Divinity: Original Sin 2

Divinity: Original Sin 2

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Muntis Jul 12, 2018 @ 12:30pm
Magic party combos.
Im starting a new game and im going to make my party magic only. I know a geomancer and pyrokinteic are vital, but what are some other powerful combos?
P.S Is it better to have one character who knows both pyro and geo or have 1 character who specializes in pyro and 1 character who specializes in geo.
Last edited by Muntis; Jul 12, 2018 @ 12:35pm
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Showing 1-3 of 3 comments
Recjawjind Jul 12, 2018 @ 12:51pm 
Im assuming youre talking a regular 4 people party without any lone wolf shenanigans. Geo and pyro synergize extremely well, and there are up and downsides to spreading them out to two charakters or having them both on one. In general, i would say you should put both on one charakter, since then, incase youre fighting enemies with 100+% fire resist, you only have one charakter thats practically useless exept for his buffs.
A summoner is vital, since summoning is incredebly versitile and powerful, that charakter can also be your tank and mule, since summoning doesnt care about your int stat, just like buffs and heals, so feel free to also give those to the summoner.
Hydro + Aero are also effective, being a more cc heavy version of the interaction between pyro and geo.
raubrey Jul 12, 2018 @ 12:58pm 
I don't like full specializations in magic other than Summoning (getting it to 10 asap).

I'd rather have some flexibility to avoid wasted turns or weapon-only use. So I skip a dedicated pyro, geo etc. and combine them.

It's hard to go wrong with Necro, too - I like to combine it with Hydro for its multipurpose healing/control use. Aero/Hydro is a good combo when it works. If you're focused on magic shield damage then it's fine. I usually opt for physical.

Most my magic users have shields so I add 1pt in warfare and Shield Throw has been immensly useful during cooldowns or when skills aren't all that useful until a shield is broken.

But unless playing on Tactician (or Lone Wolf), if you have a dedicated shield stripper -- I use rogue/poly- it's hard to go wrong on builds.

Some are just more efficient than others and with all the stat changing equip in the game and the free respec, it's probably better to test things out yourself.


Last edited by raubrey; Jul 12, 2018 @ 1:01pm
Chaoslink Jul 12, 2018 @ 1:11pm 
Aero/hydro is a powerful combination that is great for damage and CC. While Aero tends to lack a lot of damage skills early on and hydro generally costs more AP than other similar spells, this combination is incredibly powerful later game.

However, air magic relies in the “wet” status effect for boosted damage and faster CC, same for hydro magic. This makes it harder to use fire damage as well since fire removes the wet status effect. So without careful planning, the two types of mage generally hinder each other in the same group.

As for specializing, it’s kinda best to do both. Have a Pyro mage stack as much Pyro as possible, but still make sure they have just enough Geo for the spells so you can combo them and toss them out when your Pyro stuff is on cooldown. Then the other mage would get as much Geo as possible while keeping enough Pyro for the spells. Stack one high, but have both.

Also note, there tends to be more fire-immune enemies in the game than Air/water immune, with some being undead. This leaves your fire mages with only earth spells, which are often still resisted decently enough, and tend to explode, healing those enemies. It makes immunity fights a little rough on fire mages.
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Date Posted: Jul 12, 2018 @ 12:30pm
Posts: 3