Oct 1, 2018 · The Blazing Deepstalker is a Warrior that uses Warfare and Pyrokinetic Skills to deal both Physical and Fire Damage to its enemies. 5. A Geomancy tank build that can weaponize your armor, the Juggernaut can take the hits but can hit even harder if they haven’t. By putting points into Warfare, we increase all Physical Damage this Build does from any Sep 26, 2017 · Pyro/Geo is a good combo, mostly because Pyro is by itself the best magic class in the game and the second highest damage after lolranger. I'm working on a dual wielding geo-brawler but I haven't really finished putting it together to optimize it. Now you have crazy physical armor, as well as good sources of physical, earth, poison and fire damage. I grab rain to put out burning allies, which is a fairly common occurrence in dos2. I don't think there are enough points to focus on all of these and it wont result in a satisfiying build. Put 1 point into Necromancy, and 1 Hydro only when you can learn blood storm and use rings to boost to 3. Opportunist will basically give you free AP when enemies walk around you and you smack them with yo long spear. Aug 22, 2023 · Battlemage usually uses Sparkling Swings (Pyro+Warfare) and Whirlwind with a Staff. Raise scoundrel if you feel you need more movement per AP, scales well with the pawn trait, but keep in mind movement abilities are really good too. All those warfare abilities will do magic dmg (tho status still blocked by physical armor). Get some Scoundrel early for Adrenaline and possibly cloak and dagger, and Executioner talent. After taking 2 points in warfare level 4, pick up whirlwind and take supernova, fireball et. Warfare skills won't scale with INT, which you need for Necro scaling, so if you insist on going close quarters, pick up the CC skills and ignore the primary damaging ones, as you won't deal much damage with them. You want get Warfare to 4 (so only 2 points with Lone Wolf) or 3 points without Lone Wolf and don't touch it again. You'll be heavily cooldown dependent. Generally I'm able to survive most encounters and hit hard enough that battering ram and battle stomp will keep a lot of enemies cc'd to death. Or some type of pyro/geo mage. The scroundel draws the blood out and then necro destroys everything as a result of blood spilt. Maybe earthquake if you feel you can take down physical armor. Because of the Torturer change, this Build becomes extremely effective, especially in the earlier parts of the game. RPG fans know that mages can't tank under any circumstance - except with the right build. Take 1 Poly as soon as you get access to the first vendor for Bull Rush, Chameleon Cloak, and Tentacle Lash. Geo is especially useful for a physical tanky build. It has a range of 13m and a 3m explosion radius. The key to this build is the master of sparks spell, which sends flaming sparks flying during melee attacks. On top of that, the AoE radius is quite large, these 2 Jul 17, 2019 · Juggernaut. Duo Aero/pyro + hydro/geo best duo. several perks: 1. Also using a mod to change his racial skill to that of the elf. A Burning target has -15% fire resistance, and a Necrofire’d target has -20% fire resistance. Thechanman707. Belt with 2% or 4% Critchance. I’m now level 10. You then you put all your points into Pyro Feb 11, 2018 · Pyro/Warfare is a magic-damage build: you focus on Int for the spellcasting and use a staff for Warfare skills since that way they'll scale with Int. Oct 24, 2017 · Look out for gear with +Warfare, +Scoundrel, +INT or Wits. Nov 7, 2020 · Read up on these top 3 builds to help you get the best out of the witty skeleton! The list is in order from least recommended to most recommended, but they are all great and you will get to choose whichever Fane you would love to play. Raise skills high enough to use the traits you want to use. After you max Pyro rest in Scoundrel. Level 4: 18 INT, 11 STR, 2 Warfare Level 5: 19 INT, 14 Memory, 2 Scoundrel Level 6: 21 INT, 15 Memory, 2 Poly Level 7: 22 INT, 12 STR, 2 Pyro Level 8: 24 INT, 3 Scoundrel, Savage Sortilege Spells likesupernova, fire ball, bleed fire, and the lizards racial spell are also good for such a build. Team Aero Hydro Hydro/geo Aero/Warfare staff. This build is for 4 members party, but