Divinity: Original Sin 2 classes. Edit Classic editor History Talk (0). The FANDOM App. Take your favorite fandoms with you and never miss a beat.
Hello,Happy New Year everyone. I've had this game for awhile, but have waited for a friend to get it because the 1st one we put 88 hours into it and I think it's hands down my favorite COOP game. So I didn't want to spoil any of it. I did play until the first town, skipping the story and just seeing what the game feels like now. It was just a quick test run.The previous game I was an archer (added charm down later) and he was a rogue. He died a lot as a rogue, often being the only one dead after battle. But by the end of the game he was super strong.
My archer was pretty clutch in a lot of situations.This time I want to do lone wolf together. He wants to make a rogue again, we only got to making our characters so far. He picked a shadowblade undead, I think because of invisible and sounding good for a rogue obviously.I made a Ranger as the already named guy (I forget his name Izz something, he summons wolf).
I was planning on doing summoning and took the bread and butter summon spell. After doing some brief research it doesn't seem like a Ranger/Summoner is that good. And I'm not sure I want to even play 88 hours as a ranger again (even though I loved it).What builds have you guys done that you found the most fun (for a duel lone wolf run)?
The necro/summer looked like it could be fun. I just want to try something new. I know that you can basically make any build work, but I want to have more of a set path than winging it this time.If my friend is a rogue, do you think it would be better to have, say myself as a lone wolf and him not choosing it so we have at least one more guy? Perhaps a tanky guy?
I feel we both would be to squishy, but the increase from lone wolf makes me think it works out.I'm not really interested in a tank for my guy. Or a warrior. I'd love using a hybrid type build.Thanks guys! For a warrior-healer Paladin type, Hydrosophist is a good pairing. With Warfare and Hydrosophist, you can focus on equipping physical armor, and use water spells to buff your magic armor when needed. You'll also be able to heal vitality, and freeze enemies for crowd control.
The abilities Cleanse Wounds and Mass Cleanse Wounds, which restore vitality and remove many negative statuses, require points in both Warfare and Hydrosophist. If you want to avoid splitting your attribute points between Strength and Intelligence, use a water staff.this I stolen from PC gamer. Lone Wolf only works when you have one or two people in the group. The benefits disable themselves if your friend would recruit another person.Summons tend to taper off later in the game since there's fewer vectors for them to scale, literally just hoping you find higher level gear with +Summoning on it, but they still make useful distractions and soak up attacks that would otherwise hit your party members. Lone Wolf makes them pretty absurd with the Summoning investment cap being 20 with the talent, though.I personally find 2H Finesse Warfare using a spear to be pretty fun even if it is easier and more straightforward to just play a Strength character with a similar build. The versatility of being able to use a bow/crossbow in a pinch and the extra reach in melee combat is really appealing to me. Originally posted by:I personally find 2H Finesse Warfare using a spear to be pretty fun even if it is easier and more straightforward to just play a Strength character with a similar build.
The versatility of being able to use a bow/crossbow in a pinch and the extra reach in melee combat is really appealing to me.Yeah, I'm not really interested in a Summoner anymore. To many people have said late game it falls off. But early game it's really good. I was suggested to rush it to level 10 right away as I made my Ranger/Summoner. Hearing that the ranger is rather weak, unless he is pure ranger, and playing him during 1's campaign already, makes me want to switch it up. And then you add in the fact that Summoner dies out late game and it just doesn't seem like it will be as fun as I thought. Early game does sound like it would be interesting.I'm kind of interested in hearing more about your Finesse Warfare guy?
I like the concept of being able to use a ranged weapon as well. Although, like you said it's not exactly a complicated build. I just don't want to be auto-attacking things for 80 hours haha. Playing as a Madora doesn't require much thought really.
But the finesse over strength seems interesting. Do you take archery skills as a secondary?Necro/Tanker also sounds appealing. I want them all! I'm going to check on youtube and see what people are saying. And then i'll probably give them a quick trial and see how it goes. I've never done lone wolf before, so I'm not exactly sure what to expect.
I feel it can go ether way. Where we get this giant boost in stats and steam roll everything or we find it very difficult and would of rather done no lone wolf.
