Divinity: Original Sin 2

Divinity: Original Sin 2

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REAPER May 18, 2018 @ 12:00pm
Best lone wolf build?
I love playing lone wolf, just wondering what you guys think is the best build?
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Showing 1-15 of 24 comments
Phoenix May 18, 2018 @ 12:07pm 
Depends on what you like using really, and depends if you duo lone wolf or solo, I was running a hydro spear user on a lonewolf, was having quite fun with that maxing crits with crowd control and spells like ice breaker, the spears range is very useful, gives it the widest usage of whirlwind and oppurtunist
Crim May 18, 2018 @ 12:17pm 
The best in terms of pure damage output is ranger. go crazy with finesse then just put 4 points in huntsman, 2 in polymorph, the rest in warfare. Once you get enrage you will be a unstoppable killing machine. And with cloak from polymorph you can avoid getting wtf pawned. 2nd best I say ir rogue, then 2 handed warrior( warfare/nerco/poly build) , then summoner ( I dont like their damage output personally), and finally elemental mages. Would rank mages hire but ya.. long cooldowns and all the elemental resistance on tact makes them lackluster imo
Last edited by Crim; May 18, 2018 @ 12:19pm
cronic0_0 May 18, 2018 @ 1:34pm 
This is extremely strong build if he use it correctly very very Tanki and it takes a lot to kill you weak in melee but very powerful with spells technician Lone Wolf is a cakewalk with this build

fextralife.com/divinity-original-sin-2-builds-crystalline-cleric/


https://youtu.be/fvnw-ENnYY8

Last edited by cronic0_0; May 18, 2018 @ 1:35pm
Chaoslink May 18, 2018 @ 2:20pm 
Originally posted by Esdeath:
The best in terms of pure damage output is ranger. go crazy with finesse then just put 4 points in huntsman, 2 in polymorph, the rest in warfare. Once you get enrage you will be a unstoppable killing machine. And with cloak from polymorph you can avoid getting wtf pawned. 2nd best I say ir rogue, then 2 handed warrior( warfare/nerco/poly build) , then summoner ( I dont like their damage output personally), and finally elemental mages. Would rank mages hire but ya.. long cooldowns and all the elemental resistance on tact makes them lackluster imo
Elemental resistance is negligible. People look at 40% resistance and think their damage is being reduced so much it isn’t viable to attack. I’d adjust your list as follows. Even tie between element mage and 2 handed warrior (one takes AoE and the other wins with single target), then rogue then ranger and lastly summoner. Mages by end game are broken OP, air mages in particular and even more so with lone wolf. A lone wolf air mage can pretty much one shot entire fights, with anything that survived being stunned. Resistance doesn’t frequently pose an issue as the sheer damage output when considering all targets hit, is higher than any other class, save for necromancy. Cooldown are irrelevant with a proper ability rotation or my preference, just using scrolls as scrolls (with ambidextrous) are low AP no cooldown versions of the abilities you use all the time. Mages just take a little while to get going.
Crim May 18, 2018 @ 3:15pm 
Originally posted by Chaoslink:
Originally posted by Esdeath:
The best in terms of pure damage output is ranger. go crazy with finesse then just put 4 points in huntsman, 2 in polymorph, the rest in warfare. Once you get enrage you will be a unstoppable killing machine. And with cloak from polymorph you can avoid getting wtf pawned. 2nd best I say ir rogue, then 2 handed warrior( warfare/nerco/poly build) , then summoner ( I dont like their damage output personally), and finally elemental mages. Would rank mages hire but ya.. long cooldowns and all the elemental resistance on tact makes them lackluster imo
Elemental resistance is negligible. People look at 40% resistance and think their damage is being reduced so much it isn’t viable to attack. I’d adjust your list as follows. Even tie between element mage and 2 handed warrior (one takes AoE and the other wins with single target), then rogue then ranger and lastly summoner. Mages by end game are broken OP, air mages in particular and even more so with lone wolf. A lone wolf air mage can pretty much one shot entire fights, with anything that survived being stunned. Resistance doesn’t frequently pose an issue as the sheer damage output when considering all targets hit, is higher than any other class, save for necromancy. Cooldown are irrelevant with a proper ability rotation or my preference, just using scrolls as scrolls (with ambidextrous) are low AP no cooldown versions of the abilities you use all the time. Mages just take a little while to get going.