you can easily reach the cap faster with Lone Wolf. Good starting Talent Torturer. The Pyrokinetic Skill school is the perfect choice for damage-dealers regardless of whether they're hulking knights in shining armor or robed geniuses with weird hats. Combat abilities: Take 2 in pyro, then 2 in warfare. The best way to keep him . Sep 26, 2017 · For a warrior-healer Paladin type, Hydrosophist is a good pairing. Jul 12, 2021 · Who needs Source when you have the radiant and chaotic power of fire! It's one of the most common and most powerful skill disciplines in Divinity: Original Sin 2. You could build melee magice damage dealer as Pyro/Warfare/Two-handed. Deals both Physical and Earth Damage. Pyro skills you NEED are Peace of Mind, Haste, Master of Sparks and maybe a few other "ranged" skills here and there. Unfortunately you lose the utility of knockdowns since those are still based on physical armor. 2H is good later on when your crit gets high (after warfare is maxed). The Terramancer utilizes a unique blend of Necromancer, Geomancer, and Hydrosophist Skills, and is a powerful combo that also allows you to provide some healing action for yourself and your party members. For a Fane warrior, get a point or two in Geo. Red's default class is certainly one to contend with. Minimum of 8, preferably. Jul 8, 2024 · Notes and Tips. Max warfare for physical damage and pick up some utility skills from We would like to show you a description here but the site won’t allow us. •. For Skill points 2 in warfare (For warfare abilities most of them), 1 in scoundrel (Adrenaline), 2 points into Aero (Teleport) Rest in Pyro. You can totally just use 2 swords and pump up your dual-wielding abilities though. Fighter builds prioritize Constitution and Strength making them great for one-handed weapon and shield combinations. This translates to all weapons skills. This is because crits already have a 1. Warfare (1) - to get executioner Scoundrel (2nd max) after you finish putting points into pyro and your other schools dump the rest here for crit damage. The Fighter is a hearty combination of Strength-based Warfare abilities and Geomancer proficiency with earth spells. Use Rings with Wits, Warfare or Scoundrel, elemental side stats that comes along like Pyro / Geo / Hydro / Aero are also appreciated. So you can use stuff like whirlwind, blitz attack and so forth. Oct 6, 2020 · Use phoenix dive and use the points for either the pyro support as you mention, or something to boost damage. Jul 16, 2021 · 1 Battlemage Maximizes Combat. Talents in order: Elemental Affinity Executioner Far out man Living armour (can be swapped when fire residt gets high enough) Savage sortilage We would like to show you a description here but the site won’t allow us. This version would use a staff and play like a battle mage. You will need freeze and stun skills in this case (tac). Definitely not a deadweight on classic. Sprinkle in a few Hydrosophist Skills and you have a Terramancer. pre-battle rain + contaminate is 1AP affinity with a 55% AOE and heals fane; 2. The key to building it as a hybrid damage in a split party is to sacrifice the wits and memory investment. found ppl talking on an archived thread bout pyro-necro builds and it sounds like a ton of mayhem and fun. Scourge Wizard (Mage Build) A Phenomenal Scourge Wizard Build by Fextralife. So youre pyro+warfare or aero+warfare etc. 2. Pick aero for the cc skills, but pump pyro/dual wield or pyro/warfare for damage. Pyro gives you the most damage, and combines with geo lets you burns every enemy. Every rune slot has a giant fire rune of power. 