And also the fact that we lose out on playing 2 more additional classes (possibly 4).Does anyone recommend a specific build for my friends Rogue? Is the Shadowblade a decent pick? I know the starting invisible is what helped him decide.
The undead thing has me worried, but I was going to shoot him with poison arrows I figured, until my recent change of build.I just ultimately want to do a fun hybrid, using newer skills of the game. But it's a bt difficult because I don't know if (him being a Rogue) me picking someone else squishy is just going to be to difficult. And I don't want to sink a bunch of hours only to find out the hard way.
I think will be aiming for the 2nd to last difficulty, as I'm not confident in tactician (yet).Any other builds, links, or advice would be appreciated.My friend has been very busy with work. I've been wanting to play this so bad and not spoil things, which has put me in a position to at least try out some builds and see what's fun, while I patiently wait.Thanks everyone, happy new year! It's pretty much a straight Warfare build with dips here and there for the useful utility spells from other trees. So, a point in Scoundrel for Adrenaline and Chloroform, a point or two in Pyro for Haste, Peace of Mind and maybe Sparking Swings and Master of Sparks, a point in Hydro for the useful stuff there, 2 points Poly for wings, etc.Basically just having a little something to do for every situation even if it's just to throw out a buff or cleanse a status. And if it's too dangerous for the spear, hang back and shoot arrows at people since Warfare improves all physical damage. Shadowblade is ♥♥♥♥ing fun on Lone Wolf.
You can basically cheese the game for particuarly hard fights using Chameleon Cloak. Pumping points mostly into Scoundrel and Warfare and focusing on Finesse allows you to deal massive criticals as long as you position yourself right.Put a point (2 with Lone Wolf) into Aerothurge to be able to teleport your enemies into position with teleport and netherswap. Put one point (2 with Lone Wolf) into Huntsman, or just find some gear and you can have 3 teleports, 4 if you count the backstab teleport skill, 5 if you count Blitz, It makes fights all about playing aggressive and you'll quickly find yourself ♥♥♥♥ed if you get yourself in over your head. It's a ton of fun and makes dos2 a real tactical game.I largely unchained my companion and solo'd most content playing this build. If I got into a bind I'd have my companion use a teleport pyramid and back me up. I made my compaion a Warfare Pyro, so he was similarly all about damage, able to deal with magic armor and physical, although admittedly, he was much less fun to play with and felt like a half ♥♥♥♥♥ mage at endgame.
It might have been nice to make him a tank now that I think of it.
Death KnightUse and Skills to overwhelm your enemies while you heal yourself through damage. I made a build that looks like a cross between Sparksummoner and Duelist. Before you judge, check it out: Battlemaster: Beast High Strength and Wits, then Con and Memory as needed. Skills: Dual Weild 4, Aero 2, Huntsman 2, Scoundrel 1, Poly 2 then the rest into Warfare and Pyro.
Opportunist, Parry Master, Savage Sort, Torturer.will also have Sturdy. Main skills: Adrenolyn, Sparking Swings/Master of Sparks, Deploy Traps/Mass Traps, Bull Horns, Teleport, Nether swap, Erratic Whisp, Uncanny Evasion/Evasive Aura, Whirlwind, Battering Ram, Tentacle Lash. With all this combined, this build is a highly efficient support in: 1. Setting up the battlefield/Maintaining control over enemies and allies. Dealing crit damage via sparks/Hitting multiple at a time. (Sparking swings + Erratic Whisp= Pretty cool) 3.
Beast Pirate Lord Theme: As a captain hes a leader and battle master, so setting traps and turning the tides seemed fitting. Let me know what you think and if theres something you think I could add or take away. Current level 13, hes doing well so far. I’ve been experimenting with different build combinations and I came across one that I thought was a very powerful lone wolf build. I’m still working on the play through with the build so I don’t know how it’ll work in late game yet. Build: Ice Assassin Concept: great CC, Magic/physical Armor destruction (depending on enemy isolate the weaker armore and destroy the enemy) Build: primarily focus finesse as enemies like to close in on you and need to build to ensure they don’t kill you. Focus wits second for increase of Crit and intelligence third for magic damage.
Take memory when it’s needed but focus it last. Spells will pile up quickly but using the CC from ice spells such as hail strike, winter blast, ice fan is a great way to prevent ranged targets from picking you off while dealing with melee units. Always use rain to ensure targets freeze; I know it takes up an ap point but the CC benefit in lone wolf is great.
