24.09.2019
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Divinity Original Sin 2 Mage Average ratng: 4,9/5 42 reviews
  1. Divinity Original Sin 2 Mage Or Rogue

The Battlemage is a hybrid class of physical and magic prowess in Divinity: Original Sin 2. Characteristics Edit The battlemage primarily focus on Strength, Intelligence and Constitution as their attributes.

Welcome To The Divinity: Original Sin Subreddit!Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions; fight foes in turn-based combat; explore an open world and interact with everything and everyone you see.

Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit.Rules and Guidelines.Follow &.Submissions should relate to Divinity Original Sin or other works of Larian Studios.Do not put spoilers in the title of your post and mark your posts.Obscure textspoilers with the following:!This is spoilery! Hello Reddit. I'm nearly done with a second playthrough on tactician using a full magic damage party. A lot of people have been saying magic damage is overall weaker than physical damage because of all the high resistance enemies in the game. While I think this is true and makes some fights very difficult for mages, magic damage dealers can still usually pump out a lot more damage on average than physical damage dealers thanks to Elemental Affinity. I've re-spec'd many times now and tried a lot of different builds that worked well, so I thought I'd share some of my analysis on different mage builds.Melee Deathwish PyromancerSummaryThe idea of this build is to use Living on the Edge and Death Wish, in conjunction with Supernova, and other Pyrokinetic spells to hit both you and the enemy.

This way, you can get the maximum damage bonus from Death Wish. Elemental Affinity is very important so you can spam your Pyrokinetic spells. Skin Graft is also used so you won't run out of Pyrokinetic spells to use and allows you to keep refreshing Living on the Edge and Death Wish. Although, because this build doesn't really work until you get Living on the Edge and Death Wish, I recommend you playing as a ranged pyro mage during Act 1.AttributesGet just enough STR to where plate armor, because you want to blow through your own magic armor as fast as possible for Death Wish. Get enough Wits to go first, because you want to get up Living on the Edge before the enemy has a chance to focus you down. Put everything else into INT for damage.RaceElf is the only choice for this build.

Flesh Sacrifice activates Elemental Affinity for Necromancy, so you can cast Living on the Edge and Death Wish for cheap.TalentsThe 3 most important talents to get are Elemental Affinity, The Pawn, and Glass Cannon in that order. Elemental Affinity allows use to use our Necromancy combo for cheap, and enables us to pump out a lot more damage per turn through cheaper Pyrokinetic spells. The Pawn is great for re-positioning. And lastly Glass Cannon allows us to dump all of your pyro spells in 2 turns, which is just in time to use Skin Graft to reset our cooldowns, and refresh Living on the Edge and Death Wish. Glass Cannon is also good in that it makes the AI more likely to focus you, even though your in no danger of dying thanks to Living on the Edge. Don't get Glass Cannon until you have access to Living on the Edge though.After these three talents, grab What a Rush, since you'll be below 50% HP most of the time.

Also grab Savage Sortilege once you have some nice crit gear.SkillsGrab all possible skills Pyrokinetic damage skills there are. You also need the Phoenix Dive from Warfare, and Living on the Edge and Death Wish from Necromancer.

Adrenaline from Scoundrel is nice for extra burst that you might need to take down an enemy on a turn.The usual skill order in battle is this: Phoenix Dive into enemy team-Flesh Sacrifice-Living on the Edge-Death Wish-walk into the ring of fire with The Pawn- Supernova-whatever pyro spell. The next turn you want to dump all of your pyro spells. Make sure to hit yourself with your spells when you can to keep your HP low for Death Wish, or else you'll heal back up from your Necromancer life steal. On your third turn Skin Graft and refresh your Necromancer combo, and then just keep casting pyro spells. Fit in Adrenaline whenever the extra AP will net you a kill.Don't forget to pick up Explosive Trap and Deploy Mass Traps. Their damage is really good, and are easy to activate with your AoE spells.

