Divinity: Original Sin 2

Divinity: Original Sin 2

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Cooper Golem Dec 14, 2019 @ 5:45am
Reccommend me a party and build
So I completed my first game of divinity -seriously this game is good i can't believe i put of buying it for so long- with Fane, Lohse, beast and red prince.

I used the fextra life magic build guide, and i had an stormchaser, battlemage, druid and tidalist,

Can you reccomend me another good build list and main character for the next play through? dosen't have to be fextra life but they seem to have all the best builds
Last edited by Cooper Golem; Dec 14, 2019 @ 5:46am
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Showing 1-15 of 26 comments
orthostatic Dec 14, 2019 @ 1:44pm 
Pair of lone wolf builds. Sin Tee has some excellent Steam guides up. Sin Tee's "Slayer Knight" build pairs handsomely with their "Lone Wolf Rogue" build. Physical damage powerhouses, have done tactician and classic with the pair, and will begin my honour run with the same. I've paired Sebille and Lizard, Beast and Lohse, and will probably do Fane and Sebille for the honour run for free lockpicks, dual blood sacrifice, and for the leftover Fane achievements I lack.

One thing to note, however; Sin Tee's Steam guides predate some of the nerfs to Lone Wolf, so you'll find that after some levels you'll need to be a little creative with stat points. I find this works in my favor, and the stats post-nerf are still more than enough to be a wrecking ball.
I usually play as a summoner/ranger or summoner/warfare and it seems to stomp all over everything.
Greenegg Dec 14, 2019 @ 9:39pm 
I've been wanting to try this for a while, but a melee staff build

use a staff, then put just enough points into warfare to get melee skills, then dump the rest into your chosen elemental type or two handed weapon.

probably a very mediocre build, but hey, could be fun, and lets you focus your whole party on one damage type while still getting to play as melee.
Last edited by Greenegg; Dec 14, 2019 @ 9:40pm
Cooper Golem Dec 15, 2019 @ 8:29am 
Originally posted by Greenegg:
I've been wanting to try this for a while, but a melee staff build
The battle mage is more or less this. bascially int effects stall rolls you balance beetween int and con, you take all the close range fire skils and whack things hard beetween cools downs... works really well.
Cooper Golem Dec 15, 2019 @ 8:31am 
Originally posted by Reon:
I usually play as a summoner/ranger or summoner/warfare and it seems to stomp all over everything.

I've not used many warfare skills, ive got a game with a sanguine archer... which i'm not enjoying as a build, i do like how summonding dosen't require INT, so the ranger works really well.
Cooper Golem Dec 15, 2019 @ 8:34am 
Originally posted by orthostatic:
Pair of lone wolf builds. Sin Tee has some excellent Steam guides up.
i've been avoiding steam guides, my first party was someone's "all magic party" guide which i found to be, worse than bad. but maybe it's time to try other steams guides
rasmasyean Dec 15, 2019 @ 3:43pm 
Summoning seems to be the best tree. You get to tune the damage relatively easily and the Incarnate scales too fast. At least in the beginning. They say it sucks later on. But I think Summoning has one of the best CC skills (Charm). In some cases it may even be better than Chicken Claw. I think it would be good to get a little summoning skill points on other characters just for this skill. In tactician they are pretty powerful, and the warrior classes don't have much Magic Armor (sometimes none) and do those nasty whirlwind swipes.
Lethan Dec 15, 2019 @ 4:10pm 
Summoning is great.
Until you leave act 1 ... then you fall behind.

It is viable for a complete run of the game, but it falls behind drastically once you can't continue to add +summoning via gear/level.

an All magic build works wonders, if you let pyro suffer or only have 1 dedicated pyro or have mostly pyro. It messes up the other 3 schools something fierce and they tend to fight over who has elemental affinity etc It requires teamwork and people being mindful that the Geo needs their oil/poison for cheaper stuff etc or the hydro wants their electrified water etc etc
rasmasyean Dec 15, 2019 @ 5:02pm 
What about with good used of Door to Eternity? I mean, you essentially will get extra AP from your "weak" summons and I suppose you can change incarnates with 1 AP to get another special spell right? Do they still work as meat shields under the Door aura?

