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It has some earth based support spells to get you armor and slow opponents,maybe learn how to summon an earth....slug ? , your main skill fokus is archer, so you can use ritochet attacks, and you get a healing spell.
gets pretty close i think,
if you want add water magic for more healing and debuff or water type dmg, but that would require a mage weapon and intelligence to be effective.
The damage-dealing spells in Hydrosophist, the Water school will need Intelligence, but healing spells only get improved with points into Hydro.
Is that feasible?
Summoners tend to be fairly strong in the early game, especially right around when they get their upgraded incarnate. They aren't the strongest in the endgame because the summon's damage scaling isn't as good as what other characters can get, but your summoner can probably hold their own especially if you have some support abilities to draw upon.
Elf Summoner/Mage is what I'm thinking.
Guess there's nothing left to do but just give it a try.
Any Mods that might make the game more fun?
I am still just learning about synergy between characters.
I'd really like to play a split party for my first play through.
2 Melee and 2 Magic.
Any suggestions on a party build?
-Melee fighter with 2-handed weapons, skills in warfare + polymorph
-Archer with marksman skills + a bits in other schools (put points into warfare anyway though because it helps your damage)
-Aero/Hydro mage
-Summoner with Aero/Hydro/Geo skills for support.
For your summoner, since your summon's damage doesn't scale with any of your primary stats, you can afford to put a lot of points into memory and take a whole variety of skills. Be sure to get at least 10 points in summon as quickly as possible before diversifying though.
[edit]Note that Archers and Summoners can easily swing both ways in terms of magic/physical damage depending on circumstances. This can give a lot of extra flexibility. For best results, give both casters shields and grab Shield Bounce, which is an excellent, high-damage, multi-target physical damage attack that does not require any points in St/Dx to be effective.
Juggernaught
Eternal Warrior
Ranger
Druid
Would that work?
And if so, how do I make that? I can change the default characters right?
Who do I make into which class?
That party looks fine to me. It looks more like a pure physical damage party than a 2/2 magic/melee split, but I don't see any reason why it shouldn't work in principle.
All of the Origin characters are more-or-less equally good at every class. There's arguably some optimal choices, but it's probably not worth worrying too much about on your first playthrough.
I'm just trying to figure out what would work best with a Druid.
I like the idea of having something that uses a summon for damage and just buffs party members.
Thanks for your help btw, I appreciate it.
[edit]It should work either way. Having perfectly optimized builds is not so important until you get to the higher difficulty levels, and even then there's lots of things that work.
I was stuck with the same question for almost 20 hours, trying warious builds and party compositions.
You already stuck with this question for 24+ hours :-P
Don't think about "what would work best with a %build_name%".
You make either hybrid damage party or physical damage party or magic damage party.
You can even play 4 "Druids", why not? :)
https://fextralife.com/divinity-original-sin-2-party-combinations-guide-magic-physical-and-mixed/
Class variations doesn't play much if you play Classic difficulty.
Just choose what you like trying to get all-mages or all-phys or 2\2.
Really, try 4 "druids". But i think it's boring :)
https://fextralife.com/divinity-original-sin-2-builds-druid/
for mixed party there are real cons:
1.Is less efficient than a focused Damage party in many cases.
2.It’s easy to create Builds that don’t synergize well especially if you are new.
3.Choices can be overwhelming, paralyzing players with indecision.
Hopefully I can make adjustments and things will work out fine. =S