Nothing beats Deploy Mass Traps in damage until Meteor.Early game, you can't play like this without Living on the Edge and Death Wish. In Act 1, just use Searing Daggers, with one dagger placed on yourself to activate Elemental Affinity, and then use your pyro spell at range.

Also grabbing a few Geomancer spells to combo is a good idea, which you can re-spec out of in Act 2.Late game, you can also throw in Apotheosis and Meteor into the mix for insane damage.Get enough skill points into Necromancer, Warfare, and Scoundrel to pick up aforementioned skills and talents, then max Pyrokinetics. Put the rest into Scoundrel for the critical multiplier.ProsAgainst low fire resist enemies, this is I think the highest damage per turn build I've seen. You can pump out so much damage with the discount from Elemental Affinity and damage bonus from Death Wish. Also your somewhat a tank because you draw aggro due to Glass Cannon, while you're hard to kill because of Living on the Edge.ConsYour other melees in your party need good fire resistance because you'll end up accidentally hitting them a lot.You also have no options to hit fire immune enemies, so you really just sit there and tank for those fights.Dual Wield GeomancerSummaryGeomancer has 2 powerful basic attack buffs in Siphon Poison, and Venom Coating. You can also you Elemental Arrowheads with wands.

With these three buffs, high level Geomancer, and poison wands, your basic attack damage is very high. You can also cast your other Geomancer spells while your buffs are down. You'll want to set up a poison puddle before battle though so you can Elemental Arrowhead and Siphon Poison.AttributesPump all points into INT for damage.

Put the rest into Wits once you hit the INT cap.RaceI think Undead is a good choice because you can self heal with a lot of the Geomancer spells. You can also go elf for Flesh Sacrifice, or human for the extra crit chance.TalentsGlass Cannon is good since you'll be staying at a safe range. The Pawn is still a good pick to make small adjustments to position to get better line of sight, but you can go Executioner instead since you don't need to move that much. Hothead is good since you won't be getting hit much.None of the other talents synergize that well. Decent ones to consider are Elemental Affinity, Savage Sortilege, Comeback Kid, and Parry Master.SkillsThe aforementioned Venom Coating, Siphon Poison, and Elemental Arrowhead are all core to this build. All the Geomancer damage spells are decent to get since they'll deal good damage with your high Geomancer level.

Divinity

Fossil Strike and Impalement are great in particular since they can slow enemy melees to keep them away from you. Fortify is also a good support spell to pick up.You'll want at least one movement spell, so grab either Tactical Retreat.Make sure you get 2 points into Huntsman and then work towards maxing Geomancer. Put the rest into Dual Wield once Geomancer is maxed.You can dip a few points into other trees to grab a few support spells. Some decent ones to consider are Chameleon in Polymorph, Adrenaline in Scounrdel, Armor of Frost in Hydrophist, First Aid in Huntsman, Peace of Mind in Pyrokinetics, and Teleport in Aerothurge. Don't pick up too many though or else you'll gimp your damage.ProsPretty good damage output.

There's a lot of good spells in Geomancer like Impalement and Fortify. You can also combo well with any pyro mages in your party.ConsIt's a bit hard to gear because you want poison wands specifically because they scale with Geomancer.There's also a lot of undead in this game that heal from poison. You'll want to keep some extra non-poison wands for that situation. You will contribute a lot less damage in those fights.Mutli-Element MageSummaryThis is the stereotypical mage character that just throws out spells.

You can decide to go close range to use all the powerful melee spells, or ranged for a safer build. You'll probably want 3 elements.

Hydrosophist and Pyrokinetics are anti-synergistic so just pick one of those, and then pick up Aerothurge and Geomancy. 2 element mages are also doable, but you might run out of spells to cast, so be sure to get Skin Graft in that case. The 2 element mages want either geo+pyro or aero+hydro for the synergy.

