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DOS2 expects that you'll scale the damage you're dealing continually throughout your adventure to keep up with corresponding increase in power of higher level enemies. Because of this, you won't want to do something like splitting between strength and intelligence, because that'll mean you're just sub-par at two things instead of good at one thing. For your spellcasting, focus on stuff that doesn't care about your intelligence score, like armor-repairing spells, maybe some light summoning, and other utility.
So for your death knight you will want Hydro, necro, warfare and poly. Only points in hydro and necro to use the spells you want to use, then max poly so you can max your int and max warfare for your necro/sword skills/dmg.
For your party
Warrior/Rogue/Ranged all will help your necro side, killing things weak on phys armour. Also good for knockdown CC.
Geo is great for armour buffs and CC. Their earthquake does magic damage but it's knockdown is as said above on physical. So some tricky but good synergy there with your knight.
Pyro is not going to be that good here, only use it for dip for some buffs as you want to be freezing and if you do have a geo can make the battlefield trickier for your icespells.
Hydro would be great support for heals/mag armour and better field control and extra ice. I would def have both rain and blood rain on this guy and your main so you have huge control to make the field wet. Plus blood on the ground is needed for a powerful necro skill and it can be frozen with ice.
Air will add a lot of damage and cc when their is no ice, since you have a boosted party size, can have a separate member to focus on this (otherwise I would just make a hydro/air) but still dip them so they can at least cast rain but I would at least try blood rain on them also for even more blood set up for your MC.
Everyone is a blank sheet in DOS 2. As I mentioned, you have a lot of freedom for building in this game. The only real cost is buying spell books, which is not that much money and there is more then enough ways to make money in this game. With 1 character with high barter, just taking every white labelled thing, even candles, you will have more money then you can spend, throw in pick pocketing and it just is never a worry. The respec mirror is free so you can really shape your party to what works for you.
I see. I admit I have a problem with blank slates, as I can mess that up. But I suppose that's how I will learn. To try, error and repeat. I still have a lot to learn about the game (and I want to learn, as it looks fun). I might just start over and disable mods I installed so I can play first through vanilla and then probably expand with mods.
Most builds you only want to level their class enough to use the spells they want, you often scale the damage elsewhere. Also con is a wasted stat unless you need it to equip gear, as armour and magic armour are the most important thing.
Physical damage dealers gain the most from the warfare skill. So even archers or rogues want to max that. Same with the necro class as their skill do physical damage.
Magic casters scale from int, so that is why poly which gives you extra attribute points is how you scale them. Necro also scales with this, as they cast magic spells that do physical damage. Geo casts magic spells, that do magic damage but a lot of their cc checks vs physical armour.
After maxing the damage and enough points for skills then you want to do some dips (movement skills dip earlier for when needed, tactical retreat from ranger is amazing, phoenix dive from warfare is good)
Also I would recommend looking up class skills online, because there are some that you only get from hidden crafts which you can do asap, so def worth looking at those. Something like throw dust which is a geo/ranger skill that has a unique removal effect, so then your geo does the ranger dip for tactical retreat can easily use this skill also. It is a bit situational, but it is game changing in some situations.
A random tangent about a couple things I like and some synergy, not saying you have to do this but an example of how you can make a squad work together for tougher fights. Torturer on geo is amazing for worm tremor. Teleport/nether swap are amazing and can not have too much access to these (if you have increased party size, I would try all mages focusing on their school with a dip in air just for these 2 skills). Then if your geo moves after your movers, you can group up enemies with movement skills,
then worm tremor them in place. At any point any of your casters puts blood rain (as I mentioned in an earlier post) down on the spot they all get trapped. Your MC then uses grasping hands and nukes everything. Using skin graft and adrenaline, you MC can really blow their load for a turn also making all that set up destroy anything.
Battle Stomp also removes surfaces and clouds and is a level 1 warfare skill.
For an overview see Crafted Skills here:
https://divinityoriginalsin2.wiki.fextralife.com/Skill+Books
Interesting for your Death Knight could be Vampiric Hunger, granting you 50% lifesteal for 2 turns.
Earthquake which is knockdown is physical and a huge aoe. But to what I remember they have more cc that hits vs physical then magical so to me that is a lot of it. But semantics in the end. You mostly want to either root(mag) or knockdown(phys). You can bypass magic armour with a talent.
Yup, which is a cone that is connected to you while like in the name the other one you can throw. It was just an example of a skill, many other interesting options in there for op to discover.
Although I also found I never used vamp hunger much, the living armour talent does well enough without it, most times I rather do other things then use it. But diff styles might use it more but for my bruiser caster anyways I did not. Same thing with the dust spells, I never used them much but it is just example into the extra options. In this case I was using a companion as an example to be a geo, where they might not want to have a melee weapon so battle stomp won't be available, tac retreat is great so a dip to ranger makes sense where a dip to warrior does not as that character will be only doing magic damage. Another nice thing is ranger gives boosted damage to height advantage. So tac retreat into high ranged magic aoe is strong. Or even just to stay safe and be more a control mage as the reason I love tac ret is it gives a bonus ap the next turn, very nice.
Vamp hunger with Living Armour and Armour of Frost are nice early game, where your strength based characters don't have much magic armor and it fits the Arthas theme.
I guess later on you wont need the heal from Vamp hunger.