part that brings any strength to that build that early. Outside of source abilities, necro doesn’t work as an independent skill. It only supports other builds until it can get it’s stronger abilities. Otherwise, beyond stacking corpses using a stupid amount of teleports for a nuclear corpse explosion, it doesn’t have the consistency of something like an archer, which may not be the most powerful, but is the most consistently powerful build you can take. And even that build can take necro later and wreck even without a full respec. Necro is almost as much a meme as barrelmancy. That isn’t saying that it isn’t powerful. It’s just overrated.

Also note: unless explicitly specified, I don’t talk about lone wolf builds. They’re different enough that they don’t really fit in most this vs that type discussion since just about everything works for lone wolves.
Last edited by Chaoslink; Nov 25, 2019 @ 12:24pm
Archangelus Nov 25, 2019 @ 12:52pm 
Originally posted by bullse:
Originally posted by Chaoslink:
....At level 16, when you have all your "ultimate" spells, it has a one-trick-wonder combo that can devastate things, but beyond that its just a supporting skill that is mediocre at best.....

I call BS, imho. Have completed 2 honour solo runs using Sin Tee's Elder Blood God necro build and God King Slayer build......"medicore" my arse, the combo wrecks most everything in game and that is WITHOUT ever using the other "medicore" blood storm spell........................

Furthermore, "one-trick-pony" is utterly subjective given virtually all builds have "one-trick-pony" combos.

I agree here with Chaoslink about it usefulness. Besides blood storm and grasp of the starved, you do have to stack up corpses and enemies to get usefulness out of it (which either takes many turns or have multiple teleport supports in your party). And you utilizing Lone Wolf build usually makes any build amazing. The other spells? Locus Swarm and then Decaying Touch? Blood Rain? There is not much there besides some utility spells. AND if you do Grasp or blood rain for every battle, you need to run back and forth to the source fountain or condemn souls (which is evil if you like to role-play)

To Chaoslink- I was impressed by the write-up and seemed better suited due to taking on higher leveled enemies. To be frank (not taking as an insult), there are not many good resources out for builds and most posts I read state that Flextralife's builds are Honour worthy.

If I were to use pyro/ geo, do you recommend like a split where one focuses on pyro and the other on Geo? I do like the healing/magic armor from hyrdo but having troubles balancing a party for honour mode. Especially, even know I seem to like to blow up my front line.
Me and my friend are working through the game for our first time. We both started custom lizard characters. Hes a ranger, Im a mage, then we have Ifan being a shield guy and Lohse is a health tank with polymorph and summoning. It's working out pretty well so far, even though I started off with some pretty junk skills.

If it is any help to you after you leave fort joy, there is a mirror you can use to fiddle around with your skill points in any manner you see fit, which might help your case of restartitis

My friend is pretty much pure ranger. Im a mishmash of every magical school, Ifan's doing his warfare thing and Lohse has a smidgen of warfare (because battle stomp is just so good) and polymorph and summoning with two handed weapon.

We had a fairly rough start (because I had poor specialization and Lohse didnt get much upgrades till later on) but we managed.

Im not sure what to really tell you, since I don't want to dictate how you play. We're on classic difficulty. But for the most part, I guess just try to do as many sidequests as you can. It's pretty ok to get into fights at fort joy, since the fights arent that bad and are good exp, and no one really cares if Griff's gangsters or the Magisters are dead.

Make sure you load up on gear and try to get the ones with stat boosts, like extra points in int for a mage or a warfare granting helmet or something for your warfare guy. I found that despite having outdated gear for a long time I am still quite powerful due to how many stat boosts Im running.

I think most significantly of all is to grab some better skills early on...essentials like a heal, an AOE spell...crowd control is very powerful in this game...Lohse basically died every fight till I got her some better skills to work with. I never really bothered with corpse explosion for necromancer, but I find skills like blood rain (with torturer talent), mosquito swarm and infect to be strong.

Also, empty potion bottles and mushrooms will be your best friend, especially stuff like Penny Bun Mushroom which makes health potions. Combining two minor HP potions makes a bigger one, which early on is basically a full HP restore.

We're nowhere near done the game but we persevered. I guess just try to play it safe?
Chaoslink Nov 25, 2019 @ 1:51pm 
Somewhat yes, I recommend both characters having both skills, but you may have noticed in some of my posts that when referring to two mages I’d do so like: Aero/hydro and Hydro/aero. Switching the order and changing the second to lower case is symbolic of the capital/first being the primary element you focus and the lower case/second one being the secondary supporting skill. This way the mages still have identity while retaining their complimentary elements.

