Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://divinityoriginalsin2.wiki.fextralife.com/Battlemage
One- or two-handed melee weapon (sword, mace, axe) until you plan to raise Strength. Staff is Int based weapon, while Daggers and Spear use Finesse.
But you would probably do better by using some build like described here:
https://fextralife.com/divinity-original-sin-2-builds-battlemage/
For example I use Juggernaut build for my Tank character:
https://fextralife.com/divinity-original-sin-2-builds-juggernaut/
It sounds like you're going for the second build, which means your points into magical schools will be specifically to take buff/healing spells, and not damaging spells.
Those builds on that site are pretty good. I used that Pyro Battlemage as my first run through character, and it got really strong at the end.
This game really rewards you for focusing on a single ability (STR, INT, FIN).
A split-battlemage is generally going to be weaker because you need to poke points into both STR (to wield weapons) and INT (to cast spells).
But let me explain why it's bad to split a Battlemage:
For each point you put into STR and Warfare, you're going to add damage to melee attacks.
For each point you put into INT, you're going to add damage to all your int-based magic attacks.
You're going to be much stronger if you focus on one damage type (physical or magic).
Thus, a "Battlemage" that focuses on one stat (STR or INT) is going to have significantly more powerful attacks of that kind. A fighter that focuses entirely on STR and Warfare, with only a few Skills/Spells that augment his/her ability to fight in melee (and not using any INT-based magic attacks) is going to do WAY more Physical damage than a Battlemage that wields a melee weapon and tries to cast Fireballs.
Also, a "Battlemage" that focuses entirely on INT and magic-based attacks, is going to do way more Magic damage than if they split between STR and INT and wielding a sword.
Since you started with game with the default "Battlemage" template, that means you go the Knockdown and Bull Rush; you're more tank than Mage. If you want to keep that design, and keep using a 2-sword or other melee weapon, then I'd take a look at the Juggernaut and Eternal Warrior builds on the fextralife site. You're setup early to be more warrior than mage.
The Pyro-Battlemage is very, very powerful in the last 3rd of the game. It's a bit weak early, but my lord does it come into it's own late. The guide on Fextralife is pretty good, but I've tweaked it to my own liking (I spend more on Memory than he does and apparently I rely on Skin Graft less than he does).
The thing with a Pyro-Battlemage, or any Battlemage that is magic-focused (so Air or Water as well) is that you really want to use a Staff. You're still going to take some Warfare Skills (Knockdowns and Whirlwind), but you're going to do the majority of your damage with your spells. For that, you just want to slam points into INT (to do more damage) and Memory (to have access to more skills/spells). And if an opponent gets too close to you and you need to melee, you use your Staff like a 2-handed sword, and your Warfare skills will come into play.
The Pyro-Battlemage is... freaking fun man. Red Prince makes a great one, since he has a natural 10% Fire Resistance, and his racial spell is a Dragon that breaths fire for a single AP (which is fantastic).
Yeah. This.