25. You ideally start with a conjurer character, rebalancing your stats so that it’s more focused on intelligence, wits, summoning, and pyro skills. In theory, the build seems really good - I'm capable of reliably laying down a fields of flame and poison that would Red Prince (Pyro/Poly/Staff) -> Start with Geo/Pyro/Shield&Wand or Dual wand. -Max Aero&Pyro, a few points in warfare for skills, and a few in necro for some self healing + living armour to help compensate for standing in fire constantly. Boost Intelligence for damage, wits for crit, and memory as needed. Invest warfare for damage and 2-handed after that. The build is fine. In fact apply the, may need, for scrolls/pots generally as a solo character and you can probably make most builds work by filling in the missing bits that way (or just cheese parts with other tactics) I want to make a characyer with pyro/aero/warfare with some strength Mar 20, 2024 · Despite DOS2's flexible class system, Fane is fragile regardless of build. The Juggernaut is a Warrior Build that uses a mix of Warfare , Geomancer and Polymorph Skills to flatten his/her enemies to a pulp or turn them to stone. If the thrown trap simply goes off from proxy detonation, it explodes for the same 167% scaling but without using any character's pyro skill or other stats. Also keep in mind that the crit bonus You can get 2 pyro for peace of mind and haste but I'd recommend just getting the scrolls instead of having to invest points into pyro especially if you're not lone wolf. If you focus on pyro, you put on Sparking Swings or Master of Sparks (and Venom Coating too if you want), then Blitz Attack or Phoenix Dive or Bull Rush into the midst of the enemies, then attack them with AOE warfare skills, triggering You'll need CC magic, something both geo and pyro are pretty shit at. Aerotheurge skills in Divinity: Original Sin 2 are Intelligence -based, allowing the player to deal air damage. 4. Civil: I like Persuasion or Thievery for solo gameplay, but take whatever you want. DNM13. Scoundrel/Necro with a couple Polymorph abilities is pretty unstoppable. Players who want a more aggressive Lohse will appreciate the offensive Battlemage Starting Class. Assassins can pull this off because Finesse is used to determine the damage of both of these weapon types. Oct 4, 2021 · Given the combat role of the tank, it makes sense for players to trade off heavy-hitting AOE Skills and settle for more melee-oriented strategies. • 2 yr. Gear that has side stats for the build skill requirements such as Huntsman, Aero, Hydro or Pyro are also appreciated so you can respec and relocate more base points into Warfare for more damage output. In fact, mages can maximize AOE Skills that centers around them to hit opponents that rush We would like to show you a description here but the site won’t allow us. Add Memory when you feel its needed to maximize the build and skill below. Worm tremor for CC. This gives the fighter the stability to tank on their own. The first thing to know about any kind of pyro build is that fire damage builds on itself. The basics of the build is: -Aero/Pyro mage with a staff. Master of sparks sets the sparkmaster status to the targeted character and their nearby allies, giving melee attacks a chance to give off fiery sparks. Fire damage from Sparking Swings don't combine with physical damage at all - you don't have any way to remove enemy magic shield reliable (except on easy, but in that case you can play any char you want). By Level 4 Pyro2/Geo2/Huntsman1 combine a hunter and pyro book for throw explosive trap. I think Pawn is necessary for almost every melee class to save your movement. 5 x 1. 3 traps can be placed, if you place a 4th trap, the first placed trap will explode. Decaying touch + is blood sucker is a cool combo. One of the best Necromancer builds in DOS2 is the Terramancer. Reply. I have decided I enjoy hurling rocks and fire more then just buffing my incarnate…. Lizard seems like the obvious choice for a fire centric build. Increasing necro level will increase your lifesteal. Fighter. The Assassin is a hybrid Rogue & Ranger Build that uses Daggers and Bows to deal massive damage to its enemies. My most fun duo lone wolf build was with a Fane pyro/geo mage whose goal was to nuke everything from a distance, then I had a Red Prince master of sparks pyro/geo build with the Demon trait. Sep 29, 2018 · Look out for gear with Warfare, Scoundrel, Wits or FIN, Belts have a rare chance of having Ranged so keep an eye out for them. Mar 8, 2021 · 3 Get Tanking. Keep and use unique Ring of Intelligence that has a Oct 22, 2017 · Let’s take a look at what Abilities and Talents you need for a Blood Mage. c picking up damaging pyro skills as they are available. I'd start with scoundrel and warfare, Take The Pawn from the beginning and then Opportunist. Also put a point in hydro to