Take note of the team I listed in those other threads. 3 ranged and a melee that acts as a support. The ranged blow their loads and tear the enemy apart while the melee spends the first turn or two staying back with them providing support. This prevents you from having a melee character getting blown up in the first place, leaving them more of an interception role to attack the enemies that get close while using spells in support of the mages.

Elemental affinity for instance, lowers the AP cost for spells that match the element you’re standing in. If your mages have to set this up themselves, they’re using full AP spells, backed by all their stats for damage, being wasted just to lower the costs of the other spells. If a rogue, who doesn’t require a lot of stat commitment to be able to set that up for them does it, then your mages start off able to open up with everything at max efficiency. The 2-3 AP your rogue sacrifices is paid back two or threefold. Hence why the melee plays the support role. They aren’t in range of the enemy and just let the enemy come to them instead of spending AP to get in range.

It’s all about maximizing your AP usage. The mages use shields and wands to avoid being targeted and the rogue and archer use skills like play dead (if undead), cloak, invisibility potions, uncanny dodge, and other things to evade taking damage to begin with. Doing so limits your need for healing spells, keeping your AP reserved for offense and CC rather than playing defensively. As soon as the enemy has you on the defensive, you’ve lost all advantage. Unless your defenses can overcome the enemy offense, you’re fighting a losing battle at that point. So preventing damage from happening in the first place goes further than healing the damage you do take. That team I keep mentioning can even go dagger and shield alongside the two wand and shields to reach ridiculous tankiness levels so that you don’t have to worry about heals nearly as much. The mages don’t need their weapons for damage and the rogue isn’t primarily focused on damage. It actually works pretty well, though you need a LOT of shield upgrades.
Chaoslink Nov 25, 2019 @ 4:08pm 
Originally posted by Break:
Me and my friend are working through the game for our first time. We both started custom lizard characters. Hes a ranger, Im a mage, then we have Ifan being a shield guy and Lohse is a health tank with polymorph and summoning. It's working out pretty well so far, even though I started off with some pretty junk .....

My friend is pretty much pure ranger. Im a mishmash of every magical school, Ifan's doing his warfare thing and Lohse has a smidgen of warfare (because battle stomp is just so good) and polymorph and summoning with two handed weapon.

We had a fairly rough start (because I had poor specialization and Lohse didnt get much upgrades till later on)
Two things popped out of my head to say after reading all of this. Whether you use it or not is up to you, but they’re just efficiency thoughts that might help you and your buddy.

First, you said Ifan is a “shield guy” so I’m assuming that means a one handed strength weapon and a shield. Just wanted to comment that you could get a better balance of armor values and more damage out of him if he were finesse with a dagger. You can still use the shield, but he’d be doing better damage with backstabs and you’d open up the entire set of Scoundrel spells that require daggers on top of your Warfare stuff. Maybe a thought for a second run on tactician?

Second, just wanted to make sure that your (or your friend’s specifically) archer is putting mostly into Warfare, not huntsman. Unless you really want to use the final source skill, there’s no reason any character should have more than 3 huntsman outside of reeaaaaaly obscure builds. Warfare will scale damage the same way as huntsman, without the high ground requirements. It also means you (or he) could keep a spear as a backup weapon if you find a good one and he’d be able to swap in some warfare spells if needed.
Archangelus Dec 16, 2019 @ 7:18pm 
Question, when building such a party now that I have finish the game on my first playthrough. I really want to try and use Hydro/Aero mage on my hounor tactician play-through. I like the holy vibe from the builds "Blinding Radiance and Evade". Plus I fire is everywhere can be annoying

But when you split your magic damage. Is it better to go 5 Hydro/ 5 Aero/ 5 Poly and then max scoundrel for Crit damage? Or do a 10 Hydro/ 1Aero build? Where does the numbers fall off? I think everybody agrees that crit modifiers does greater damage... so would the Scoundrel approach be better?
Lethan Dec 16, 2019 @ 8:07pm 
If you run a Hydro/Aero ( my favourite build ) you want it to be 5/5; on Lonewolf they should hit 10/10 Scoundrel 10 and Poly 5
Leftovers into Warfare and Huntsman for skills; you minimally want Warfare 1 for Executioner, as the extra AP combined with Elemental Affinity will massively help putting people down.
Archangelus Dec 17, 2019 @ 2:00pm 
I don't know if I every would like lonewolf... Seems like missing party members.

