Divinity: Original Sin 2

Divinity: Original Sin 2

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D.A.R.K. Dec 30, 2018 @ 3:48pm
4 Elemental Mage
I want to make a mage with all 4 elements (Hydro, Aero, Pyro and Geo), since we have only 21 Combat Ability Points it would everything goes 5 (I would have just 1 point in Scoundrel because I love Adrenaline).

Having all 4 elementals at Rank 5 is good to the character? I mean... I will spread all points in Intelligence and Memory but will this Mage deal a good amount of damage on enemies? This mage will be able to carry Magical Damage to the team?

I want a solo Mage because I want a Huntsman Summoner and 2 Warfare Poly on the team.

I don't like Scoundrel and Necro seems to be very good as a Melee Fighter because of the Life Steal, but besides Soundrel, Warfare and Poly both are good with Warfare to do more damage, thus Necro Warfare or Necro Poly (with a lot of points in Warfare) doesn't seems to be good.
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Showing 1-6 of 6 comments
Chaoslink Dec 30, 2018 @ 4:06pm 
Eh, it could work. I've always preferred the stack one element to max with just 2 points in another element to use the abilities until the first one is capped. If this is going to be your only magic damage source, you'll have to split your points too much for too long to really be effective. Too much memory too. It could be done, but the mage will struggle on tactician.
ColorsFade Dec 30, 2018 @ 8:29pm 
It's a sub-optimal design, for sure. You're not going to be nearly as strong as a focused mage.

For one thing, you're limited to 3 source per battle (unless you have Source Orbs to use, or want to spend AP using Vampirism). That means you can drop 1 big spell per encounter. Since you won't be maxing any specific element, you'll be losing out on a huge damage bonus from maxing something specific like Pyro or Aero.

And since you won't be focused, you're going to want more Memory, which means less INT, which means even less damage (INT and maxing a Skill are going to give you 200% damage to your spells). So you're going to go into every battle with a whole lot of spells that don't do a lot of damage, and you're only going to be able to drop one big spell.

Your aversion to Scoundrel, for instance, is also going to hamstring you in the late game. Adrenaline is definitely worth the 1-point to have it as it grants you 2 AP. With Adrenaline, Apotheosis and Skin Graft (and Elemental Affinity), you can drop TWO huge spells per encounter in two consecutive turns, without having to resort to wasting a turn consuming Source Orbs or using Vampirism.

And those huge spells are going to do SO much more damage than a non-specialized mage.

IMO, not worth it.

Go specialized.

Max whatever you want, but pick one: Pyro, Aero, Hydro, Earth, but pick one.

Grab 1 point in Scoundrel for Adrenaline.

Grab 1 point in Geo for Fortify

Grab 1 point in Hydro for healing

Plug the rest into your speciality (Pyro, Aero, Geo or Hydro). Put 5+ into Polymorph for Medusa Head, Skin Graft and Apotheosis (Wings comes in handy too, IMO).

Put two points into Warfare for CC skills.

This is basically the way I've been running my Pyro Battlemage, and let me tell you, being able to drop Meteor Shower twice in two consecutive turns is badass. I'm sure it's equally badass for Aero mages dropping Thunderstorm, and Geos dropping Pyroclastic Eruption.
GinSonic Jan 5, 2019 @ 5:55am 
https://fextralife.com/divinity-original-sin-2-builds-elementalist/
He basically goes 3 points into all 4 elements, takes 1 scoundrel for adrenaline and max. polymorph for extra int that you lose on memory. Mby take one of the elements to 5 if you like.
Pyromus Jan 5, 2019 @ 7:34pm 
A lone wolf build can pull this off, but on a 4 man party, you're gonna struggle. I wouldn't sggest it unless you're going on story or explorer.

Now if you're dead set on it, I'd go 3 points in each element, then pump scoundrel, and focus on crit chance and wits on gear. Make sure to also peace of mind yourself for the wits to buff crit. Keep the "ring of intelligence" from act one because of the rune slot so you can put an extra fire rune of power in there for 3 more intelligence and +6% more crit. I'd put it on a human character for more crit again. Splitting the damage is gonna need universal damage increasese and crit chance is the easiest way to do that. Even if you don't use it for combat, using a weapon with high crit chance is helpful too, and it can take a mystical masterwork rune for more wits (crit).

Your biggest challenge is gonna be memory slots, so you may want to swap out some of the damage spells and just keep the utility ones on all the time.
ayrtep Jan 6, 2019 @ 6:26am 
As deavemytnick33 says you can only really do it if you do a loan wolf build. In vanila your better maxing out two lines than stopping them all halfway.

But loan wolf still it works better if you drop at least one of the elements.
If you drop pyro or Geo I would say take Huntsman as the fourth tree. But going for crits with Scoundrel works too.
My favourite is to take Aero, Hydro, Hunts and Scoundral but I guess that's a different build.
Last edited by ayrtep; Jan 6, 2019 @ 6:26am
Pyromus Jan 6, 2019 @ 6:38am 
Oh, and late game, getting the unique pants in arx with +2 to all attributes but memory is nice for wits, int, and free superconductor. Then there are gloves in arx, new to DE, that give a lot of memory and int, but need finess to use. The pants mentioned above help with finess requirements, but you can also find it in other gear. The memory slots there are gonna help you a lot.
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Date Posted: Dec 30, 2018 @ 3:48pm
Posts: 6