Divinity: Original Sin 2

Divinity: Original Sin 2

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Dayve Dec 17, 2017 @ 1:49pm
Do you need a healer in the party or can play without one?
Playing on classic mode, is a party without a cleric doable?

If I don't have one will I find myself constantly having to cheese battles to get around the fact that there is no healer, or is it entirely possibly to just use potions and scrolls and not be at a constant disadvantage?
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Shard of Manus Dec 17, 2017 @ 1:51pm 
You don't need a dedicated healer, no. Though it's worth having a healing skill or two available, because in late game potions become pretty terrible for healing in comparison.

If you have a mage with high Hydro, then definitely stick a healing spell on them - as all healing skills scale with Hydro.

Alternatively, Geo or Hydro boost Physical and Magic armour buffs respectively, which is an alternative to healing.
Chaoslink Dec 17, 2017 @ 1:52pm 
Since armor is significantly more important than health, just keep a hydro and geo in your party somehow and have them use armor buffs. Healing really isn't significant so long as you're dishing out damage and CCs enough.
I dont know about your setup and difficulty. Im on Tactician and I had to allocate one party member to be a full buff/debuff person just to counter the many status effects the AI does.

Missing just a turn healing or cancelling out a negative status effect is deadly.
Dayve Dec 17, 2017 @ 2:38pm 
Thanks for the replies. I didn't realize I could give a mage character some healing abilities. I think I'll do that.
Chiramu Dec 17, 2017 @ 3:09pm 
Originally posted by Dayve:
Thanks for the replies. I didn't realize I could give a mage character some healing abilities. I think I'll do that.

You can give the healing abilities to anyone, not just needing to be a mage. Like Fighter starts with Fortify. Huntsman has First Aid as well, and Geomancer has the poison to heal undead allies.
Shard of Manus Dec 17, 2017 @ 3:30pm 
Originally posted by Chiramu:
Originally posted by Dayve:
Thanks for the replies. I didn't realize I could give a mage character some healing abilities. I think I'll do that.

You can give the healing abilities to anyone, not just needing to be a mage. Like Fighter starts with Fortify. Huntsman has First Aid as well, and Geomancer has the poison to heal undead allies.
This is true, but like I said, Healing and Magic Armour skills ALL scale with Hydrosophist, including First Aid. That's why it's always most beneficial to prioritise a Hydro Mage with healing skills.

Geomancy increases ALL Physical Armour buffs, like Fortify, Mend Metal, Bone Cage etc. So it's best to prioritise Phys Armour buffs with someone with High Geo.

Relying on healing skills or armour buffs without high investment in the right stats will mean they'll be VERY weak in Act 3-4, especially on Tactician.
Syrris Dec 17, 2017 @ 5:27pm 
The 'classes' at the beginning are just prefab combinations of stats and skills for a quick start. In-game healing is about using skills from the various skill lines, and most of them have access to some form of healing/restoration effects, although not all to the same extent.
Seether Dec 17, 2017 @ 5:37pm 
There are too many skill trees to have characters dedicated to just one thing. A hydro/auro caster is well known as very effective. I recommend you have a character with high level hydro for the healing abilities, but also for a reason I haven't seen in this thread...there are a lot of undead in this game including a lot of undead boss types. Healing spells directly and heavily damage undead.
Last edited by Seether; Dec 17, 2017 @ 5:39pm
Dayve Dec 18, 2017 @ 9:41am 
Well, I'm playing as a wayfarer, I have the red prince as a fighter, Fane as a wizard and I'll take Ifan as a knight I think.

I'll go with geomancer on my wayfarer so I can do the armor/magic restore spells, and I'll give Fane some hydro for healing spells.

...or something. I dunno, I'll figure it out. Someone gonna have some healing in my party is all I know.
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Date Posted: Dec 17, 2017 @ 1:49pm
Posts: 9