I respect your opinion, but I have to disagree def early on. For a couple of reasons

1. Magic resistance sometimes goes up to 100 percent, and in fact, you got monsters who are resistant to say fire than have a water aura lol. So you got one element to work with, and air magic damage abilities are few with long CDs.If we are talking lone solo wolf, you are going to end up spending a lot of times wanding which does pathetic damage.

2. Almost every boss in the game has more magic armor than physical armor. I can only think of one enemy (lord kremm) In which a mage would kill faster than a melee/ranger honestly

3. Itemization - Like I said before wands do terrible damage and going staff leaves you squishy as hell while still not doing much damage. Early on this leaves you depending on skill books which are expensive and as I said before have long cooldowns. Meanwhile, with ranger or warrior, every chapter has a ridiculously unbalanced FREE weapon that allows you to tear into ppls face. Not to mention DIVINITY weapons which will enable you to break the game

SPOILERS

Act 1- Fort joy
Warrior - Dalis hammer Bam say goodnight to 90 percent of enemies in fort joy lol
Ranger = Darling bow / crossbow hound
rogue - torturer guys weapons/tigers blade/warfare vendors sword etc
Mage-.....turtle wand?
Swamp- Bam skeleton vendors ax and ifans crossbow. say goodnight to any most of the enemies in the swamp
Act 2-
Ramger= Bow/lute vendor ( GAME BREAKING bows )
warrior - walk 2 mins, check a box, bam you have an op ax.
Act 3/4 - Divinity gear

Meanwhile, with the mage, your only hope of doing even close it getting your crit rate to 100 percent and stacking point in scoundrel and even then my first to point applies which is- magic resistance and enemy bosses having more magic armor than physical armor.

But yea I am just counting the regular skills. If we talk source in that case Arrow storm and the necromancer ability trumps everything.

Last edited by Crim; May 18, 2018 @ 3:15pm
cronic0_0 May 18, 2018 @ 4:41pm 
Originally posted by Esdeath:
Originally posted by Chaoslink:
Elemental resistance is negligible. People look at 40% resistance and think their damage is being reduced so much it isn’t viable to attack. I’d adjust your list as follows. Even tie between element mage and 2 handed warrior (one takes AoE and the other wins with single target), then rogue then ranger and lastly summoner. Mages by end game are broken OP, air mages in particular and even more so with lone wolf. A lone wolf air mage can pretty much one shot entire fights, with anything that survived being stunned. Resistance doesn’t frequently pose an issue as the sheer damage output when considering all targets hit, is higher than any other class, save for necromancy. Cooldown are irrelevant with a proper ability rotation or my preference, just using scrolls as scrolls (with ambidextrous) are low AP no cooldown versions of the abilities you use all the time. Mages just take a little while to get going.

I respect your opinion, but I have to disagree def early on. For a couple of reasons

1. Magic resistance sometimes goes up to 100 percent, and in fact, you got monsters who are resistant to say fire than have a water aura lol. So you got one element to work with, and air magic damage abilities are few with long CDs.If we are talking lone solo wolf, you are going to end up spending a lot of times wanding which does pathetic damage.

2. Almost every boss in the game has more magic armor than physical armor. I can only think of one enemy (lord kremm) In which a mage would kill faster than a melee/ranger honestly

3. Itemization - Like I said before wands do terrible damage and going staff leaves you squishy as hell while still not doing much damage. Early on this leaves you depending on skill books which are expensive and as I said before have long cooldowns. Meanwhile, with ranger or warrior, every chapter has a ridiculously unbalanced FREE weapon that allows you to tear into ppls face. Not to mention DIVINITY weapons which will enable you to break the game

SPOILERS

Act 1- Fort joy
Warrior - Dalis hammer Bam say goodnight to 90 percent of enemies in fort joy lol
Ranger = Darling bow / crossbow hound
rogue - torturer guys weapons/tigers blade/warfare vendors sword etc
Mage-.....turtle wand?
Swamp- Bam skeleton vendors ax and ifans crossbow. say goodnight to any most of the enemies in the swamp
Act 2-
Ramger= Bow/lute vendor ( GAME BREAKING bows )
warrior - walk 2 mins, check a box, bam you have an op ax.
Act 3/4 - Divinity gear

Meanwhile, with the mage, your only hope of doing even close it getting your crit rate to 100 percent and stacking point in scoundrel and even then my first to point applies which is- magic resistance and enemy bosses having more magic armor than physical armor.