Focus on getting scoundrel skills to help close the distance between targets such as backlash, and cloak and dagger. Make sure to get the other scoundrel skills such as sawtooth knife, throwing knife, corrupted blade, sleeping arms, gag order, and terrifying cruelty. Also put points into warfare and dual wielding to increase physical damage and to grab warfare abilities such as battering ram, blitz attack, battle stomp, and whirlwind. Supplement more warfare abilities if you feel you use them more.
One of the first spells you can craft in fort joy is vampiric hunger which will great increase survivability. Start with lone wolf, or excutioner then pick opportunist third. Start with Shadowblade remove the point from poly then place it in hydro.
Start with backlash, chloroform (for starter CC) and hail strike (damage, range, and CC). Build up from there and enjoy the mayhem. Build: Summoning/healbot Summoning is completely overpowered and having a character with a bunch of healing spells really helps out so you can more properly focus your other characters.
I give mine a bow or crossbow for extra ranged damage early in the game when it doesn't have skills. I usually go human for encourage but an elf would work just fine too. Attributes: Don't technically matter outside of wits, constitution and memory as needed because you don't take any skills that scale off of primary stats. Your healing scales with hydro and level, summon power with summoning and level.
Put a few points in finesse early to get a small damage boost on your bow early and to have balanced armour values. Memory is not something to focus on, though a few points will be required if you want all the trimmings with things like soul mate and lesser used skills. Talents: Living Armor and Comeback kid for survivability, it's a good candidate for pet pal as it doesn't need much else. The Pawn is an option if you want to take the point in scoundrel later on, otherwise all skilled up and bigger and better just to get something. Abilities: Maximum investment into summoning, though you'll want 2 points in huntsman early on for some damage skills and you'll use tactical retreat and first aid throughout the game.
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After that it's hydrophist for healing abilities. Put a point in scoundrel for the pawn if you want after 3 points in hydrophist.
You can also put 2 in aerothurge if you want another teleporter, it can be useful. 1 in pyrokinetic for peace of mind can be a nice 1 point wonder too. Skills: Summon incarnate, power infusion, farsight infusion is the most important, I'd use it even if it was just those 3 skills. Summon elemental totem is useful for some more damage, Rallying Cry, Soul Mate and for more magic damage parties Dominate Mind.
First Aid, Tactical Retreat from huntsman, healing ritual, restoration, armor of frost, soothing cold. Bless can be useful, if you went 2 in aerothurge get teleport and netherswap. After that fill out with whatever huntsman skills you prefer, personal preference is sky shot and marksman's fang, though ricochet is great early on. Tips: Summon incarnate on a surface to get the infusion bonus, then either double infusion or encourage infusion.
Try to keep an elf character having higher wits than this character to reliably create a blood surface to summon on. After that it's about staying safe and out of the way of enemies because if you die, so does your incarnate and totems. Use healing spells as needed, slap a totem down if you've got 2AP left after everything you wanted to do. Use tactical retreat to get out of there if something gets in your face and you can't deal with it. Possible changes: Find 2 points in necromancy for bone cage. Put more points in memory and use steam lance. Vampire Build (flexible) Start with: Fane/Undead Human for the extra damage boost (Healed by poison and immune to bleeding) Lone Wolf Necromancer (up to about 10 for 100% life drain healing works with any damage to enemy vitality) Attributes in whatever damage type matches the second skill you want to use: Intelligence, Strength, or Finesse (geomancer is a good option since it has poison to heal with and earth damage, but you can use this build with any of them.
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Some things i've used extensively: First of all, the must have is probly to give the scoundrel skill Adrenaline to each one of your characters and start a fight with it, it will give you the possibility to burst and kill an enemy or more in the first round (depends on your initiative obviously). Can be good with the talent Hothead which gives +crit chance when your health is max. You'll then be able to reuse it multiples times in a long fight to burst more. It is really how i take care of things. With scoundrel, i've given chloroform to multiple characters, the sleeping effect is so damn good for crowd control and the range is excellent. I did tend to give Teleportation, Clear-minded, Armour of frost and Fortify to all my characters too. Same thing for First Aid and Restoration.
