I like to make use of this flip 1 or 2 of any engagement to get the perfect outcomes. With average combat length being extremely short perception is actually really good stat for damage dealers. You do have several spells that let you kill 1 enemy in the early game if you are built properly, Mosquito Swarm, Infect, Shield Trow. Why not add a meaningful post to the discussion instead? Int talent is worthless because 1 stat for 1 talent is negligible. For a more in-depth look at the best and most viable Divinity: Original Sin 2 builds, check out our.
Later in the game act 2 you get these 2 spells from polymorph that make this build over the top. This also works better with finesse based fighters, as their armor actually has some magic resistance on it. Can one shot enemies if executed proper. Unless you can throw a healing grenade at the injured party member, that person is very vulnerable. Bleed Hearth — This Crafted Talent is a good way to additional scale back the Hearth Resistance enemies have, permitting you to deal much more injury together with your Pyro Expertise. Also the fire elemental is a nice early summon, works great vs some fire immune bosses as they are also immune to them and can be used as moveable walls.
Teleport is extremly useful to get that one archer at the back to the front, and Thunderstorm seems to be one of the stronges Single-Target spell I know of. It's actually more melee than ranged. Which brings us to the next point. I'm unsure if the warfare 5% physical damage applies to this as it's magic that deals physical damage. While high ground or crit multiplier affect all your spells. Remember to take a look at our different Construct Guides! Where do you get those? Each point placed in a skill gives you a specific bonus, with some more useful than others.
I like to have Morning Person, myself. I would honestly just ditch the staff all together and go with a lightning or water wand or both and a shield. I only used both Meteor and Thu8nder in the last battle, though. Any of the pre-set origins can change their base class, but the benefit to taking an origin character is an extra tag for additional dialog choices see the Tags section below. I still would like to learn to play properly.
Rapture is a great skill to have, always useful. Dont need the others 51. If you had 3 mages and 1 physical the mages would do just fine and the 1 physical would feel weak. Earthquake does the job for 1 round and you can followup fighter's knockdowns with big damage spikes. . Then go from there for your later things Feedback and discussion welcome All Skilled Up Gives you 2 extra Ability Points to spend.
If you're that worried about enemies, why not simply flee? Savage Sortilege — This Expertise will permit your Pyromancer and Necromancer Expertise to critically strike, along with Bouncing Defend. Spell descriptions are incorrect in many cases for example Eagle Eye gives accuracy on melee attacks too, but spell description states that it's ranged only. You don't need to worry about other talents till about halfway through the game, or even more. Elemental Affinity may be troublesome to realize, notably in case you are not an Elf. There are a few fights where you may hit 1 extra enemy with a geo ability vs an aero ability.
That's why I steered away from it. The Necromancy skill heals you whenever you deal damage directly to an enemy's vitality, and the amount healed goes up with each level in the skill. Mages just have harder time with bully's condition, but if you have a fighter or willing to go deep enough into geomancy for Earthquake it's worthwile. Another thing is Vacuum Touch seems a good spell but it requires Necro 3, not sure if it's worth the 3 points? Geo has 10 AoE abilities while Aero only has 7, but in most fights I don't even think you will get through all 10 geo or all 7 aero abilities. Any ways I think both schools are really strong I just prefer Aero since it seems on paper that it does the most damage and it can also stun. Lastly, this can be a extra superior Construct. The split armor system that the game has in place is also extremely annoying to work around and especially punishing for hybrid classes, which has meant that I mostly rely on Necromancer and physical damage.
I wish I made it an elf. The problems I see in your build in my opinion ofc : 1 Don't use Staff. It's one of the best spells till late game, and really helpful. I highly recommend against All Skilled Up. You'll feel a bit more gimped than your mage counterpart until later levels, but when you start getting high end skills. Add more Aerotheurge skills however you see fit afterwards.
First up, taking the Battlemage pre-build and swapping out your skills so you have Battle Stomp and Electric Discharge results in early battlefield dominance, knocking enemies over and stunning them. Wands are just so much better. So if I am going pure caster no weapon points invested, just in spell categories then Bully should have zero effect for my character. Staffs i see they are weaker but, 2 mages using wands might make us a bit starved on figinding 4 good wands instead of just 2 or are there many late game? But it's up to you if you feel you have the extra points. I mean maybe all those issues were fixed in the latest version, because i didn't play on the last patch, but i doubt it. Sebille, for instance, uses her tag for dialogue options involving assassination, knowing human anatomy, and being sneaky. Was there a reason to insult him? From Warfare you're using skills with knock down and crippling effects.