Divinity: Original Sin 2

Divinity: Original Sin 2

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Husyta Jan 11, 2023 @ 12:22pm
How to build fane?
I have no idea how should I build fane. I have Lohse mage (mostly aerotheurge), Seville 2 knives, red prince two handed weapon. And fane have have 2 staffs some earth and fire magic and I have a feeling that his the only one that’s doing nothing. I am still in beginning of the game act 1 ~ 10 hours in game so any advice would be appreciated.
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Showing 1-15 of 18 comments
Yojo0o Jan 11, 2023 @ 12:33pm 
If you've got two people dealing physical and one person dealing magical, your fourth character should also deal magical so that Lohse isn't alone in breaking through magical armor. You already have him as pyro/geo, why do you think he's not doing anything?
Husyta Jan 11, 2023 @ 12:35pm 
Originally posted by Yojo0o:
If you've got two people dealing physical and one person dealing magical, your fourth character should also deal magical so that Lohse isn't alone in breaking through magical armor. You already have him as pyro/geo, why do you think he's not doing anything?
Because his dealing definitely less damage than other members of the team
Yojo0o Jan 11, 2023 @ 12:40pm 
How have you distributed his stats so far? There's no reason why his fire/earth magic should deal less than Lohse's Aero. Can you perhaps share some screenshots of character sheets?
Husyta Jan 11, 2023 @ 12:45pm 
Originally posted by Yojo0o:
How have you distributed his stats so far? There's no reason why his fire/earth magic should deal less than Lohse's Aero. Can you perhaps share some screenshots of character sheets?
Geomancy 2 fire 4, other points in intelligence, maybe it’s because he hasn’t got good spells 🤔
canuck250 Jan 11, 2023 @ 12:45pm 
I am a huge Geo simp but it def works perfect here. Due to being undead you get a few extra bonus interactions with your poison spells as they will heal you.

I have been working on a geo/necro build that I think would work great for your team. (lots of extra ways, like 2 hunt is always nice)

10-geo
3-necro
2-hydro
10-poly You want to max int, this is why we do the 10 poly.
dump rest into warfare, phoenix dive is def wanted.

Talents are fairly flexible but torturer is worth at least early for just the worm tremor aoe entangle. Living armour is really good with your necro healing. I tend to want to be a tank so if you want to use a shield and sword (I do love this version) then def go LA. If you want to use a wand and shield, then it isn't as important.

This won't be the best for dps but you are tankier, have cc and do decent mix damage. Can help Lohse with the magic armour enemies but also help your phys dealers as well. Earthquake is a key skill, it does magic damage but the knockdown is blocked by physical armour. Necro skills do physical damage plus Sebille and Red Prince. This is why a sword and shield combo is nice, you can pick up battle stomp and bouncing shield. Then a bonus combo that I think would be amazing for fane is Defective Barrier, then casting acid spores on yourself. This reflects each cast so instead of 3 hits you get 6. Small aoe nuke. The combo takes 5 ap so takes extra effort if you want to do it all in 1 round.

I have tried all sorts of variations from this, as hunter has some interesting spells with geo plus tactical retreat is amazing. I have done more into pyro instead of necro, I just find that the damage wasn't as important as cc. Aero crits is huge, so I like to use rain/blood rain for extra liquid for aero casters to do their thing.
Last edited by canuck250; Jan 11, 2023 @ 12:52pm
canuck250 Jan 11, 2023 @ 12:49pm 
Originally posted by Yojo0o:
How have you distributed his stats so far? There's no reason why his fire/earth magic should deal less than Lohse's Aero. Can you perhaps share some screenshots of character sheets?

I am not surprised, aero can do very nice big single target damage, geo likes larger aoe with less damage but has cc. Fire also likes to do aoe damage with extra fire ticks after. So again not surprised an early aero will be putting up better numbers.
Husyta Jan 11, 2023 @ 12:57pm 
Originally posted by canuck250:
Originally posted by Yojo0o:
How have you distributed his stats so far? There's no reason why his fire/earth magic should deal less than Lohse's Aero. Can you perhaps share some screenshots of character sheets?

I am not surprised, aero can do very nice big single target damage, geo likes larger aoe with less damage but has cc. Fire also likes to do aoe damage with extra fire ticks after. So again not surprised an early aero will be putting up better numbers.
So for now I shouldn’t be very worried about it?
canuck250 Jan 11, 2023 @ 1:00pm 
Originally posted by Husyta:
Originally posted by canuck250:

I am not surprised, aero can do very nice big single target damage, geo likes larger aoe with less damage but has cc. Fire also likes to do aoe damage with extra fire ticks after. So again not surprised an early aero will be putting up better numbers.
So for now I shouldn’t be very worried about it?

