Divinity: Original Sin 2

Divinity: Original Sin 2

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Muntis Aug 2, 2018 @ 1:23pm
Magic based group.
So I'm in my 2nd playthorugh of the game and I've made it to lady vengance. Last playthrough i went full physical dmg, so I decided that I'd make a magic dmg group.

This is the comp:

Red Prince: Pyro / Geo
Fane: Summoning
Lohse: Aero / Hydro ( Main healer )
Beast: Also Aero / Hydro ( Basically Lohse, but he deals more damage )

Something feels off about the team comp. Maybe the fact that i have 2 Aero / Hydro mages in my group. Maybe its the fact that Fane only specializes in 1 skill group. I'd like to know some changes ( if needed ) to make the team comp much better.

Thanks.
Last edited by Muntis; Aug 2, 2018 @ 1:23pm
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volx757 Aug 2, 2018 @ 1:58pm 
Summoning on it's own is not a very good skill, it works better as one of many skill sets on a utility mage.

I can't see how you could go wrong with two elementalists and a wizard tho, I imagine you'll have the whole battlefield on lockdown most of the time. It might be worth making your summoner take some necro so you have the capability to deal physical damage.

I don't know if you're going full 1 side or the other because you don't think it's viable to mix it up, but it is, and for a second playthru you probably know the game and mechanics well enough that you're at the point where a mixed party is far stronger than full one way or the other.

But if you are committed to full magic party, what you have is pretty much the option. Prince will shred armor like nobodies business and your two aero mages will be free to perma-stun-lock everything.


Btw a necro summoner (i've never used this build) I believe is stupidely powerful because your bone widow will be a monster and once you buff it with every buff in the game with your 4 mages it will be even moreso.


also heads up but it's gonna feel like super easy mode as soon as you hit lvl 16 and have your 3SP elemental skills.
Last edited by volx757; Aug 2, 2018 @ 2:01pm
Hobocop Aug 2, 2018 @ 2:38pm 
Only things I can see here is that Summoning on its own doesn't really do much, so you'll need to supplement that with some extra utility spells, and Pyro/Geo is not exactly synergistic with the two Aero/Hydro mages since the status effects that buff one type's damage either cancels the other out, prevent CC combos from taking place, or reduces the damage each school combo can deal. In particular, Burning cancels out Wet and vice versa.
Edstyles Aug 2, 2018 @ 4:53pm 
Summoner are great tanks if not the best.
So spec him abit differently
Your mages sound good wouldnt change them much.

Maybe u could try to change fane to be geo and hydro make him a support or u could give him summoner too. Incarnates change elements easy so could be great for your team that relies on magic.

While lohse and beast will be your powerhouses
Muntis Aug 3, 2018 @ 12:22am 
Originally posted by volx757:
Summoning on it's own is not a very good skill, it works better as one of many skill sets on a utility mage.

I can't see how you could go wrong with two elementalists and a wizard tho, I imagine you'll have the whole battlefield on lockdown most of the time. It might be worth making your summoner take some necro so you have the capability to deal physical damage.

I don't know if you're going full 1 side or the other because you don't think it's viable to mix it up, but it is, and for a second playthru you probably know the game and mechanics well enough that you're at the point where a mixed party is far stronger than full one way or the other.

But if you are committed to full magic party, what you have is pretty much the option. Prince will shred armor like nobodies business and your two aero mages will be free to perma-stun-lock everything.


Btw a necro summoner (i've never used this build) I believe is stupidely powerful because your bone widow will be a monster and once you buff it with every buff in the game with your 4 mages it will be even moreso.


also heads up but it's gonna feel like super easy mode as soon as you hit lvl 16 and have your 3SP elemental skills.
I did have a summon / necro in my previous playthrough. He shined best with his incarnate. I think the incarnate is one of the best skills, especially when it becomes the incarnate champion.
I don't see why I should run a mixed party though. Yeah, I'll run into some mages , but I could still get their armor down quickly, because of all the magic damage I can dish out. And I can also summon a blood incarnate which can deal loads of physical damage, so my characters don't need to. I am going to get the Necro magic damage and the support spells.
Keno Aug 3, 2018 @ 12:36am 
Summon is best act 1-3 since it out scale most enemies (ane player characters too :D )
but act 4 max int mage source skill still has broken damage output.

Remember my last play trough 2 thunderstorm mage wipe out most enemies in the last fight in just 2-3 turns except kraken.
Firecam Aug 3, 2018 @ 4:12am 
Play with an elemental ranger instead of your summoner or play with a melee mage build. It's still magic damage.
Last edited by Firecam; Aug 3, 2018 @ 4:13am
Pyromus Aug 3, 2018 @ 7:28am 
As stated above, Fane's fire will make freezing enemies more difficult, and will make your damage from hydro spells less effective. I would suggest making him a staff battlemage, as you can use sparkmaster and not set enemies on fire. So you get your pyro damage dealer, but without the drawback of messing up your cc.

