Divinity: Original Sin 2

Divinity: Original Sin 2

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Azgardis Mar 26, 2022 @ 11:41pm
Aero+Geo on single character
Has anyone tried Aero+Geo on single character? Think also about add some necro here for mixed damage team.

It is not very much synergy here, but from hydro aero need only rain - it can be easily taken with 1 point or scroll. Also u will never meet completely immune or high resistant for all youre magic enemies. Both geo and aero are very damaging schools by themselves. Necro and geo have pretty nice synergy with knockback effect in mixed damage team.

Other party memebers are rogue/war+archer and another one mage - which one will be better here? Pyro/geo?

What do u think?
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Chaoslink Mar 27, 2022 @ 7:52am 
Hard to say exactly as you’re not really clear on what your other characters are doing.

Rogue/war doesn’t exactly make a clear concept, and there’s archer builds that deal magic damage, so it might be relevant to know more there. You also mention another mage, but say nothing about them. Unless that mage is the one in question here and you u have a rogue, warrior and archer as your team instead, in which case you don’t have a team setup to mix in magic as it’ll split you 3/1 instead of 2/2.
Chaoslink Mar 27, 2022 @ 7:59am 
The only issue you’ll face using Geo with Aero is the poison and oil will override the water you’ll be electrocuting. This will prevent you from getting an extra shock on enemies standing in it and make it harder to get stuns out.

Taking Necro for utility is okay, but don’t think about using Necro for damage too much unless you’re willing to go all in. Necro scales off Warfare for damage, which is too much of a point investment for your mage in this case. Geo/Necro is a viable duo though as there’s some Geo effects that benefit from Warfare later on (at least one anyway) and it combos well with some Necro stuff.
Azgardis Mar 27, 2022 @ 11:29am 
Ty for your answers.
I think about party: 2 mages + 2 physical.
Mage part - aero+geo and idk, maybe pyro/geo to complement it?
Physical - rogue and archer. I know that warrior is better, than rogue, but rogue much more interesting and have good magic damage backup for mages. Archer - standart physical dps with sometimes magic arrows if necessary.
Chaoslink Mar 27, 2022 @ 12:34pm 
Warrior better than rogue? Very debatable. I don’t use STR builds much myself as I find Finesse builds to be superior. Strength counterparts might have a bit more damage, but there’s enough benefits to Finesse to outweigh the slightly lower damage typically.

Aero/Geo works well enough as I mentioned. What to pair with it though? Hmm… more Aero can’t hurt. It really comes down to which aspect of the Aero/Geo character you want to take dominance. If you want the Aero just for stuns, then pick up Pyro for the other and focus more on just raw damage. If you want to have better battlefield control, have the other take a more Hydro/Aero focus and aid the Aero half more. The other option is making the second mage Hydro/Pyro. Basically you focus Hydro/Aero or Geo/Pyro in any given fight so your elements always work together. You have less spells individually, but there’s less clash with your elements.

Alternatively, you can just play two Aero/Geo builds. Technically speaking, mages tend to work best with other mages when they’re using the same spells. A bit repetitive, but you can keep some separation by having one mage stack Aero and the other stack Geo so, while they’re using the same elements, they’re more effective with the opposite ones. Note, just about any Geo based build gets a lot of value from having an undead in the party, whether the character is the undead or someone else is, doesn’t matter as much. Being able to friendlyfire your undead for healing with poison is always good.
I only play with vanilla + mod anymore (really makes hybrids good and balances the game well stats wise) but the only true synergy I see in geo/aero is defensive. Fortification, stuns, knockdowns and lockdowns (entangle from the geo earthworms spell) Not a bad mix esp. in vanilla + mod since it limits you from chain CC'ing with one type of stun.

I make concept characters to roleplay a bit on tactician with duo lone wolf, I would run that as a "monk" (Raiden from Mortal Kombat!) and give it a staff and some warfare for whirlwind. Big magic damage, great up close defense, fortify, mend, armor spikes, blind, evade, teleports, phoenix dive and the ground stomp and charge knockdown. Good melee and great range. You're doing high magic based skills so your int and robe wearing gives you a lot of magic armor, you pump the earth to keep your physical armor high. With vanilla + mod you can also stack a bit of finesse for dodging and mobility and do leather armor instead.

You could run it as Raiden, emphasize the lightning, and have the earth as utility, or run it as "7 Deadly Venoms" monk and emphasize the poison/earth, and have the air as utility especially as an undead (which would add another layer of defense synergy from poison healing.) I kind of think about the pacing and which stat I want to boost to 10 first also.