I'm also thinking that as you diversify past 10 Summoning, you can get other tree minions to summon once your Incarnate goes down, though some require source. But that's better than the level 5 summoning spell I think. So if anything, they can be used to drain the enemies AP and cooldowns as they damage and kill them.
Lethan Dec 15, 2019 @ 5:09pm 
One Earthquake can kill all totems on the field, or a lone fireball, in later fights most commander/boss types will use much nastier spells; you spend 3-5 turns setting the battlefield only to have them instantly counter it.
BenSt88 Dec 15, 2019 @ 7:28pm 
I'm doing fine w/ Fane as a Summoning/Necro build, w/ 3 companions (RP is main). It's not like a Summoner can't have another class going as well. I'm in Arx, and though the Incarnate doesn't deliver as punishing attacks as it did before, I've now used it efficiently for a good 80% of the game, and it still has its uses.

Have a foe w/ an elemental weakness? Hit them w/ a blast of X, then summon an Incarnate right in the foe's face, which will be of that element. If they try to walk away, Opportunist hits them w/ an AoE.

It's only my 1st game. I'm not trying to make an argument that Summoning is better or worse than any other class. I'm just saying I don't think people should be trashing it, that's all. In a 4-person party, certainly on Classic difficulty, it's done well by me.
Lethan Dec 15, 2019 @ 7:32pm 
You mentioned 2 things that are important for Summoner.
4 man party
Classic dif.

It falls massively behind in Tactician; mostly as a novelty you add to another class; if the points and gear support.

Got an Honour game going on, my Partner is a Ranger who's invested into Summoner... Dominate Mind, Soul Mate are pretty much the only things he's using in Arx, unless we need bait. But since hitting Act 3, the Incarnate is kinda meh. Ranger has quickly become the thing used over the other.
Qwesar Dec 15, 2019 @ 8:30pm 
All frost mage party with some geo mixed in is pretty strong. 95% of the enemies will be frozen entire fight. Then on boss fights you just outlast anything with armor boosts and healing which hydro and geo specialize at.
BenSt88 Dec 15, 2019 @ 9:24pm 
Originally posted by Lethan:
You mentioned 2 things that are important for Summoner.
4 man party
Classic dif.

It falls massively behind in Tactician; mostly as a novelty you add to another class; if the points and gear support.

Got an Honour game going on, my Partner is a Ranger who's invested into Summoner... Dominate Mind, Soul Mate are pretty much the only things he's using in Arx, unless we need bait. But since hitting Act 3, the Incarnate is kinda meh. Ranger has quickly become the thing used over the other.
Good to know, should I ever manage a Tactician game. I saw your hours played in another thread, so your advice obviously comes from xp.
rasmasyean Dec 16, 2019 @ 12:37am 
Originally posted by Lethan:
You mentioned 2 things that are important for Summoner.
4 man party
Classic dif.

It falls massively behind in Tactician; mostly as a novelty you add to another class; if the points and gear support.

Got an Honour game going on, my Partner is a Ranger who's invested into Summoner... Dominate Mind, Soul Mate are pretty much the only things he's using in Arx, unless we need bait. But since hitting Act 3, the Incarnate is kinda meh. Ranger has quickly become the thing used over the other.

At first you were saying that Incarnate is no good once you leave Act 1. Now you say it's no good once you reach Act 3. Which one is it? I mean, I'm doing a first run Tactician Honour mode with it at level 15 so far and it's not really too bad.

At skill level 10 (just for the Colossal) it hasn't died that much without heals and even absorbs multiple hits. And the Totems still get their rounds in. I think the Summons actually do the most damage of my party and you get the occasional Knockdown bonus. My units rarely get CC'ed and often never loses either armor for any notable amount of time. I even had a couple of level 15 fights when I was 14.

I figured I'd keep using it until I start to feel it's weight, but even though it's now 5 levels below the enemies, it still seems pretty decent. At least with the other trees supporting it, it still gets it's shots in, particularly the Opportunity shots since you normally summon it next to an enemy.
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Date Posted: Dec 14, 2019 @ 5:45am
Posts: 26