Divinity: Original Sin 2

Divinity: Original Sin 2

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LuckyStar Apr 2, 2019 @ 11:20am
Help for a newbie player. Druid build?
Hi I'm completely new to this game.
I've done a little research and I "think" I like the Druid build.
I also want to play as an Elf.

I would really appreciate any advice offered.
I didn't play the first game and I have no idea what to expect.

I don't mind reading if you just want to link to a page with builds, etc.
I just keep hearing this is a difficult game and it's good to research a little before starting so here I am.

Thanks in advance for taking the time to help me. I appreciate it.

Cheers,

~ Lucky
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Showing 1-14 of 14 comments
Holokom Apr 2, 2019 @ 11:37am 
well there is a default option i think its called wayfarer that comes close.

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.



Last edited by Holokom; Apr 2, 2019 @ 11:39am
Stabbey Apr 2, 2019 @ 1:52pm 
Originally posted by Narberal:
well there is a default option i think its called wayfarer that comes close.

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.
LuckyStar Apr 2, 2019 @ 4:05pm 
I'm looking to make my character a buff type and let my summon do all the work.

Is that feasible?
LaserGuy Apr 2, 2019 @ 4:09pm 
It can be. Remember that your character is going to be a member of a team so how well any one build will work depends one what the other characters are doing.

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.
LuckyStar Apr 2, 2019 @ 5:34pm 
Okay so it sounds like they might be okay for a first playthrough.

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?
fragonard Apr 2, 2019 @ 7:28pm 
For an elf, summoner plus necromage is the most efficient because flesh sacrifice gives you free elemental affinity for necro spells. Super powerful combo. You only need 3 in necro and hydro for the top spells and warfare for damage bonus. The warfare also gives you max bouncing shield damage.
LuckyStar Apr 3, 2019 @ 9:06am 
What kind of party do I want with an Elf Summoner?

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?
LaserGuy Apr 3, 2019 @ 9:45am 
A rough sketch of a 2-2 split party might look something like:

-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.
Last edited by LaserGuy; Apr 3, 2019 @ 11:28am
LuckyStar Apr 3, 2019 @ 3:37pm 
So how about a party like this?

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?
LaserGuy Apr 3, 2019 @ 3:51pm 
You can pick one of the default classes for each character you recruit, which will give you some starter skills and abilities. As you go through the game, you'll be able to add new stuff to them. Once you complete Act I, you can completely respec your party if there's bits you don't like. The default classes are not the same ones you are looking at; the ones you're looking at are builds that somebody has made. You'll need to pick classes that have similar characteristics to what you want.

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.
LuckyStar Apr 3, 2019 @ 4:13pm 
Okay so if I want my Party to be a little closer to 2/2 split would I take out the ranger and put in some kind of spell caster then?

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.
LaserGuy Apr 3, 2019 @ 4:38pm 
Personally I'd keep the Ranger and swap out one of the other two (maybe the Eternal Warrior?).

[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.
Last edited by LaserGuy; Apr 3, 2019 @ 4:42pm
Singrave Apr 3, 2019 @ 4:56pm 
Originally posted by LuckyStar:
I'm just trying to figure out what would work best with a Druid.
It's the worst way to make any party composition.
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.
Last edited by Singrave; Apr 3, 2019 @ 5:20pm
LuckyStar Apr 4, 2019 @ 3:36pm 
I'll see how my first playthrough goes now that I'm not sick with the flu.

Hopefully I can make adjustments and things will work out fine. =S
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Date Posted: Apr 2, 2019 @ 11:20am
Posts: 14