Something like shooting for 2 earth, 2 air, 2 warfare as an undead. Then move up to 10 earth, 2 air, 2 war, and then start pumping warfare and later polymorph for additional stats and the metal armor and earth skills out of poly. 2 shocks from aero will give you a stun for more utility there without water involved. Lock them down and soften them up at range with earth/oil/entangle, leap in and start whirlwind knockdowns, poison fields kind of style.
Last edited by Goblin King Jareth; Mar 28, 2022 @ 5:53am
Originally posted by Azgardis:
Ty for your answers.
I think about party: 2 mages + 2 physical.

Mage part - aero+geo and idk, maybe pyro/geo to complement it?
Physical - rogue and archer. I know that warrior is better, than rogue, but rogue much more interesting and have good magic damage backup for mages. Archer - standart physical dps with sometimes magic arrows if necessary.

Standard 4 party pyro/geo, aero/hydro (or remove pyro or aero and subtitute in summoning)

(I'd lean heavily to removing the aero to replace with summons for a backline 4man mage, because you tend to need hydro for the healing, it's damage is no slouch since it has 3 solid 13m with freeze. The aero tends to backfire due to water fields all over your characters and the aero utility is questionable in a general sense unless you build specifically to take advantage of it i.e. battlemage who will be in melee with multiple evades, air bubbles a melee touch spell etc)

Huntsman/warfare, huntsman/geo/hydro, huntsman summon, huntsman necro all work (because archery is just one of the dps with the most tactical value)

Warfare/geo or war/scoundrel work well in 4 mans. Warfare/necro is solid, and warfare/necro/poly can be a god.

Really you can make anything work beyond spreading too thin. Especially if you keep all options to play the surface and getting around resistances games in the party. If I am running regular mages I'd keep the elemental combos on the same character. (Because you want the combo to go off without worrying about timing rounds and missing initiative in between) You can also do things early on like skip pyro and go heavy earth and just keep a fire wand for example to combo with. Dual wanding is crazy good on mages to run their own combos.
Last edited by Goblin King Jareth; Mar 28, 2022 @ 6:10am
Chaoslink Mar 28, 2022 @ 8:42am 
Originally posted by Goblin King Jareth:
Originally posted by Azgardis:
Ty for your answers.
I think about party: 2 mages + 2 physical.

Mage part - aero+geo and idk, maybe pyro/geo to complement it?
Physical - rogue and archer. I know that warrior is better, than rogue, but rogue much more interesting and have good magic damage backup for mages. Archer - standart physical dps with sometimes magic arrows if necessary.

Standard 4 party pyro/geo, aero/hydro (or remove pyro or aero and subtitute in summoning)

(I'd lean heavily to removing the aero to replace with summons for a backline 4man mage, because you tend to need hydro for the healing, it's damage is no slouch since it has 3 solid 13m with freeze. The aero tends to backfire due to water fields all over your characters and the aero utility is questionable in a general sense unless you build specifically to take advantage of it i.e. battlemage who will be in melee with multiple evades, air bubbles a melee touch spell etc)

Huntsman/warfare, huntsman/geo/hydro, huntsman summon, huntsman necro all work (because archery is just one of the dps with the most tactical value)

Warfare/geo or war/scoundrel work well in 4 mans. Warfare/necro is solid, and warfare/necro/poly can be a god.

Really you can make anything work beyond spreading too thin. Especially if you keep all options to play the surface and getting around resistances games in the party. If I am running regular mages I'd keep the elemental combos on the same character. (Because you want the combo to go off without worrying about timing rounds and missing initiative in between) You can also do things early on like skip pyro and go heavy earth and just keep a fire wand for example to combo with. Dual wanding is crazy good on mages to run their own combos.
Forgive me if what I’m about to say sounds any bit condescending or anything like that, I’m not intending it that way, but…

If I had to guess, you’re a player who’s completed maybe two or three runs perhaps? Not really a new player, but you’re not at that experienced veteran stage either. I say that because, while you’re on the right track for offering good advice, you still have a lot of newer player concepts in there that aren’t really as good as you’re making them out to be.

For instance, you offer that trading Aero for Hydro is a solid pick because Hydro has more solid damage and the healing is a plus. If you just mean magic armor restoring, that’s fine, but HP healing is typically not worth the AP. The damage Hydro offers falls into a similar issue, there’s only a few spells worth using for damage as many of them are pretty low damage for their AP cost as most Hydro spells have 1AP higher costs to cast than the similar counterparts from other skills.