But yea I am just counting the regular skills. If we talk source in that case Arrow storm and the necromancer ability trumps everything.
I'll have to disagree with you on wanding amazing damage if you properly build your character right put the proper runs in your wand with high crit you do as much damage or close a two-hander just take water wand for example it puts ice underneath your opponent cast Icebreaker for some impressive damage as well


Watch this video this guy will talk and go over some wands damage that's why you can see just how devastating dual wands can be
https://youtu.be/H0O701ROmJM so
Hobocop May 18, 2018 @ 4:51pm 
Wands deal elemental damage, so they are boosted by points in the relevant ability school, and can interact with surfaces. Can get a lot of mileage out of dual-wielding Mainhand Poison with Off-Hand Fire, or opening with Rain into Air Wand attacks even in the early game, especially with boosted stats from Lone Wolf.
Crim May 18, 2018 @ 4:52pm 
Early on you cant even put crit gems in wands. See you guys talking LATE game which like ya every spec does great damage.But at that point physical is out of this world bro. Rangers are doing 3000 none crit hits. I freaken one shotted braccus rex with arrow storm. Seen videos of rogues killing doctor in the opening turn. Like am I saying Casters CANT DO DPS? No, I am saying physical damage dealers do constantly out of this world dps throughout the entire game because of weapons/how stats work. Like I know how to build a caster lol its not rocket science. Hothead/savage/elemental affinity. wit/scoundrel get 100 percent crit. Stack your elements. Just saying if you properly build a warrior/rogue/ranger you will roftstomp on a mages damage .

https://www.youtube.com/watch?v=ymnECUEYMD8 Like look at that just crazy

Or this https://www.youtube.com/watch?v=ZN5fDeVQWnM Kills braccus in one hit on tact mode (spoilers lol)
Last edited by Crim; May 18, 2018 @ 5:17pm
Chaoslink May 18, 2018 @ 5:48pm 
Originally posted by Esdeath:
Early on you cant even put crit gems in wands. See you guys talking LATE game which like ya every spec does great damage.But at that point physical is out of this world bro. Rangers are doing 3000 none crit hits. I freaken one shotted braccus rex with arrow storm. Seen videos of rogues killing doctor in the opening turn. Like am I saying Casters CANT DO DPS? No, I am saying physical damage dealers do constantly out of this world dps throughout the entire game because of weapons/how stats work. Like I know how to build a caster lol its not rocket science. Hothead/savage/elemental affinity. wit/scoundrel get 100 percent crit. Stack your elements. Just saying if you properly build a warrior/rogue/ranger you will roftstomp on a mages damage .

https://www.youtube.com/watch?v=ymnECUEYMD8 Like look at that just crazy
You're making the same mistake that everyone makes when considering damage though. Which is why I still stand that elemental mages are incredibly strong, though I do admit that they take a bit of time to get that way, by end game they are the strongest classes by far. The thing you're getting wrong though is focusing on single target damage like damage to bosses. That is where physical shines. Magic damage is all about total damage output. Sure, your physical character just did 3000 with a non-crit, but my air mage just did 2500 damage to all 7 targets you're fighting while stunning 4 of them. Even if your physical character crit for 6000+, that mage just dealt 17500 damage. I had a lone wolf air mage one shot literally the entire fight around Arhu with lord Kemm. Literally killed nearly everything in the room with everything else stunned and on such minimal health they were dead seconds later. And they can do this without source abilities.

People fall into the 'number crunching' issue where you look at single statistics and base the overall strength of a character around things like how hard they can hit a boss in a single hit, or how hard their crits can hit an enemy. There are too many variables to make this difinitive though. Most fights don't include just one enemy or boss. Most fights include enemies at range and up close and you don't factor in how much goes into getting from target to target or how surfaces or clouds can affect the battle. I've had this discussion many times with people claiming that going all physical damage is the best strategy, when it isn't. Its just the simplest on that works. A split party 2/2 or 1/1 LW is the best way to go, but takes much more planning and effort to make it more effective than a stacked group. If I had to pick for solo, I'd have to give it to physical only because they don't have a rougher time of it early game.

But to call elemental casters weak... You clearly haven't used one properly. Cooldowns? Nah, learn to craft scrolls. Pathetic wand damage? Either you're splitting your skills (never do that) or aren't using a wand of your element. If you're an air mage, put two points into hydro to learn the skills, but dump all other points into Aero until it is max. Your wands will deal decent enough damage when you need them, though you shouldn't need them 90% of the time.