As for the lone summoner, I would give him a splash of each element if only for some support spells. Aero at 2 for teleport and netherswap (maybe uncanny evasion if you think you'll need it), a point in pyro for peace of mind and haste, and I personally love 1 geo + 1 huntsman to get throw dust, as blind is a very underutilized effect in the game. Throw dust can also clear ANY surface you target, including lava/deathfog/cursed surfaces.

The utility spec on the summoner means your other enchanters can focus on damage instead of the heals or armor buffs. And with 2 points in aero or pyro (my preference at least) the cursed infusion spellsare very usefull on the incarnate.
volx757 Aug 3, 2018 @ 9:13am 
Originally posted by Panzerkampfwagen:
Originally posted by volx757:
Summoning on it's own is not a very good skill, it works better as one of many skill sets on a utility mage.

I can't see how you could go wrong with two elementalists and a wizard tho, I imagine you'll have the whole battlefield on lockdown most of the time. It might be worth making your summoner take some necro so you have the capability to deal physical damage.

I don't know if you're going full 1 side or the other because you don't think it's viable to mix it up, but it is, and for a second playthru you probably know the game and mechanics well enough that you're at the point where a mixed party is far stronger than full one way or the other.

But if you are committed to full magic party, what you have is pretty much the option. Prince will shred armor like nobodies business and your two aero mages will be free to perma-stun-lock everything.


Btw a necro summoner (i've never used this build) I believe is stupidely powerful because your bone widow will be a monster and once you buff it with every buff in the game with your 4 mages it will be even moreso.


also heads up but it's gonna feel like super easy mode as soon as you hit lvl 16 and have your 3SP elemental skills.
I did have a summon / necro in my previous playthrough. He shined best with his incarnate. I think the incarnate is one of the best skills, especially when it becomes the incarnate champion.
I don't see why I should run a mixed party though. Yeah, I'll run into some mages , but I could still get their armor down quickly, because of all the magic damage I can dish out. And I can also summon a blood incarnate which can deal loads of physical damage, so my characters don't need to. I am going to get the Necro magic damage and the support spells.

Incarnate is one of the best early game skills, but it falls off sharply and becomes kinda a waste later in the game (compared to what your mage could do on their own with those action points). Running a mixed party is not only more efficient, but usually more fun simply because you have a more diverse party, not duplicating an entire character. But I can see a full magic party being fun maybe if each guy specialized heavily in just 1 element for roleplaying purposes or something idk.
Chaoslink Aug 3, 2018 @ 11:31am 
I’ll continue to push the reminder that your Pyro/Geo character is going to clash with your air/water mages. Generally you don’t want both. However, if they focus different targets it is fine. It just takes some practice to keep their elements apart. You might have better success doing a Geo/Aero build. Geo gives you access to physical armor restoration and slows while more air damage spells can help keep things CC’d. Focus Geo with just enough Aero for spells. Do that with ALL mage builds. Focus one element and take just enough of the other for the spells.

On the summoner....

Eeeeeeewwwwww!

That being said, I’d consider dropping that entirely (I’d always recommend dropping summoners) and building a staff based melee mage that uses warfare skills. Beast might be better at this role given his dodge/health boost as a dwarf and his petrify touch spell.

Generally though, magic is best with a split party. Different elements don’t like to mix, so if you want to avoid that you’re gonna have to stack pretty much the same build. Personally, my favorite team comp is two Aero/Hydro mages, each focusing the opposite element paired with an archer and rogue. The archer uses lots of elemental abilities and consumables to support the mages. The rogue plays normally but focuses on getting daggers with rune slots and innate elemental damage. Both if possible. Then you poison them, stack abilities like venom coating and firebrand until the magic damage is about equal to the physical. Because of guaranteed backstab criticals, this gives you a rogue that can strip both armor types equally, which pairs well with a warfare based mage and the physical CC abilities that they can’t make use of. Warfare mages don’t take a lot of warfare, just enough for the abilities, so they still focus their element, they just get a staff of their element to add to their damage output capability for that one element. Just be careful of battlestomp clearing surfaces.

To keep things from getting bland though, I highly suggest mixing in some of these ideas to keep things interesting. Some of these builds are quite fun to play.
Last edited by Chaoslink; Aug 3, 2018 @ 6:09pm
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Date Posted: Aug 2, 2018 @ 1:23pm
Posts: 9