Divinity: Original Sin 2

Divinity: Original Sin 2

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yssong Sep 17, 2018 @ 8:04pm
Mage build with insane crowd-control?
I'm looking for a mage build that utilizes mass crowd-control. A build with massive paralyzing abilities. But I'm struggling to come up with one that is as good as a melee warfare build with knock-down skills.

I really enjoyed my last play-through with warfare lonewolf duo, who melt enemy physical armor and just knockdown-lock enemies till death. Now preparing for my third play-through, I am wondering if I will ever have any more fun than this.

My last build: lonewolf (2 characters), pump warfare+single-handed, 2 genomancer, 2 necromancer and 2 huntsman-or-hydrosophist

Reason why I loved this build:
- two AoE knock-down skills from warfare (battle stomp, battering ram)
- a third mass AoE knock-down skill from genomancer (earthquake)
- an extra knock-down skill later in the game (overpower)
- starting with 6 AP allows you to spam two attack skills to melt enemy physical armor and one knock-down skill to gain huge advantage early in the fight
- with high physical armor and overpower, even the most difficult enemy can be knocked down in the first turn.
- decent mobility with pheonix dive and blitz attack
- ability to replenish your physical armor (shield up, fortify, bone armor, ...) AND magic armor (hydrosophist, living armor trait, necromancer) makes you practically immune to status effects
- your vitaility is almost always max, so "hot-headed" trait works great

...and so on and so forth.

NOW back to my original question - is there a mage-version of the above build? Something that perhaps utilizes freeze? charm? blind? muted? petrified?? And at the same time, zomebie-like survivability and swift mobility? I want a character that jumps into a thick of fight, paralyze everyone in an area, then melt them down as they stand helpless.

Any suggestions?
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Showing 1-4 of 4 comments
Hobocop Sep 17, 2018 @ 8:12pm 
You can pretty much do the same thing with an Aero/Hydro mage, but pumping Int and the relevant spell schools instead of Warfare/Strength since Lone Wolf is so insane. Can even go for a battlemage setup by dipping Warfare and using a staff.
Stabbey Sep 17, 2018 @ 8:36pm 
Polymorph has Medusa Head which gives a Petrifying Gaze Aura, but thre is a cooldown on that. Maybe combine it with Rain + Global Cooling to make frozen surfaces.
Pyromus Sep 17, 2018 @ 9:29pm 
Double hydro/aero mages. Tactical retreat + netherswap + elemental afinity for 1 AP teleport gives insane mobility. A point in summoning solely to bring up water or air totems, as they seem to have a bit of target priority on cc effects. By the end game, have hydro/aero/scoundrel maxed, then 3-5 in poly (if you want apotheosis, go 5, otherwise 3 for skin graft is plenty) one in huntsman for tactical retreat, and one in summoning for totem cc. Wits and Int maxed out with a bunch thrown into memory as needed, maybe 2 str/fin for armor, or con if you want a shield, which you likely won't need. On the off chance you need/want more cc, medusa head is great and hits a rather massive area, then 3 turn cc's enemies in close range.
Iry Sep 17, 2018 @ 10:49pm 
I ran 3 Aero/Hydro once, and it was insane. Everything was frozen all the time.
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Date Posted: Sep 17, 2018 @ 8:04pm
Posts: 4