If you're running a four man party and run a 2/2 split, you can't make the common mistake of going with fire and air mages as they hurt each other's performance by about 25%. For lone wolf, they just wreck face once you get your scrolls. With the money you save not buying gear for 4 people, you can afford all the items needed to craft scrolls of your element to negate those cooldown issues. Solo generally runs the issue of being squish, but with usage of proper potions and abilities you're plenty tanky, even without a shield.

Just don't fall into the habit of making this decision based off things like boss fights. Think about ALL of the fight, not just the big baddie.
Crim May 18, 2018 @ 6:31pm 
Originally posted by Chaoslink:
Originally posted by Esdeath:
Early on you cant even put crit gems in wands. See you guys talking LATE game which like ya every spec does great damage.But at that point physical is out of this world bro. Rangers are doing 3000 none crit hits. I freaken one shotted braccus rex with arrow storm. Seen videos of rogues killing doctor in the opening turn. Like am I saying Casters CANT DO DPS? No, I am saying physical damage dealers do constantly out of this world dps throughout the entire game because of weapons/how stats work. Like I know how to build a caster lol its not rocket science. Hothead/savage/elemental affinity. wit/scoundrel get 100 percent crit. Stack your elements. Just saying if you properly build a warrior/rogue/ranger you will roftstomp on a mages damage .

https://www.youtube.com/watch?v=ymnECUEYMD8 Like look at that just crazy
You're making the same mistake that everyone makes when considering damage though. Which is why I still stand that elemental mages are incredibly strong, though I do admit that they take a bit of time to get that way, by end game they are the strongest classes by far. The thing you're getting wrong though is focusing on single target damage like damage to bosses. That is where physical shines. Magic damage is all about total damage output. Sure, your physical character just did 3000 with a non-crit, but my air mage just did 2500 damage to all 7 targets you're fighting while stunning 4 of them. Even if your physical character crit for 6000+, that mage just dealt 17500 damage. I had a lone wolf air mage one shot literally the entire fight around Arhu with lord Kemm. Literally killed nearly everything in the room with everything else stunned and on such minimal health they were dead seconds later. And they can do this without source abilities.

People fall into the 'number crunching' issue where you look at single statistics and base the overall strength of a character around things like how hard they can hit a boss in a single hit, or how hard their crits can hit an enemy. There are too many variables to make this difinitive though. Most fights don't include just one enemy or boss. Most fights include enemies at range and up close and you don't factor in how much goes into getting from target to target or how surfaces or clouds can affect the battle. I've had this discussion many times with people claiming that going all physical damage is the best strategy, when it isn't. Its just the simplest on that works. A split party 2/2 or 1/1 LW is the best way to go, but takes much more planning and effort to make it more effective than a stacked group. If I had to pick for solo, I'd have to give it to physical only because they don't have a rougher time of it early game.

But to call elemental casters weak... You clearly haven't used one properly. Cooldowns? Nah, learn to craft scrolls. Pathetic wand damage? Either you're splitting your skills (never do that) or aren't using a wand of your element. If you're an air mage, put two points into hydro to learn the skills, but dump all other points into Aero until it is max. Your wands will deal decent enough damage when you need them, though you shouldn't need them 90% of the time.

If you're running a four man party and run a 2/2 split, you can't make the common mistake of going with fire and air mages as they hurt each other's performance by about 25%. For lone wolf, they just wreck face once you get your scrolls. With the money you save not buying gear for 4 people, you can afford all the items needed to craft scrolls of your element to negate those cooldown issues. Solo generally runs the issue of being squish, but with usage of proper potions and abilities you're plenty tanky, even without a shield.

Just don't fall into the habit of making this decision based off things like boss fights. Think about ALL of the fight, not just the big baddie.
The thing is aoe situations don't even come up that often and usually after the boss is dead its clean up. I can admit there are some fights where mages shine. Where the stars align all the enemies are grouped up, all the enemies have no resistance to your primary element, and you can go full blitz mode. But those situations are freaken rare and whats more common is the enemies are scattered, or you are facing 1-3 of them in which case physical is just better.
Also, there are areas where your entire primary element can be useless. IE Fire- Blackpit/that fire lady off the top of my head. With Air the whole mordus area/aeteran boss. Am I saying there are not ways around that? NO, you can use scrolls, wands of different elemental types, respec every area, etc. But meanwhile, warrior/rogue/ranger hardly ever have a scenario like this. You are at 100 percent for every fight. Lets also not forget rangers have aoe of their own like richeot shot and barrage which can rival a mages damage and warriors have thick of the fight/enrage/whirlwind combo that does disgusting damage.