access frost armor and restoration. As a result, your magic skills won't be very damaging since they scale off intelligence and do magic damage. After look to max pyro, taking 4 or 5 points in necromancer mid to late game for self healing and magic armour regeneration with living armour talent. Take out crit% for true crit damage, and take out crit as a whole for non crit damage. dmg/AP ratio is very good for poison types (55%/1AP contaminate vs Apr 10, 2018 · Frost Paladin – This is an extremely tanky warrior Build that uses Warfare Skills to damage enemies, and uses Hydrosophist Skills to heal allies and damage undead. You need to put a high amount of points here. The formula is something like this: ( (Weapon damage x (1 + attribute bonus + weapon skill bonus) x (1 + warfare bonus)) x (1 + (crit bonus x crit %)) Reply reply. Thanks to the Warfare Skill School, tanks can Combat Skills should be 10 Warfare, 3 Polymorph, 2 Geomancer, 2 Necromancer (if you can get this from gear even better), all the rest into Scoundrel for max Crit damage. And interestingly enough, going for a Pure Fighter can help Joined: Jun 2020. There is no real way to combine aero magic with physical weapons in any remotely efficient way. Nov 9, 2020 · Witch Details. Juggernauts focus on pure Strength, but deal a mix of Physical and Earth Damage to their enemies. Granted. Because when using a staff your melee attacks are magical. 1. Remember to always buff before combat if possible and use the bedroll before combat too since it gives the rested buff which makes your character immune to knockdown, super Necro-Pyro build help. You can mix hydro + pyro mithout problems. Warfare+Necro would always be good. Get Savage Sortilege to crit magic, Far Out, Hot Head, and maybe Elemental Affinity perhaps. ago. Related: Divinity: Original Sin 2 - Rogue Class Guide (Tips & Tricks) Jun 2, 2021 · 1. At first glance this seems an unusual combination, however it can be quite Warfare: venom coating, sparking swing, and master of sparks are all great supplements. Jan 30, 2018 · The Terramancer is a Mage Build that utilizes the devastating AoEs of Geomancer to deal tons of Earth Damage, while also making use of Necromancer Skills that hit for Physical Damage to individual targets. Oraistesu. Shackles of pain has to be the dumbest thing they ever put in this game. You need a decent crit chance build or dagger to further increase the value of scoundrel's crit dmg multiplier. Ever wish that the old Pyro Battlemage w/ spark builds were electric? Wish. Geo is strong and has debuffs. The only 'melee' magic spec is using staves. If you want to do a mage with a spear, you should go for necromancy instead. Pros: high magic damage, attacks hurt with or without involving Spark. highly recommend geo to start it off. This build takes a while to ramp up, since it relies on critical chance being reliably high, but scales like an absolute monster , since the critical damage modifier from 2H and From geo : fossil strike and impale to make oil and combo with pyro. You should be able to Max both intelligence and strength, as well as warfare, pyromancy and geomancy, with an additional 3 points in polymorph (for skin graft) by level 17. You can use Skills like Ignition and Contamination at the very beginning in order to deal significant Magic Damage to enemies around you. Unlike other fighting classes, this Fighter also uses a form of magic that deals earth-based damage and buffs. Since you are going poly, you can pump Str faster so your weapon skills will still remain powerful. Cleric. Warfare and a melee weapon could also be useful for knockdown abilities. Award. There's a popular build by u/zyocuh that looks really fun: Dual Wielding Fireblade. Red Prince - Lost Sinners Scarlet Inquisitor (Wizard) build. With the Demon trait, gear and potions, my Red Prince was able to absorb fire for health. Points into Necro will give you more health back but the damage is scaled off Int and Warfare. Sep 26, 2018 · Easy to find good weapons with high critchance, runeslots and mixed magic damage. Currently I'm level 14 with +10 warfare and picture of health and my stats being split evenly on str and con making me 2000hp, this is double the hp of my other party