Divinity: Original Sin 2

Divinity: Original Sin 2

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BloodySunday Sep 18, 2017 @ 9:27am
Inquisitor Build Question
So I am going warfare with Necro and Int based weapon (staff). So I am maxing int and cons but then I cam to the realization because staffs even in melee do elemental damage not physical it appears they are not getting the warfare physical damage bonus.

So if I am correct then its a little disappointing because re rolling a strength based inquisitor would be a little less effective and not as fun have in to prioritize 3 attributes. Is there an Int based weapon that can do physical damage? That would solve the issue I am seeing.

Thanks for a any info or thoughts here.
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Showing 1-14 of 14 comments
Dreadspectre Sep 18, 2017 @ 9:29am 
It states in the description that an "Inquisitor" is a mace wielding combatant. Not staff, mace.

That being said the builds are basically meaningless, they just give you the start skillset, outside of that nothing specific gear wise matters.

My inquisitor is using a 2H Sword right now because its the best weapon I have so far.

Also most spells state their damage is based off your Level and Int stat only, base weapon damage generally doesn't factor in no the element as far as I can tell. So put on a big ugly beating stick of choice so you hit hard in melee and keep your Int decent for spells.
Last edited by Dreadspectre; Sep 18, 2017 @ 9:30am
Climhazzard Sep 18, 2017 @ 9:32am 
I think it'd be ok if you just took enough skill points in Warfare to use the necessary skills for your build. You'd be losing like 15% dmg i guess, but the advantage would be that you could have a staff for each element and whip out whichever one the enemy has a weakness to. I haven't seen any intelligence based physical damage weapons yet.
BloodySunday Sep 18, 2017 @ 9:48am 
Thanks guys, I think Im gonna stick with the staff and do what clim suggests.
Belial Sep 18, 2017 @ 9:54am 
necromancy spells deal physical damage so you want physical weapon for it to be effective.
good news are that warfare actually buff necromantic spells damage (not that it actually matter though, they suck anyway). I woudnt recommend necromancy for any kind of build outside of maybe 1 point b/c decaying touch is great with hydrosophist

Anyway if you really want to build necromancer you have to keep in mind that it works VERY bad with any other elemental schools so your possible combinations are limited to this
1) Necro + Warfare vampiric melee + occasional debuff. Pretty straightforward. Good if you want some undead role-play, as hydro lacks general utility here (you can still splash it though, healing doesnt base itself off str)
2) Necro + Hydro - this is same as above just less focus on necro (3 points max) more on Hydro and warfare. This is more tanky build that serves as support healer/buffer with occasional combo ability to debuff and focus tough enemies with decay+heal
3) Necro + Polymorph - same as above as polymorph targets phys armor and based off str. Warfare is recommended too. More debuff-type than previous build.
4) Necro + summoning - a rather poor choice but summoning doesnt base itself on any stat and also you want to invest heavily in it. But still necro has a number of summons that benefit from high summon score. You can do some cool combos with bloating corpse.

Of course you can mix and match those schools any way you want, you can even go for all of them, but you can only have so much skills and AP. Basically what im saying you want to look at spells and abilities that target physical armor not magical. If you keep that in mind you can build some kind of necromancer.

Finally If you want to do melee-caster(inquisitor) go for any other school, preferably fire as it is the best damage dealing school anyway and also has some good self-buff (sparkling swings).

Anyway the game is still new and I might be wrong (I heard people deal insane single target damage with blood sucker, so blood rain+decay+bloodsucker+restoration could possibly mean some ridiculous damage) but so far necromancy looks super bad school to focus on heavily.
BloodySunday Sep 18, 2017 @ 10:08am 
Thanks lots of good info here. So If I want to go inquisitor Melee plus Necro and use a physical weapon would Int still be the focused stat here or would I need to go strength or both?
Cyberpangk Sep 18, 2017 @ 10:17am 
Necro+Geomancer for an Undead Inquisitor, but when facing surface-curse ability equipped foes it may be a really hard battle cuz they added 1 source point consuming on Bless.
BloodySunday Sep 18, 2017 @ 10:55am 
Yeah I am undead and was thinking Geomancer would be great with the poison.

