Divinity: Original Sin 2

Divinity: Original Sin 2

View Stats:
damocles23 Mar 2, 2020 @ 12:43am
Starting Skills Necromancer
As of topic, Necromancer is a good build for a full physical party, but it takes a lot of time to have it running. What are some starting skills you have to take at creation to have a head start?
< >
Showing 1-5 of 5 comments
Senki Mar 2, 2020 @ 1:02am 
necromancer is pretty weak in the first act so i suggest combining necromancer with summoner to help you out.And if you want a necromancer only build bloated corpse mosquito swarm and decaying touch are pretty good
Necromancers are't that versatile like the rest of the builds tbh. You have 3 options IMO:

1) Pure Necro: Play him like a physical mage, just ranged spells and use bows for physical damage when spells are on cooldown. You can change into shield later since Bouncing Shield scales with warfare and can crit with savage sortilege.

2) Melee Necro: Just a warrior with some necromancer support spells.

3) Summon Necro: Necromancers biggest weakness is lack of early reliable spells, so you cover that weakness by going Blood on your summons while also pumping INT to deal damage with your necro spells. I think this one is the most reliable early.

As far as early skills go:
Summon Necro: Bloated Corpse, Incarnate, Totems
Infusions, Super Charger, Mosquito Swarm, Infect, Raining Blood etc.

Melee Necro: Depends on your team set up. Usually for melee oriented builds I go:
Bullhorns
Tentacle Lash (If going STR)
Battering Ram - Battle Stomp

For necro skills I'm a big fan of Decay Touch > Raining Blood > Blood Suck.
Necro support spells.
Corrosive Touch, maybe Impale and Earthquake.

For Pure Necro:
Most of the necro skills and bouncing shield. Really weak until you get grasp or blood storm. Scrolls are your best friend, Infect Scrolls

As far as talents go:
Elemental Affinity
Torturer
Executioner
Hot Head
Glass Cannon (For Summoner)
Opportunist and Picture of Health (For Melee)

For race, Elf for that sweet flesh sacrifice, +1 AP + elemental affinity activator, doesn't get any better than that.. A lot of changes can be made, depending on your team set up and what role you want the necro to take.
Originally posted by lostgreencats:
I've never been able to work out whether it's Hydro or Warfare (or both) that modifies offensive heals. Perhaps someone else here can tell you.
Both.
Originally posted by lostgreencats:
Originally posted by Godwoken Dovahkiin:
Both.

Thank you! Great to know :)
Just in case for reference:
https://www.reddit.com/r/DivinityOriginalSin/comments/ax5kr8/how_does_damage_from_healing_spells_on_decaying/ehsj4h8/
Sotj Mar 4, 2020 @ 2:11pm 
I think it's best to start w totems, incarnate and mosquito swarm. That will easily let you spend all your AP, and going bow or melee isn't really that good option because necro skills scale with int and fighting skills scale with STR, but totems and incarnate you can cast them over blood making them physical dmg. Later pick up infect, shield toss is pretty nice also.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Mar 2, 2020 @ 12:43am
Posts: 5