Divinity: Original Sin 2

Divinity: Original Sin 2

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Chimp Dec 4, 2021 @ 5:54pm
Lone wolf tactician build
Sup dudes, i wanted to play my second run with a friend on tactician since it was too easy before, i played warfare/poly tank and it felt a bit boring, what build do you guys recommend? i wanted to play necromancer and aero if possible but don't know how viable it can be considering the game is much harder on tactician
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Showing 1-8 of 8 comments
Yojo0o Dec 4, 2021 @ 6:57pm 
Both Necro and Aero are two of the strongest builds in the game, certainly viable on tactician. Or do you mean combining the two? Because there's not much value in that, as that's splitting physical and elemental focus and spreading your skill points too thin.
Chaoslink Dec 4, 2021 @ 7:07pm 
Necromancers don't really come online until you get spells available around midgame. Viable, but early on you'll be in a weird spot. Most players go full Summoner and swap it out in act two since Summoner falls off later anyway. Otherwise, going a full mage of any element for lone wolf is both viable, and fun.
Chimp Dec 5, 2021 @ 9:50am 
Originally posted by Yojo0o:
Both Necro and Aero are two of the strongest builds in the game, certainly viable on tactician. Or do you mean combining the two? Because there's not much value in that, as that's splitting physical and elemental focus and spreading your skill points too thin.
i'd love to combine the two at some point, wanted to run something different from poly/warfare CC and i thought necro and aero could be fun, i ended up going geo/pyro and my friend is going hydro/aero but there isn't a cool synergy in fact water + fire is a bad combo.


Originally posted by Chaoslink:
Necromancers don't really come online until you get spells available around midgame. Viable, but early on you'll be in a weird spot. Most players go full Summoner and swap it out in act two since Summoner falls off later anyway. Otherwise, going a full mage of any element for lone wolf is both viable, and fun.
i was thinking the same thing, wanted to run necro because it seems fun with all the blood and stuff but the damage is physical, warfare + necro seems fun but then i'd be doing physical damage and my friend would be doing magic damage so thats a problem, also i would have to level up both INT and STR wouldn't i?
Chaoslink Dec 5, 2021 @ 10:49am 
Nope, you just go INT. Well, you’ll have a few points in strength so you can equip the weapon itself. The Warfare is only for damage scaling since Necro points don’t do anything to increase damage and Warfare is the single best skill for ALL physical damage builds, be it necromage, archer or whatever. Warfare gives the best boost. So a properly build Necro wants Warfare 10 more than anything, even if they’re just focusing on casting. You run a melee weapon to have access to battle stomp and other CC abilities, but the melee weapon itself is little more than a stat stick aside from that.

If you build a full necromancer, you want Warfare 10, Necro 5, Poly 5 and likely some scoundrel in there. Lone wolf obviously changes that a little as the 5s will be 6 instead with three doubled points. Once you have all that you focus scoundrel for crit damage and wits for crit chance and go full nuclear. Your friend would be best off focusing Aero since they can still get their elemental affinity by standing in electrified blood.
Last edited by Chaoslink; Dec 5, 2021 @ 10:49am
Chimp Dec 5, 2021 @ 6:26pm 
Originally posted by Chaoslink:
Nope, you just go INT. Well, you’ll have a few points in strength so you can equip the weapon itself. The Warfare is only for damage scaling since Necro points don’t do anything to increase damage and Warfare is the single best skill for ALL physical damage builds, be it necromage, archer or whatever. Warfare gives the best boost. So a properly build Necro wants Warfare 10 more than anything, even if they’re just focusing on casting. You run a melee weapon to have access to battle stomp and other CC abilities, but the melee weapon itself is little more than a stat stick aside from that.

If you build a full necromancer, you want Warfare 10, Necro 5, Poly 5 and likely some scoundrel in there. Lone wolf obviously changes that a little as the 5s will be 6 instead with three doubled points. Once you have all that you focus scoundrel for crit damage and wits for crit chance and go full nuclear. Your friend would be best off focusing Aero since they can still get their elemental affinity by standing in electrified blood.
Thanks for the great answer, do you think it's possible to play a necromancer with some sort of magic? Also if i end up playing necro, would it still be viable if my friend is running aero+hydro?
Chaoslink Dec 5, 2021 @ 6:47pm 
You don't have to focus the same damage type, you would just focus different targets. You deal physical so you focus the enemies with low physical armor while your ally focuses enemies with low magic armor.

You'll likely have a point in Hydro for Blood Rain, so you can also have Rain on hand to apply wet to enemies for your ally. When you apply decay to an enemy, your ally could cast heals on them (with their higher Hydro for scaling) to deal physical damage (note that Warfare increases healing *damage* when being used offensively). There's synergy there. More than you'd think given your different focus, you just have to experiment with status effects and some of the more obscure spells.

Like I said as well, if your ally needs to focus Aero magic, electrified blood will still provide elemental affinity for Air magic while the blood still provides elemental affinity for Necro magic. Important to remember that since the water and blood will be competing with one another for space on the map.
Last edited by Chaoslink; Dec 5, 2021 @ 6:49pm
Schrader Dec 6, 2021 @ 9:32pm 
Necro and Aero is not viable because you split your damage two ways. Download the Divinity Unleashed mod and it will be though.
Thoughts101 Dec 16, 2021 @ 9:11am 
Necro/summoner (elf for sacrifice spell in combination with elemental affinity).

-Max intelligence (all the way first!), then wits, few pts in constitution to hold shield.

-2pts in aero for evasive and teleport and swap spell. Helps with positioning for using corpse explosion spell n blood storm.

-2 in pyro for corpse explosion,

-5 in poly for apotheosis and invisibility cloak,

-Max summoner! Summon incarnate in blood and give him both physical and magic buff - this will make him a ranged powerhouse early and mid game.

-max warfare!! Absolut must.

-4 points in necro for blood storm n grasp and all your other spells.

-Make sure you craft blood rain.

- Take executioner, elemental affinity, savage sortilege, hothead.

-Later on: drop shield and pick up 2handed that increase spell crits. (ie Lohar's hammer or scythe). Invest in 2H for crits. You won't actually hit with it, its just for boosting your spell ability from crits. 40 wits+scythe+hothead will make you critically strike every spell.

-Later on: some players recommend dropping summoning for warfare n 2H. I personally chose to keep it for the extra meat.

-Keep gear that boosts 1.int 2.warfare. 3. Wits or scoundrel. Even if it has lower magic n phys armor ratings. Damage boosts are more important that armor!!!

-use gift bag feature to talk to animals, get source immediately when resting, increase max ap, and get mirror, and be able to boost your necro spider as well.

This way your necro becomes unstoppable. I'm using it with a second companion (archer) and tactician is extremely easy.
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Date Posted: Dec 4, 2021 @ 5:54pm
Posts: 8