While it’s true that Aero has some issues with utility, the dodge effects are pretty much all you need unless you’re looking for more sources of shock. The idea that electrifying water is a negative just shows a lack of experience as having the entire battlefield covered in electrified water is typically a good thing. You shouldn’t be taking much damage from it yourself as you should never be using AP to walk in combat in the first place (save the free AP from The Pawn).

As for the builds you listed for all the Huntsman setups, it again starts to come down to specifics. Huntsman/Warfare is a given for ALL archer builds. You should never have more than 3 huntsman points really, Warfare is the same thing without the high ground limitation. Geo serves the build alright, but you typically want Scoundrel with it for the Venom Coating spell, since oil and poison aren’t going to do you much without INT scaling and that’s a bad idea. Necro is always an alright thing to take a few points of, but archers shouldn’t need it as much as melee would. Don’t get me started on Huntsman/Summoning. I’d purge that idea from your mind if I were you. A proper summoner has all of three skill points available to invest only after hitting level 18. Otherwise, they’re all taken. Huntsman benefits in no way from summoning and it makes the character incredibly AP inefficient. Do not use this unless you’re doing it for RP/flavor. It is not an effective build compared to dedicated versions of these two skills.

Anything can work, but you always want to ask yourself whenever you’re using any attack or spell, “how many of my skill or attribute investments are not affecting this attack”. If it’s more than just a few, you should reconsider those point investments. This is why you never use more than one of the three damage attributes.
Mosey Mar 29, 2022 @ 10:25am 
Aero/Geo can work, just like anything else, but frankly the synergy isn't great.

Oil doesn't conduct electricity and it overwrites any water surfaces you put out, which is a pretty big negative for me.

If I do aero/geo, I'm only dipping into aero for the utility spells (teleport / nether swap) so I can easily reposition enemies into AoE killzones. The more enemies you can hit with worms the better, after all.
Spawnling Mar 29, 2022 @ 6:43pm 
Originally posted by Azgardis:
Has anyone tried Aero+Geo on single character? Think also about add some necro here for mixed damage team.

It is not very much synergy here, but from hydro aero need only rain - it can be easily taken with 1 point or scroll. Also u will never meet completely immune or high resistant for all youre magic enemies. Both geo and aero are very damaging schools by themselves. Necro and geo have pretty nice synergy with knockback effect in mixed damage team.

Other party memebers are rogue/war+archer and another one mage - which one will be better here? Pyro/geo?

What do u think?
I wouldn't start with a aero+geo mage as air spells are rather expensive if you don't have the right skills and setup for it.
On the other hand, go for it and take notes on why it's not that great during act 1. You'll improve by doing so and by act 2 you can make it work. (Teleport is one of the best spells and will save you even if you have a terrible build, so don't worry about it)
As mentioned above Necromancy requires you to invest heavily into warfare (8-10 by act 2) which wont allow you to use aero and geo due to a lack of skill points.
If you have troubles give your rogue aero 2 and teleport, nether swap and the evasion spell. This should allow you to manipulate the battlefield well enough to get the advantage during most fights.
Originally posted by Chaoslink:
Forgive me

Nah you're fine, I just saw it looked like no one might reply at all and dashed that reply off fast and with sloppy wording as it seemed more than he started with. Regarding my weird looking choices, my opinions are heavily colored by the fact I exclusively play lone wolf duos on tactician and not 4 man parties. So geo and hydro are worth a lot to me for example as I'm not first turn alpha striking them to death often with 4 characters worth of moves, meaning summons, CC, and defense come into play hard, freezes, ice field knockdowns, and oil to remove their ap when they move on the same packages I can tank hits with via the armor spells.

Hydro: yes I certainly do mean "healing" in forms of "healing the HP" that matter more: blue magic armor bar.
Huntsman: You're right as rain, when I think of a "huntsman" character I really think of Hunt 2 and 10 warfare and maybe a bit of necro and utility spells. (Love earth for throw dirt which is just ranger RP to death to me) Lone wolves can do 10 summoning and some variant of that by much earlier ofc if I need to put the summon on the character that is already also doing ranged and high ground bonuses.

That's all for vanilla also, so my advice is colored again as I'm really into vanilla + mod lately which changes the single stat stacking paradigm up a lot in good ways with a big stat rework, also cuts you off from cheese like CC chains and a teleport every round by making every tp cooldown 6.
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Date Posted: Mar 26, 2022 @ 11:41pm
Posts: 10