members. Ultimate War Necromancer Build. Skills: As said focus on Warfare, Scoundrel, and 2H. Dos2 os excellent in this way for builds. Oct 9, 2017 · The Duelist is a high risk, high reward Build whereby the character focuses on high damage and Dodging. Remember: As a LW you will get double points for attributes so you can easily play 4 magic schools at once. Jan 3, 2023 · Pyrokinetic – This is the other main combat ability of this build. Skills to grab: corpse explosion, teleport, necro skills that deal physical damage. If you're just getting into the game, some mage builds might be really rough to actually play. With Warfare and Hydrosophist, you can focus on equipping physical armor, and use water spells to buff your magic armor when needed. Convince me that Pyro/Geo is good. It lets your regular attack deal good damage, and it lets warfare skills scale with int. Grab only battering ram, battle stomp, and enrage from warfare. The inherent difficulty in healing Undead can mean that Fane's deaths are frustratingly frequent. Although this is a Lone Wolf Build, you can play the Magick Archer in a group extremely well and it complements just about any party make up you could possibly have. Skills. The fighter is inherently less basic as a lizard. You have 3 options: Embrace the Aero mage, embrace the physical warrior or build a battle mage with a different element: Instead of using aero magic you could transition to using the crafted pyro/warfare hybrid skill, Master of sparks. Dec 18, 2022 · Special. In Act 1 Blood Mages will most likely have 2 points in Necromancer, 1 in Hydrosophist, 1 in Pyrokinetic and the rest in Warfare. 2 handed can work for those melee staff attacks, which will also benefit from pyro levels for damage. Sep 2, 2022 · Focus On: Warfare, Geomancer, Bartering. Pyro has a lot of "close range" skills as well to In this case, dropping magic for physical might be your best bet, so going necro with summoning could be a viable choice. btw, i tryed both cases carrying lone wolfs: In my current save i'm in the nameless island with physical dmg caster and a ranged, all is going wonderfull. It’s a good idea to grab 2 aero at some point for teleport, uncanny evasion, and nether swap. Yes, necro scales with warfare (and intelligence). Oct 27, 2017 · Assassin – Rogue/Ranger Build. Keep in mind that combining warfare with a staff is not ideal because warfare buffs physical damage and the staff focuses on magical With 10 points in Warfare you have: D x 1. Warfare – You got to have warfare since the build needs to unlock melee-related abilities Level 1: 13 INT, 1 Pyro, 1 Warfare, Executioner. Even one of the better geomancer CC skills (earthquake) is blocked by physical armor. Pick up Skin Graft asap. but the thread was geared towards end-game and didnt have any advice about early game skill progression. -Max Int, points in mem & wits as needed. Optional Aero (2) - Teleport, I personally don't like it on this build since pyro skills have such huge range already that it isn't needed but if you want to use it you can Talents Aero spells are pretty damaging. Max. 2 points for scoundrel and aero for mobility, defense and poison weapons to maximize your potential damage. If you are a single element mage, put it in your element. eyo all, just started playing DOS2 and was looking around for fun build ideas. Put ability points into Geo and Pyro. Because players are more inclined to Duel Wield when playing a rogue-like character (with Daggers) there is a natural synergy here with the Talent Parry Master which increases Dodging by 10% when Duel Wielding. Upon recruiting the Red Prince, His Majesty would ask players to make him a Fighter first. Probably still overtuned, but who cares, really. Just started our second 4-player coop playthrough on tactician mode, and despite the fanfare this build received I'm not enjoying it one bit due to the way that aggro is managed in this game. Put minimal points in warfare for skills, sink points into pyro and some in poly for skills and damage scaling. Oct 14, 2017 · Magick Archer – Ranger Build. Point's in Polymorph are never bad. Check out this guide by Lost Sinner. 