You'll want universal damage scaling because you can't just pump points into one element for this build. The ways to do that are Polymorph for more INT, Huntsman, or Scoundrel. I'll talk more about this later.AttributesMax INT for damage, then put the rest into Wits for critical chance once you hit INT cap.RaceHumans are good for the critical chance, and elfs are good for Flesh Sacrifice. Lizard and Dwarf are good if you plan to be melee, since their racial spells are short range. Undead isn't too worth it. Although Fane in particular could be a good choice because, Time Warp is amazing.TalentsElemental Affinity is priority, since it will allow you to spam spells.

The Pawn should be always picked if you want to go melee, since you'll be re-positioning a lot. The Pawn or Executioner are both decent if you're ranged. Glass Cannon is an option if you plan to be ranged.

Savage Sortilege and Hothead should be picked up once you have some decent crit gear. Get Far Out Man after that.SkillsGet all the damage spells you can get. Don't forget about the hybrid spells. Some good hybrid spells to consider are Explosive Trap, Deploy Mass Traps, and Throw Dust. If you plan to be melee, grab all the close ranged spells as well.

Good ones to get are Shocking Touch, Vacuum Touch, Vacuum Aura, Superconductor, and Supernova. I prefer not to pick up much support skills, since this build already needs a lot of memory to get spells from different elements, so I don't want to gimp my damage attributes further. Although I would still pick up Teleport though.Chameleon Cloak and Apotheosis from Polymorph are worth getting.

Divinity Original Sin 2 Mage Or Rogue

This is probably the best build to abuse Apotheosis because you have so many source spells to use.Try to setup a surface for Elemental Affinity for the element you are about to cast. Pyrokinetics can do this by either Searing Daggers with 1 dagger on your self or just Supernova. Hydrosophist can use Rain or Ice Fan with one shard on yourself. Geomancer unfortunately needs to autoattack with a poison wand or use Fossil Strike, which is only worth it if you plan to cast at least 3 Geomancer spells in a row. Aerothurge has no good way to setup Elemental Affinity.Early on, you just want to get 2 points into the every element you plan to use. Then grab 2 points into Scoundrel for The Pawn, Cloak and Dagger, and Adrenaline.

At this point start maxing Polymorph for the extra INT. You'll start to hit max int around mid game though, so you'll want to slowly spec out of Polymorph.

At this point you can choose to scale from Huntsman if your ranged. Although if your crit is around over 50% at this point, it's more worth it to start maxing Scoundrel instead. If you're melee you cannot take advantage of Huntsman, so just try to get more crit and max Scoundrel. Once you get access to the endgame source skills like Meteor, start getting some of your elements to level 5 to pick these up. They do insane damage and you can cast multiple with Apotheosis.ProsThis build has many damage types, so you'll almost never run into enemy that resists all your damage. It's also fairly versatile since you have a plethora of spells to manipulate the battlefield through surfaces, stuns, etc.ConsThe damage is a bit mediocre until you get you big source spells. Also, all the surfaces you'll leave everywhere can be a nuisance to the rest of your party.

Your scaling is a bit circumstantial because Huntsman requires high ground, and Scoundrel requires good critical chance gear.Support CasterSummaryThis build gets a few points in almost all the classes to get all of the useful support abilities. We're not going to worry about scaling up our damage since most of the support skills just scale with level.

This build is great in conjunction with Glass Cannon party members, because you'll get almost all of the debuff removal spells to cure knockdown/stun/etc. This build is flexible so you can get magic or physical CC skills depending on your party.AttributesYou don't care about damage so get as much memory as you want to get a ton of skills. Put a few points into STR/INT/FIN so you can equip any good gear you find.

Put the rest into CON for tankiness and equipping shields.RaceThere isn't much preference for race for this build. Elf is still nice for Flesh Sacrifice. Every other race is fine, although there isn't much synergy.TalentsThere are no necessary talents for this build so it's a good candidate for Pet Pal.

Elemental Affinity, The Pawn, Far Out Man and Comeback Kid are nice to have. Mnemonic and All Skilled Up can be taken after that if nothing else catches your interest. Do not get Glass Cannon, because you need to not be CC'd so you can cure your party member's debuffs.SkillsWe want all the support skills from every class.