So 5 Aero, 5 Hydro, 1 Warfare, 2 Huntsman, 8 Scoundral? I don't need skin graft? What about Apotheosis?

What happens if I want to run two mages then?
Chaoslink Dec 17, 2019 @ 3:22pm 
Originally posted by Archangelus:
I don't know if I every would like lonewolf... Seems like missing party members.

So 5 Aero, 5 Hydro, 1 Warfare, 2 Huntsman, 8 Scoundral? I don't need skin graft? What about Apotheosis?

What happens if I want to run two mages then?
Apotheosis and Skin Graft are for source spell spam. It can wreck everything, but it isn't necessary. You can also make scrolls of them to use them on the big fights if needed.

Personally, I don't do 5/5 on Aero/Hydro, instead doing a focus on one more than the other. With those skills I'd set something like 10 aero, 3 hydro, 1Warfare, 2 hunts, 5 scoundrel. But that's me. This just gives one school extra burst potential. Given lone wolf's doubled stats, it tends to be a bit different, but the end result is usually similar. Though I always run mages in pairs too, so one would focus Hydro more and the other Aero. That way each is somewhat unique with their own focus while still being very similar. You're effectively only choosing when the spells are at their best, useful for getting a little extra damage out to strip armor, though its more vulnerable to resisted enemies.
AsianGirlLover Dec 17, 2019 @ 3:40pm 
Originally posted by Chaoslink:
Originally posted by Archangelus:
I don't know if I every would like lonewolf... Seems like missing party members.

So 5 Aero, 5 Hydro, 1 Warfare, 2 Huntsman, 8 Scoundral? I don't need skin graft? What about Apotheosis?

What happens if I want to run two mages then?
Apotheosis and Skin Graft are for source spell spam. It can wreck everything, but it isn't necessary. You can also make scrolls of them to use them on the big fights if needed.

Personally, I don't do 5/5 on Aero/Hydro, instead doing a focus on one more than the other. With those skills I'd set something like 10 aero, 3 hydro, 1Warfare, 2 hunts, 5 scoundrel. But that's me. This just gives one school extra burst potential. Given lone wolf's doubled stats, it tends to be a bit different, but the end result is usually similar. Though I always run mages in pairs too, so one would focus Hydro more and the other Aero. That way each is somewhat unique with their own focus while still being very similar. You're effectively only choosing when the spells are at their best, useful for getting a little extra damage out to strip armor, though its more vulnerable to resisted enemies.
Yup. Ran into this problem in Arx. Virtually no enemies were immune to my rain, freeze / stun wombo combo... then I met the ones that get buffed from it....

Thank god I had some necro and warfare skills to save the day, but it sucked because they had more physical armor than magical and my spells did ♥♥♥♥♥♥♥♥♥.
Chaoslink Dec 17, 2019 @ 3:46pm 
Originally posted by AsianGirlLover:
Yup. Ran into this problem in Arx. Virtually no enemies were immune to my rain, freeze / stun wombo combo... then I met the ones that get buffed from it....

Thank god I had some necro and warfare skills to save the day, but it sucked because they had more physical armor than magical and my spells did ♥♥♥♥♥♥♥♥♥.
Yeah, that's why I never recommend all physical or all magic teams. It can be fun as a sort of meme or whatever, but overall isn't as efficient. Having the ability to switch between the two or even deal both simultaneously is good.
Archangelus Jul 2, 2021 @ 3:59pm 
Chaoslink (really wish we could send private messages but I suppose spam) or really anybody...

I apologize for necro but this discussion remains relevant to a new play-through. School and life got away on me

If I did two hydro/ Aero mages... took Sin Tee's elemental archer with emphasis on aero. hyrdo ...

I am finding the rogue you suggested kind of useless (beginning always getting shocked). Plus going through rain scrolls like a madman. I am curious if I have two archers instead.

I do worry about hydro/Aero resistances in the future...

Any tips? I am also trying to understand if I should go sin tee's scoundrel/mage build with 4/4 split of the school or split school of magic like suggested.
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Date Posted: Nov 24, 2019 @ 8:58pm
Posts: 20