One of the worst feelings as a games journalist is being bad at the game you're being shown. There's just that moment where you and the developer showing you the game share an unspoken, awkward silence. A realization that things aren't quite going to plan.
This is how my demo with Divinity: Original Sin 2 was. I'm sorry, Swen Vincke. Yeah, I failed in front of Larian Studios' founder.
May 11, 2019 - Divinity: Original Sin 2 is no ordinary roleplaying game. Often, a chaotic and unplanned combination of characters and skills can lead to defeat. The Conjurer is perhaps one of the most overpowered starting classes in. Divinity Original Sin 2 Builds. In this Divinity Original Sin 2 Builds Guide, we have detailed some of the ways that you can use to build your character in the game and will cover all the classes.
Conjurer is a class that is perfect for support - in default, it can summon creatures on a battlefield that can help their team and attract attention of an enemy which is especially useful when team members are vulnerable to attacks.
Today, Larian Studios has updated the Steam Early Access version of Divinity: Original Sin 2, adding the Polymorph and Summoning schools of magic to the game. Both skills were Kickstarter stretch goals during the funding campaign and Larian is making good on their promises. There's even a new trailer to show off the new abilities.
The Polymorph school allows you to transform yourself and your opponents for a combat advantage. Cast one spell and you'll grow magnificent wings that allow you to fly around the battlefield. Cast another and you'll gain bull horns, letting you charge enemies with reckless abandon. You can also turn enemies into chickens, taking them out of the fight temporarily. Polymorph, like other Divinity abilities can be used in and out of combat to explore the world around you.
The Summoning school is more straightforward, but still very malleable. The school allows players to summon an Incarnate and Totems; the Incarnate is a tiny goblin that you can control as a member of your party, while Totems are stationary creations that simply attack the closest foe.
Summons take the element of the surface they're summoned on. Bring your Incarnate to life on a burning surface to create a fire elemental, or poison the ground and summon a Totem to create a poison totem. The Summoner also has Dimensional Bolt, a basic attack spell that randomly summons an element from the void, giving you potential fertile ground for your Incarnate and Totems. The Summoner is all about the strategic setup.
My demo took place shortly after the end of the game's first Act, which finds you on a ship after escaping Fort Joy. The objective of the encounter is to protect an NPC while she summons the power to teleport the ship and the party out of the situation. Easy enough, I think. Unfortunately, I end up whiffing this battle hard.
I spend so much time floating around on my main character with angel wings that the enemy ranger stuns The Red Prince, one of my heavier fighters. Sven is there, trying to give me helpful tips and make sure I finish this fight. I send my rogue to backstab the undead attacking the objective NPC, while moving my ranger to higher ground. An attack pushes my ranger off the high ground into the fire; I rush to heal them, but it's not enough. My rogue is dealing solid damage to the attackers, but it's also not enough. I fail to protect the NPC and she dies.
With her death, the antagonist of the fight teleports to her location and absorbs the Source in her wake. This gives him enough power cast large-scale destruction spells one after another, eventually leading to the death of my entire party. I can feel Sven's disappointment in my abilities. Very sad.
We're not done yet though. We reload the game and I'm brought back to Fort Joy, the game's starting region. Here, Sven turns me loose on the game. You begin shipwrecked outside of the Fort. From there, you can head into the ghettos of the Fort and begin to build your party from prisoners like yourself. After meeting the Red Prince and an enchanter named Lohse, I decide it's time to fight something.
Outside of the fort, I find a warrior named Migo, who seems to be eating people? This is a fight worthy of my divine justice, I think. (Really should've minded my own business. Maybe those people wanted to be eaten.)
Little did I know that Migo was a murderous monster with high armor who hits like a tank and can poison your entire party. It's here that Sven's disappointment turns into something resembling humor; he knows I probably won't win this fight, but I'm having fun trying at least. I take two shots at Migo; the second time I use my Summoner abilities to set up a series of Fire Totems and a Wood Incarnate before attacking. I still get my butt handed to me and then my demo is over.
I am joyful, because I got to play more Divinity Original Sin 2. I am demoralized, because my showing in front of Sven wasn't the best. It's all good though. With today's update the Summoner and Polymorph join the Early Access version of the game, giving me a chance to beef up my skills for the next time I meet Sven. Next time, I will not fail.
The level of customization possible in Divinity: Original Sin 2 is staggering, whether you want to focus on a smooth-talking teleporter with a ton of skills, an undead soldier who knocks down all enemies, an archer who summons corpses, or nearly anything else you can imagine.
In this guide, we're going to go over four epic Original Sin 2 builds with vastly different focuses, from a stealth assassin to a masochistic necromancer who revels in taking damage. With any of these builds, you could either co-op or even potentially solo your way through the game.
With this build, you always want to be positioned behind an enemy for backstabbing and generally avoiding detection. On the attribute side, Finesse is probably a better idea than Strength. Don't discount Wits though, as you get a bonus to initiative and critical chance. For your ability points, you want to put your points into Scoundrel for the critical bonus, and of course Stealth for the sneaking.
On the skills, Adrenaline is a must for getting enough action points to kill with a backstab in one turn. Throwing Knife and Backlash also lets you deal backstab damage, while Chloroform can knock out an enemy at the end of your turn without breaking stealth.