Remeber the topic is best solo lone wolf build for an entire playthrough, not just last chapter where just about every build if done right should be trivializing the game.

My wand criticism was more at the beginning-middle of the game. If you are not dual wanding the damage sucks, and if you are your defense is crap. That's just the way it is.

So full physical vs. mixed Is a whole different subject, and I still would go with a full physical(rogue/warrior/ranger/summoner) but not going to get into that.

Far as if I know how to build a mage...lol
Look I did a lone wolf play through with aero/hydro and pyro/geo mages. At the end of the game my mages both had 100 percent crit both had over 20 points in their primary element/w support skills of other elements, savage/elemental affinity/hot head/far out man. Both with divinity wand/ divinity shield. I KNOW how strong a mage can be but I also know how fustratttttting they can be at certian parts of the game. With that I can not see a mage soloing the game better than a warrior/ranger/or rogue.

derekab95 Sep 24, 2018 @ 3:06am 
hey guys, can i ask a noob question? are these builds after or before lone wolf got nefed to level cap? thanks
i love ranger
playing on taction on lone wolf first playthrough..... im ♥♥♥♥
xanraal Sep 24, 2018 @ 4:11am 
I been to scared to try lone wolf lol.. I like having my party to help out.

Really enjoying reading this thread though. Great opinions and viewpoints guys. I've not got past level 16 yet, i started playing just before DE dropped and got to 16 in classic, then when DE was live i rerolled.

First time i was mostly physical and yes my ranger stood out. This time i'm mostly split but atm it's a toss up between my nerco mage and my aero/hydro mage as to who does the most damage.

If i was forced to choose a class above all others, i'd go an aero/hydro mage with wand and shield. Magic i feel is such a big part of this world and there are skills for all occasions. Having said that i'd probs take a ranger as second choice, then a two hand melee.

Anyway i'm just a nub. Great thread though. Cheers.
Pyromus Sep 24, 2018 @ 6:18am 
Originally posted by xanraal:
I been to scared to try lone wolf lol.. I like having my party to help out.
Lone wolf is still the stronger team if you run two of them. Nothing to be scared of.
xanraal Sep 24, 2018 @ 7:14am 
Originally posted by davemytnick33:
Originally posted by xanraal:
I been to scared to try lone wolf lol.. I like having my party to help out.
Lone wolf is still the stronger team if you run two of them. Nothing to be scared of.

Yeah? Cool. If i do a another run after this, i'll try two lone wolves. Maybe a ranger and an aero/hydro mage?

Like what i've found so far in this game unless you have little understanding of the game's parameters and mechanics is that just about any class or combo is viable.

In your opinion dave and everyone would a ranger and an aero/hydro be a decently powerful lone wolf team? I mean i'd like the two classes to be as powerful as possible 'cause i don't cheese much at all if indeed ever and i don't savescum a battle. I just send a scout and once triggered run in or pyramid port in everyone else. Well if you consider coming in with chameleon cloak on to be cheesing or pyramid porting, then yes i do that.
jamesc70 Sep 24, 2018 @ 7:40am 
Huntsman wins by far.

1. Can do all the CC every other class can, and can do it from range (knockdown, freeze, charm, etc arrows). Imagine if your Warfare guy could knockdown a mage across the screen without using AP to move.

2. With height, which is nearly always available, you get your regular (high) damage + crit + height damage bonus. On my level 20 Huntsman with 50%+ crit I'm regularly doing double my Warfare guy's damage with normal attacks.

3. Works well with summoning. Can't hit a distant enemy? Toss a totem up near them, then attack your own totem with Richochet to hit that enemy you'd normally be too far away from.

4. With Execute Talent, it's normal to get 8AP every other round if you work it so your other lone wolf 'almost' kills an enemy (easy to do). And, you don't have to waste any of that AP moving around.

Mine is also undead, which means I never have to heal (haven't used poison to heal since level 5 or so; purely heals through high Necromancy + Living Armor to restore MA). Play Dea is also OP.

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Date Posted: May 18, 2018 @ 12:00pm
Posts: 24