6. The Magick Archer is a versatile damage dealer that takes its targets out from range using Bow attacks and Elemental Arrows. God Slayer - Sin Tee's builds are good build usually rely on the same cookie-cutter skills. its earth and poison dmg type packed in one school and naturally has more dmg skills than other schools, especially important in fort joy; 3. You can take one poison skill just to put the dot. For example, you can use the whirlwind skill from warfare with an aero staff to deal multi-target magic damage (that scales with Int, Aero, and Two-Handed points) in a radius around you. You only need a minimum of 2 points here. Definitely add a few Warrior skills with an Air staff to take advantage of crazy CC. Any idea what else I can do to make a build like this successful? Edit: I've settled with this current setup for level ~25. You wont do crazy shit like a full vamp/warfare GotS build, but you'll still do a ton and you'll Every level you take in warfare will increase your physical damage alongside strength. The utility is great and most spells are physical. Juggernaut. #10. Take the sparks skill (combine warfare and Pyro) as this helps stack a ton of damage on group targets with whirlwind and supernova. Hydro: Rain, all Hydro damage spells, Frost Armor (At least 2 characters should have it). These skills allow players to do a variety of things, from teleporting and stunning enemies to giving allies shields and status effects. When I got to act 4 I switched to a two handed axe because it did fire damage, although mainly for the pyrokinetic because I never used basic attacks on this build. The best schools for a melee mage are pyro or aero because they have many powerful close range spells. Mobs immune it magic can be pretty tough when you mostly put out magic. 5x increase. Aero = pyro > hydro = geo. So are hydro ones. Oct 30, 2017 · Ifane - Lost Sinners Eternal Hunter build. The trap deals Fire damage and applies Burning. From necro : raining blood (need 2 hydro too) to apply bleeding and proc elemental affinity. This build also has an incredible variety of CC abilities to keep We would like to show you a description here but the site won’t allow us. That said, there are still worthwhile skills in geo and pyro for a warfare build. I'd recommend just doing something like 3 into aero/geo/pyro and stacking memory so you have spells to cast every round. Two Handed + Scoundrel max, with a bit of Pyro, Necro and Polymorph and even Warfare for relevant skills. Terramancer Build. Cons: lack single target / focused magic damage. +5 in Poly for chameleon cloak, skin graft, and apo. Skills: Warfare and Pyro. Only after Warfare is maxed out at 10 are points in Warfare and Scoundrel equivalent in terms of the damage increase they provide. Put a point in warfare, then use knock down skills to protect your mates and bouncing shield for damage. Level 2: 14 INT, 11 WIT, 1 Scoundrel Level 3: 17 INT, 13 Memory, 1 Poly, Mnemonic. Warfare 1, Aero 2, Hydro 2. Focusing on short range/high damage skills, with a few long range options for utility. Open to suggestions! Lost Sinner [author] Sep 5, 2021 @ 5:54pm. For skills I'll have all the oil type skills from geo and all the useful fire spells from pyro as well as Phoenix dive from warfare. A starting point in Strength makes Clerics a good mix of fighter, support, and mage. Focus On: Aerotheurge, Warfare, Persuasion. These skills are generally reliable because few enemies have Air Resistance. Once you gain access to Source Points then you’ll want to bump these up to 3 points into Necromancer, 3 points into Hydropsophist, 2 Id highly recommend grabbing a staff and then warfare abilities. Probably still worthwhile to have a skill or two in Pyro/hydro/Geo for the support skills. If you instead put those 10 points into Scoundrel you'd get: D x 1 x 2 = D x 2. A Fane of many faces also wields many classes well. Thanks to this Class Nov 13, 2017 · Map of quests and quest givers Powerful Awakening They Shall Not Pass Lost And Found Hide And Seek Red Ink In The Ledger Aggressive Takeover Business Rivals A Trial For All Seasons The Elven Seer The Wrecked Caravan The Missing Magisters On The Ropes Eithne The Trader A Generous Offer The Midnight Oil The Reluctant Servants Shadow Over Driftwood A Taste Of Freedom Love Has A Price Heroes Of