Basically it demands only one point in each skill tree involved like Pyrokinetic, Hydrosophist, Geomancer or Hunstman and you may often have these points just by stats from your gear without investing directly in them. Meaning everyone in my group is able to heal or give armor considering the situation. There is no reason to die cause your main 'healer' is permanently stunned.
If you have no heal skill available, don't forget the heal potions, the giant ones may be better than your heal skills anyway. If you have a rogue character, use atrophy extensively, i've combined mine from the scoundrel skill sleeping arms with the atrophy coming from the tentacle polymorph skill to have a double atrophy. You may disable most characters ine one or two turns with adrenaline/rupture tendons/corrupted blade/terrifying cruelty/sleeping arms with the physicial armor and chloroform is well used when the magic armor is busted.
To move quickly on the battlefield, i've given Phoenix dive to multiple characters too which usually prevents me to use action points to walk. It is one point and save many AP's when you use it. It's particularly useful for physical close combat characters who have to be close to the enemy asap. And obviously use your resurection scrolls in combat, it is 3AP, you may come back in a fight multiples times with them (it is how i succeeded doing the third wave of demonists/ the dream arena in the Lizard Consulate/ the fight against Isbeilt in Arx). I use a full warfare two-handed, a warfare/scoundrel/polymorph with two daggers, a ranged hunter/summoner and a pyrokinetic/hydrosophist caster with a staff. Ech one having some spells from other treelines.
One of my main probs in the game is to be able to heal Fane, except Poison Dart and poison potions i can't really help him from regular healing spells quite the opposite. I've issues too to deal with massive curses. I will probly lack time but i consider a run with double wands or one-hand and shields for the extra stats and protection. I'm running a 'Warlock' (whatever you want to call it). So I'm all in on summoning and necromancy, using summoning from both as damage.
Primary stats are intelligence and constitution. The death knight build listed out above is nothing like my build-out for my solo-playthrough, and I killed Braccus/Kraken first time around. Max Necro and Warfare, throw like 4 into Hydro, maybe 4-6 in one-handed (or two-handed). I prefer one-handed because deflective barrier and shield bounce are amazing. I added 2 points to every attribute and everything else went solely into intelligence and strength.
Keep in mind, using Lone Wolf boosts all of these points 2x. You don't need much consitution because your armor is going to be through the roof with Deflective Barrier, Shields Up, and Bone Armor. I could heal my entire HP bar with one shield bounce. The biggest hitter for me was reflective armor (via item). Deflective Barrier - shield bounce - shackles - reflective barrier - enemy dead first turn. You can basicly add polymorph in all charackters if you are dmg oriented, you get 1 free attribut for every point in polymorph (2 with lone wolf), that means u get the same 5% you would get by puting ur point in warfare for example, if u put this 1 (2) points in Str.
It goes best with Str builds, becaurse all polymorph skills that scal scaling with Str, but do to skills like apotheosis or spread your wings makes polymorph good for every build. Keep in mind, if u useing Picture of Health u need to put the points in warfare to get this 3% vitality and u need to make the requirement for each skill u wanna use. If u have problems with your HP u can allways put 2-5 points in necromancer (10% dmg into HP per point), it also works with living armour (35% of all healing you receive is added to your magic armour).
I recommend putting 3 in necromancer for the revive 'combo' Last Rites and Living on the Edge, sometimes you not even need Living on the Edge. Summoning goes in every build, becaurse it scales with your level and your summoning ability itself, i recommend not useing it in weapondmg oriented build. I also recommend only going physical-dmg or magic-dmg, not both. You will simply lose 50% of your dmg if you go 1/2 Int 1/2 Str.
What i learned from a LW game on classic was that, you need combat skills, the ones that your character mainly uses as damage, ex warfare and 2 handed, or fire and earth. The other skills you can add on for utility to increase survivability and adaptability to each situation, ex hydro to heal and wet, aero for mobility. In my game of being a LW, mobility and restricting mobility for my archmage to nuke is extremely important. Aero was almost the most used skill in every battle to teleport people to the correct places for a big nuke while the fighter takes care of the stranglers.
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While playing another archer and summoner combo, aero helps place the archer in the right places and teleport people to the summon to tank. Water heals and buffs the magic armor which helps when the whole arena is lit up.