If fane is providing CC or field control (surfaces) then def not. I would only "worry" if you are not able to get past the content. But to me that is part of the fun. Tryout builds, smashing them into walls until they can't break it. Back to the drawing board/merchants then back to wall smashing!
canuck250 Jan 11, 2023 @ 1:07pm 
One style I like is more into the Geo/necro/hydo support style. As said, aero does nice damage. So I really like the rain/blood rain with ice spells. Global cooling into ice breaker is nice aoe damage that sets up an aero to do the real damage. Ice is a real nice cc to have, if you put nails into your boots your team won't slip.
Spicy Camel Jan 11, 2023 @ 1:34pm 
Mixing pyro/geo and hydro/aero in the same group is tricky. You want burning for one and wet for another. There are ways around, like focusing on different targets, but for the sake of simplicity i'd rather go with 2 hydro/aero.

Stops being an issue late game, when your spells oneshot multiple targets instead.
jerome_lee Jan 13, 2023 @ 12:18pm 
Pyro/geo gets a lot of traction from torturer so Fane can do damage even without breaking the entire magic armor. Aero not really (unless dipping into necro for suffocate status affecting skills).
Spawnling Jan 13, 2023 @ 12:52pm 
If Lohse uses mostly Aero, could it be that she also uses Hydro?
I'm thinking of Rain, which makes enemies wet = -20% air and water resist, but +10% fire resist. Shocked and stunned both give - air resist, but + earth resist.

Do you have Torturer with Fane (huge early game damage boost for fire spells) and do you use elemental combos, which geo/pyro loves.

Combos that create a posion/oil surface, then a fireball/fire daggers to make the surface explode will deal a good amount of bonus damage.

If you take Scoundrel 1 with Fane and give him Adrenaline you can cast 3 spells on a single turn, triggering either 2 elemental explosions or 1 explosion + Spontaneous Combustion.

If you want some Pyro fun, you can use Elemental Affinity + Torturer e.g.:
Searing Daggers, shoot 1 dagger at your feet, now your Pyro spells cost 1 less
Use Combustion for nice damage, but it removes the targets burning status
Shoot a Fireball for more damage and to apply burning again.

Torturer (btw. it's a talent) also works well with geo and necro spells.

Edit:
I forgot Wands. Using 2 Wands can be really fun, but you should consider
1) Their element
2) Which wand is in your main-/off-hand
Depending on this you can pull off elemental combos or lower your damage output.

e.g.:
Water + Fire Wand: One makes the enemy wet, reducing fire damage by 10%
Water + Air: Increases damage of the second wand and can shock enemies with no magic armor
Last edited by Spawnling; Jan 13, 2023 @ 1:00pm
KlutzShrapnel Jan 21, 2023 @ 10:25am 
I'm running a "tank" build with him right now. Most points go into Warrior+Geomancer+HP in gear and stats with two handed weapons.

I armor myself up before I "teleport" into the enemy, taunt said enemy, throw poison on myself, scream like a mad man and use a "charge" ability to go back and save the squishes if they are focused. Maybe throw a sleep in a turn to give the enemy AND my team the 'ol razzel dazzel.

Granted, it is only my first play through.
Last edited by KlutzShrapnel; Jan 21, 2023 @ 10:25am
Chaoslink Jan 21, 2023 @ 12:43pm 
Originally posted by KlutzShrapnel:
I'm running a "tank" build with him right now. Most points go into Warrior+Geomancer+HP in gear and stats with two handed weapons.

I armor myself up before I "teleport" into the enemy, taunt said enemy, throw poison on myself, scream like a mad man and use a "charge" ability to go back and save the squishes if they are focused. Maybe throw a sleep in a turn to give the enemy AND my team the 'ol razzel dazzel.

Granted, it is only my first play through.
Hope you have the Living Armor talent in there. All that poison healing would keep your magic armor intact that way. Very good synergy there.
canuck250 Jan 21, 2023 @ 12:56pm 
Originally posted by Chaoslink:
Hope you have the Living Armor talent in there. All that poison healing would keep your magic armor intact that way. Very good synergy there.

Very good call, also if going warrior and geo, def can mix in some necro which would give more healing and thus more magic armour.
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Date Posted: Jan 11, 2023 @ 12:22pm
Posts: 18