Share. Naturally, you'll want to memorize jump and CC skills as necessary to round out your build, so I'll just list the main skills here: Dec 18, 2022 · 5. As a Strength centered build, the Juggernaut utilizes Geomancy, Polymorph and Warfare to be the protector of the party whilst being able to be the damage dealer. Aug 23, 2022 · This build combines summoning, warfare, and pyro skills to pack a punch. Lohse - I have no clue. Keep in mind this is average damage. Current level build (to use it right now and to be less confusing) 2 hydro 2 aero 2 pyro 2 necro Put the rest of your points into warfare to boost physical damage. Only put points into Pyro when you can learn mass corpse explosion, otherwise look for a ring with a bonus to pyro. But if you want to do an aeothurge damage build it could be somewhat melee to use teleport or netherswap. Solo : Aero/Hydro Pyro/Geo Aero/hydro/pyro/geo/POLY 5. Talents: You'll want torturer, elemental affinity, executioner or the pawn (depending on how you build your character), hothead, savage sortilege, and mnemonic. 3. Scoundrel only needs one for adrenaline; 2H otherwise as it increases damage AND crit damage. The Cleric starts with proficiency in the magic of both life and death, making it an interesting choice for an Undead character. Get 2 aero when you can for Teleport, nether swap, and uncanny evasion (teleport is more Red Prince solo Pyro build, played with shield and sword for most of the game because I thought it looked cool and the armor was nice. Sep 5, 2018 · Scourge Wizard – Mage Build. I play as a 2h warrior type. Unlike many Pyro/Warrior Builds that focus on the use of Master of Sparks, Blazing Deepstalkers specialize in the use of traps. Scoundrel – For unlocking Adrenaline and Cloak and Dagger skills. Plan in combat: kill an enemy, group up enemies on corpse, corpse explosion. If you are physical damage, dump points into warfare. im assuming you are mentioning about fextra's build, this build uses necromancer spells for damage there for physical damage increases the necro spells damages and warfare skill tree increases your physical damage %5 each point, as far as i can tell the build uses geomancer skills for buff and cc (well earthquake and probably root ), hydro 3 Dec 20, 2019 · This is a pyrokinetic source skill that requires two pyro points, two warfare points, one source point, and two memory slots. Sep 28, 2017 · 1. It deals less damage than the Eternal Warrior or Duelist, but is much harder to kill and is great at supporting the group. Stats: 1 point in pyro (haste and corpse explosion) 1-2 points in poly (chicken claw, various utility buffs and tentacle lash for a strength build) rest into warfare (battle stomp, bouncing shield, phoenix dive, deflecting barrier and the offensive skills for a strength build) Key decision you have to make is whether you want to pump int or strength Aug 6, 2020 · The Fighter is a classic class for all RPGs but is built differently in Divinity: Original Sin II. We would like to show you a description here but the site won’t allow us. Staff: need good positioning to hit multi-targets with Warfare abilities in order to proc multiple Sparks. The pyro skill damage can fall off, but you can split 2 warfare/1 pyro and still keep pace dual-wielding The Illuminator (10% crit, 50% Necrofire which lowers fire res by 15%, making up for the lower fire damage) plus combustion [1] on crit and Sadist You split 3:2 or 2:1 into to str and dual wield swords. If you want to use a physical two-handed weapon then you have to focus on Str (or Dex if you'll be using spears exclusively), and that means that Pyro spells won't scale very well. I tried to do summoning and a pyro/geo build. 5 = D x 2. Hybrid types you might want to try out: Classic pyro/geo, classic hydro/aero, pyro/aero, hydro/geo. i obviously have no idea what im We would like to show you a description here but the site won’t allow us. You won't get as much damage by not going Int but by pumping Warfare, you can still increase the damage of your Necro spells. Many of the Aero spells are practically melee range, and you can also modify the build to use more warfare skills in combination with an Aero staff. Nov 7, 2020 · 5. vp gz sl wa zx ff cg va py as