Divinity: Original Sin 2

Divinity: Original Sin 2

DOS2 - Divine War
Kalavinka  [developer] Apr 28, 2019 @ 5:07pm
Builds
Tell us about your incredible, silly character builds: or better yet, show them!

This is also a great place to ask for advice and discuss builds.
< >
Showing 1-15 of 21 comments
Raenac Apr 29, 2019 @ 10:08am 
Currently running a 4 party WoW class clone group. Since armor is gone running a mixed physical and magical damage group feels pretty good so far.

Ifan - Death Knight: My tank with the Braveheart talent, and my 3 other characters with Stench eventually. He's wielding a two-handed sword with as much lifesteal as I can get. The Death Claw spell solidified my decision to make him a Death Knight for sure as it's pretty much the D:OS version of Death Grip from WoW.

Beast - Rogue: A Dwarf Rogue always seemed humorous to me, but Beast does a damn good job of it. Not having armor in the way has really made using all the Scoundrel skills feel better. Spells like Chloroform that got resisted by Magic Armor work perfectly well in the toolkit of a physical damage dealer. I'm working him towards the lvl 6 Scoundrel talent as quickly as possible because that resistance reduction will be amazing. Especially if he can ping-pong around the battlefield maintaining the stacks on enemies.

Lohse - Arcane Mage: I'm playing Lohse as an Arcane Mage and picking the spells that are visually most similar to Arcane spells from WoW. So far that means she's kitted out with Aerotheurge spells, and a few from Odinblade's Necromancy overhaul. Chicken Claw and Witches Brew polymorphing baddies really solidifies the Mage feel to me.

Sebille - Druid: Sebille is currently being built as a sort of Resto Druid / Shaman type class. She's definitely my healer with 5 healing spells and both Fortify and Armor of Frost.

So far I'm still in Fort Joy on Tactician mode, and things are going smoothly. It's a little more difficult without the armor on my characters splitting the incoming damage up, and with me intentionally not going for the Damage is King meta. But I'm definitely enjoying the game way more with this mod than I was yesterday without it.
Kalavinka  [developer] Apr 29, 2019 @ 11:57am 
Thanks for sharing! I love the themes you've gone for with your characters. Your Rogue is pretty creative - I hadn't actually thought of zipping around the battlefield to keep up those debuffs on everyone for your party. It's a creative and smart idea!

I'm super glad to hear you're enjoying the game more.
Last edited by Kalavinka; Apr 29, 2019 @ 11:57am
eriksatiefan Apr 30, 2019 @ 4:46am 
Loaded this mod into my existing Act 2 LW Tactician game.

Fane - Umbra, Rogue, Geomancer?: When I loaded into this save, both of my characters had way more memory slots so I figured why not and gave Fane a bunch of Odins new poison Geomancer skills. Bit of a wonky character so far, Having the Scoundrel mastery and Exposed/Peril debuffs from Odin's Umbra skills is definitely going to be OP in the later stages. Stance switching on Umbra now feels less challenging taking away a good chunk of the classes purpose BUT it's encouraging me to find new ways to enjoy it. I still think this class holds it own with this mod installed.

Sebille - Necromancer Summoner: Classic Necro Summoner. Odin's new Necro skills are a real treat to play with although some skills (Arcane Volley) have lost effectiveness as they now just deal Hex damage. There's currently an interesting interaction with Odin's Shallow Grave skill and this mods new Wisdom attribute where the buff lasts for 6 turns (at 22 wisdom) This means I can pop it at the start of a fight and raise SO MANY Totemic Zombies. It's incredible. Definitely broken. Definitely a lot of fun. Using the reset cooldown ability to instantly get two Unearthed Corpses and make use of the Summoning Mastery from turn 1 is great too.
Ran a solo LW build up through most of act 1 on tactician before quitting bc perserverence wasn't preventing cc/wasn't restoring as much as it should,


Beast/Dwarf for the extra dodge and vitality,
Lone wolf, Parry master, Blackhearted
Ignore abilities you don't need them, you don't even do the majority of your damage on your turn
Stack evasion and lifesteal

Burn down casters first because frozen or stunned will make you super vunerable. otherwise just walk infront of enemies to trigger AoPs, dodge and counter attack.

It's super dumb, super effective and highly dependent on preventing CC and having enough HP to act as a buffer for when you do get CCd

Very easy to have 95% dodge chance but beware of debuffs like oil and shocked which each give -30% dodge.
Kalavinka  [developer] May 1, 2019 @ 2:09am 
Nice build!