The last thing I am trying to decide is on armor and weapon. I went Int and Cons. so far will this limit me in weaponry or armor? I was assuming this is a cloth build? Would it be possible to wear plate and use a 2h hammer or would I need more strength for that?
Belial Sep 18, 2017 @ 3:52pm 
you want to go STR on necro melee build. your spell damage will grow from warfare, but not int. you can split between int and str but its not worth it

dont use any elemental school (no GEO) or use it only for small utility (1 point max, can get it from rings) no matter how cool POISON NECRO etc sound it doesnt work due to armor mechanics. you need to focus on one type of armor and necro means PHYSICAL damage, GEO is MAGICAL damage, so you will have to penetrate both armors for it to work which is basically double effort
Mandalore108 Sep 18, 2017 @ 4:08pm 
Originally posted by Belial:
you want to go STR on necro melee build. your spell damage will grow from warfare, but not int. you can split between int and str but its not worth it

dont use any elemental school (no GEO) or use it only for small utility (1 point max, can get it from rings) no matter how cool POISON NECRO etc sound it doesnt work due to armor mechanics. you need to focus on one type of armor and necro means PHYSICAL damage, GEO is MAGICAL damage, so you will have to penetrate both armors for it to work which is basically double effort
I see some necro spells say receive bonus from intelligence. Should I put any points into intellect or just pump strength?
BloodySunday Sep 18, 2017 @ 4:09pm 
Originally posted by Belial:
you want to go STR on necro melee build. your spell damage will grow from warfare, but not int. you can split between int and str but its not worth it

dont use any elemental school (no GEO) or use it only for small utility (1 point max, can get it from rings) no matter how cool POISON NECRO etc sound it doesnt work due to armor mechanics. you need to focus on one type of armor and necro means PHYSICAL damage, GEO is MAGICAL damage, so you will have to penetrate both armors for it to work which is basically double effort

Thanks for the post, I am currently level 3 and have been splitting my attributes between Int and Con. Do think its too late to just dump rest into str and maybe a little more con to play this correctly? I would start over but Im playing with my brother and we only have nights per week to play together so I would prefer not too.
Belial Sep 18, 2017 @ 4:55pm 
Bloody: I dont think you need a lot of con if any since you will be healing a lot and also CON is kinda useless anyway. its not late since early game weapons dont even profit all that much from +5% that attributes grant, so just head for STR from there.

Mandalore: For melee guy necro is mostly utility, your melee is your main source of damage to penetrate armor, then you can work on applying necro debuffs. INT for necro spells is pretty much only damage buff, it doesnt affect anything else, but you will be using melee (STR) way more often per combat than INT based damage if only due to spell cooldowns. Healing and debuffs dont get affected by INT in no way, so there is little point to split. If you're looking to deal damage from INT you should go fire magic instead.
BloodySunday Sep 18, 2017 @ 5:04pm 
Originally posted by Belial:
Bloody: I dont think you need a lot of con if any since you will be healing a lot and also CON is kinda useless anyway. its not late since early game weapons dont even profit all that much from +5% that attributes grant, so just head for STR from there.

Mandalore: For melee guy necro is mostly utility, your melee is your main source of damage to penetrate armor, then you can work on applying necro debuffs. INT for necro spells is pretty much only damage buff, it doesnt affect anything else, but you will be using melee (STR) way more often per combat than INT based damage if only due to spell cooldowns. Healing and debuffs dont get affected by INT in no way, so there is little point to split. If you're looking to deal damage from INT you should go fire magic instead.

Much Appreciated ty!
TriksterHD Nov 15, 2017 @ 8:52am 
There are 2 mixed Necro / Geo spells, Corrosive Touch and Corrosive Spray, they both do physical damage so you could go into Geo for those on a Necro build, along with Fortify.
Silverborn Jan 1, 2018 @ 12:01pm 
People are overlooking one crucial stat for necromancers. Saying it is worthless is just BS.

A Inquisitor type build works, but in fases.

It is the most complex class to "make right" but it allows a support/dps caster to join a full physical damage team. This class is best as a "mage hunter" it's basically a

Baseline = Pick an Elf, give it the Talent Elemental Affinity. Necro makes for an amazing opening in fights. You Sacrifice, pump out the now 1AP Necro talents purely for damage. Which is 1,5x the damage of a regular 2AP attack. You collect the CC skills + a shield from Warfare (overpower in Act 3 as well) and once you reach Act 2 you start to slowly begin tapping your Hydro build as well. Close to the end of Act 2 you should have about 4-5 Necro, 5 Warfare and 5 Hydro. You only spec strength so you can wear the gear, EVERYTHING else goes into Intelligence.

You begin the game with dual wield, once you do less than 2/3rd of damage compared to your two-handed knight you stop investing into weapons and get a shield. Now this class becomes a

"Dark Paladin"

Late Act 2 your character should have a melee weapon and a shield. Sacrifice brings your Constitution down so make sure you have enough constitution. Your character is now the ultimate off-tank. Don't forget to take Provoke to retake aggro away from your knight. Once it is done, you heal back up and the knight automatically retakes aggro (because of stench).

It's basically your crowd control character. Damage is mostly single target (similar to a rogue) with insane water damage if needed. Elves give an insane edge to this build because you get 1AP for free + blood which channels this entire build.

Talents:
1)Elemental Affinity
2)Executioner
3)Stench
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Date Posted: Sep 18, 2017 @ 9:27am
Posts: 14