If you go for a secondary ability beyond Scoundrel, oddly enough Polymorphing can be helpful, since it lets you fly around and avoid terrain or remove all negative status effects quickly. The Polymorphing skill Chamelon Cloak gives you two turns of pure invisibility without breaking stealth. Warfare isn't nearly as useful as you'd think, since many of the associated attacks aren't helpful for backstabbing and Scoundrel already gives you a bonus to Finesse-based attacks.
So long as you pick skills that don't break stealth and you have a weapon that benefits from the high Finesse, you can essentially cheese your way through any combat by staying hidden and then quickly backstabbing or knocking an enemy unconscious before they react. Getting items early that provide teleportation abilities will be a must so you have maximum mobility.
You will generally have lower armour ratings, since you are focused on staying hidden, meaning that status effects will hit you more often. The game is also a good deal slower and more tense if you are always sneaking and having to pay attention to line-of-sight cones.
Rogue Assassin Build
Put either two points into the Necromancer skill, or one in Necromancer and one in Warfare for the bonus damage. When you level up, place your combat points into Retribution. For your weapon, you probably want a big two-handed weapon that does the most base damage possible with devastating criticals.
From the Necromancer side, you absolutely want the Bloodsucker ability, which lets you heal from the ever-present pools of blood on the ground. You may also want to invest in the Leech talent to automatically heal from blood sources if you aren't going the solo route. Mosquito Swarm is another one that both deals damage and heals. If you are mixing Necromancer and Warfare instead of straight necro, either Crippling Blow or Battle Stomp is the way to go.
Your idea here is to always be healing yourself while reflecting damage back to the enemy. Every point in Necromancer means you automatically heal damage when you deal it, and each point in Reflection increases the amount of damage you automatically deal back to anyone who hits you. In other words, just walking around getting damaged in combat lets you both kill and heal.
With the Necromancer skill, your vitality only heals when dealing damage directly to enemy vitality, so any enemy with high physical / magical armour will prevent you from healing.
It also takes several levels for the bonuses from Necromancer and Retribution to actually hit useful levels (starting at a measly 10% and 5% with only one point each at first level). However, this can be overcome by taking the Lone Wolf talent instead of Leech.
With Lone Wolf, each skill point is effectively doubled, which halves the amount of time for those skills to reach useful levels. Despite the name, Lone Wolf actually lets you bring along one companion in addition to your main character while still retaining all the benefits of the talent.
Necromancer Skills
Your archetypal holy knight, this build revolves around battlefield control. You should be dealing out decent damage, knocking down opponents for control frequently, and then healing your party when necessary.
Hydrosophist and Warfare should be your ability picks, giving access to healing and armor boosting spells, in addition to the bonus to straight damage. For skills, your starting picks should be Restoration and Armour Of Frost (which removes negative status effects) -- and your Warfare pick should probably be Battle Stomp, since it gives battlefield control and doesn't affect allies like most area effect spells.
On the weapon front, either sword and shield combo or a two handed weapon focus compliment the build.
The Paladin build is excellent for your main character because it overcomes a lot of the weaknesses of the five other origin companions. While you won't be flinging fireballs and creating poison clouds, you can gain easy battlefield control and ensure the rest of the party doesn't go down in flames. There are a lot of combos you can do with other party members as well by first creating wet conditions using your Hydrosophist abilities and then creating electrified areas.
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Outside of combat the build isn't nearly as useful, since a simple bedroll you can grab directly at the beginning of game in the ship prevents the need for healing items outside of battle. You also won't be the stealthiest.
Building a Custom Paladin
Taking the Lizard class for this fire build is a decent idea, since you get the Dragon's Blaze bonus ability to breathe fire. However, you may want to go with Undead instead, since they heal damage from poison, and you will frequently be creating poison clouds.
Your attributes should be focused on Intelligence for bonus spell damage and Memory so you have a broad range of spells to use and are never in a situation with all your skills in cool down. For abilities, of course you want Pyrokinetic and Geomancer.
On the skills, Ignition is less useful than you'd think because it does damage around you, which can hit allies and of course set off oil puddles and end up hurting yourself or other friendlies. Fossil Strike pairs well with Searing Daggers to create a fiery battlefield -- and for maximum map controlling damage, don't forget Poison Dart creates a poison cloud.
For a twist, instead of Pyrokinetic, switch over to Summoning but keep Geomancer. Now pick Conjure Incarnate instead of Searing Daggers. If you summon your Incarnate in a poison cloud, he will deal tons of poison damage to your enemies for you, essentially acting as a bonus free companion.
AoE is the name of the game here, as you set large swathes of the battlefield on fire or fill it with poisonous vapors. Dual-wielding elemental wands is a great idea so you can deal bonus damage to fleeing enemies who are on fire or poisoned. Even when you aren't hitting, you will still be dealing damage due to everything being on fire.
It's incredibly easy to end up damaging your own team here with all the area fire and poison effects, and you don't have much of anything in the way of healing or physical armour.
Undead Wizard
These are the four best Divinity: Original Sin 2 builds we've had the most luck with playing through the campaign and dominating in combat. What's your favorite build, and what combos would you recommend for getting through different acts of the game?
If you're looking for more tips on this huge fantasy game, be sure to checl out our full list of Divinity: Original Sin 2 guides to get the most out of your roleplay.