Divinity: Original Sin 2

Divinity: Original Sin 2

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Mringasa Sep 6, 2018 @ 8:41pm
Skill Synergies
Just got out of Fort Joy, and partway into the Swamp, so getting ready to consider how I'm going to reallocate my points on my Companions. Can anyone provide me with suggestions for synergizing skills on them? I'm only playing on Classic mode, so a lot more leeway for fun. Min/Max is completely uneeded, and unwanted.

1) What should I pair my Summoner with? First time playing with one, and I'd like her (Lohse in this instance) to be able to support everyone and not just her summons.

2) I'm going to use Beast as a Geo/Pyro standard mix, but I'd also like to branch out into a 3rd magic school as well. Considered going with Hydro, simply so he can do both armor/magic recharging, but anyone have a better suggestion?

3) Sebille is going to be an archer. Should I set her up with Scoundrel skills as well to take advantage of mobility and some of the debuffs you can use with them? Not sure how well those will work with a Bow/Xbow though.

4) Have my custom, main, as a Polymorph/Single Handed Sword and Board type. Should I throw a couple points into Necromancy for some quick healing, or just buff Polymorph even more to take advantage of the extra stat points?
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KDubya Sep 6, 2018 @ 9:18pm 
Look over the guides here, it'll give you a lot of answers and suggestions. Come back and ask for specifics if you need to.

https://fextralife.com/tag/divinity-original-sin-2-guides

Sepherix Sep 6, 2018 @ 9:23pm 
Avoid branching out too much. It's very restrictive since it kinda lowers the overall efficiency if you'd just use two school. Also that you might be tempted to dump quite some points in memory. Do but not too much. Characters need some health and damage.

Necromancy will totally get you back quite some health on your main damagers. If you can find the balance on points to put in.

Pyro as one single point offers pretty good buffs. Then going for geo and hydro can work, but completely locks the character in a support mode. Removing debuff and cc. (Get some wits to play before your allies.)

Archer doesn't need scoundrel, they have tactical retreat which suits pretty much their mobility.
Also that scoundrel skills have quite the short range.

For the polymorph I'd suggest warfare skills instead. It will give you quite some damage alongside the buffs the morphs gives. Throwing shields will get you pretty much across the game. It's stupidly good.

Summoner is a get out of jail school. Kind of like necromancy but on damage. I've never toyed with enough. Only used a bit the high end skills. I'm not too fond of summons in themselves, too good and efficient. You can totally go 100% summon or take one point in secondary elements for buffs and utility.

It's all opinion though. I have some good and bad ideas. But playing the game will show you different ways to play with your skills. Enemies or looking at the shops for archetypes you don't use will get you some ideas for newer play through or respec.
Hobocop Sep 6, 2018 @ 9:59pm 
Spread out your support abilities so everyone has something they can do to assist other party members. Multiple characters who can use Fortify, Armor of Frost, Haste, etc, does a lot to boost your ability to adapt to different situations.
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Date Posted: Sep 6, 2018 @ 8:41pm
Posts: 3