Bel, Perseverance only restores up to your max Willpower. What was your Resolve and how much Willpower was getting restored?
My resolve was 21 and it was only restoring to 2 :(
Kalavinka  [developer] May 1, 2019 @ 3:32am 
Originally posted by Belnalanorei:
My resolve was 21 and it was only restoring to 2 :(

Ahhh. Artefacts of old code where Willpower was dictated by character level.

Thanks for the heads up. I can fix that tonight.
Sea Moon May 1, 2019 @ 8:01am 
Originally posted by Kalavinka:
Tell us about your incredible, silly character builds: or better yet, show them!

This is also a great place to ask for advice and discuss builds.

Hello I had a question for anyone who has use this mod how do the combat work/scale with other classes mods such as halaene's classes?
Kalavinka  [developer] May 1, 2019 @ 8:23am 
Hi there! What do you mean scale? All of your damage scales with Strength now, no matter the class.
ChipBit May 1, 2019 @ 11:41am 
i was trying out a build similar to @Belnalanorei only instead of dodge i was testing to see if retribution now proced life steal. it in fact dose not, most likely to the hard code larian studios put in to have it not proc on old necro passive. i guess my days of trying to be rammus with a thornmail and deaths dance in league is over unless that could be changed somehow.

thought it would be interesting to play basically what was a vampiric wall of thorns
Raenac May 1, 2019 @ 12:15pm 
Ruptured Tendons + Death Claw + high Knockback = bloody dreams. I'm enjoying destroying enemies with bleed damage!
Kalavinka  [developer] May 1, 2019 @ 12:18pm 
I'm so glad you found that combo, ahahaha! I knew about Knockback and Ruptured but didn't even consider Death Claw. Very creative.
miiike_x May 2, 2019 @ 3:30am 
4 man party, Ifan, Red Prince, Lohse, and Sebille

Ifan ice mage, who just makes sure everything gets frozen, with far out man and the perk where you stand in stuff to get less AP for skills

Lohse is the rogue character 2 daggers, also kinda does CC stuff and puts debuffs, ruptured tendons chicken etc... With stench, so she can get the extra damage of with oppertunist,

Sebille, The Summoner / ranger, Currently still testing witch element works best also for debuffs and type of summons, Currently testing geomancer, to root and slow stuff down mostly with Glass Cannon and stench

Red Prince The Healer/Buffer Stench Far out man

The team is very solid sofar, using a mod Wich turns random enemys In to champions Wich are harder to kill motre abilities different stats etc.., also sometimes spawns extra units, but the pay of is more loot, this makes every fight alot more interesting playing on tactician, Act 1
Last edited by miiike_x; May 2, 2019 @ 3:31am
ChipBit May 10, 2019 @ 4:39pm 
https://fextralife.com/divinity-original-sin-2-builds-druid/

to run this properly your going to have to change stat allocation.

Strength (all damagy types booster): max this as it replaces INT from base game in regaurds to spell damage.

Finesse(range booster and move speed): optional as it only boosts range and movement as far as im aware

Resolve (anti cc and self-regen/turn): also optional depending on how tanky you want you and your minions

Constitution (max hp): points in here is always good but dont stress it.

Intelect (memory of old packaged with a skill reset): boosts this around act 2 as mnemonic gives 4 points just for taking the talent. only put in the points you need for skills.

Wisdom (the stat to break the game, aka buff time up and healing up): optional third primary stat as it boosts buff times you place on others as well as healing you do.

for skill trees go for summoning max first obviously for those buffed incarnates if your really wanting them early or just enough in act 1/2 to use the ones you want. then branch into what elemental lines you want for your incarnates and buffs.

Talent i'll list some ones you may want to look at with the mod and you pick what you find best suits you.

Academic: more ap after using 2 skills from the same skill tree is nice.

Duck Duck Goose: no AOO when moving past enemies is nice when you get surrounded for no good reason.

Egalitarian: if you like prebuffing this spreads the love around. could be a nice choice.

Stench: less likely to be attacked in melee is nice for a support.
Dystariel May 15, 2019 @ 2:18am 
Lohse - Riposte spellblade.

- Get a couple points into aero
- Pump up resets
- Get parry master
- Run uncanny evasion
- Use a cleave weapon or dual daggers.
- Willpower

That's the core build. Add to that:

- Some teleport (netherswap, scoundrel stuff, phoenix)
- Anything that empowers basic attacks. I use odinblade overhauls so there's some of that.
- Get warfare 6 and some lifesteal.
- Go into evasion later on to reduce dependency on resets.

The end result: You can just jump into the fray of almost any fight, apply buffs and watch enemies murdering themselves.
< >
Showing 1-15 of 21 comments
Per page: 1530 50