Paladin

 
 
 
 
 
 
 
 
 

 Divinity Original Sin 2 Builds – Magick Archer 

 
 
 
 
 
 
 
 
 

 

 

Divinity 2 Builds – Death Knight

 
 
 
 
 
 
 
 
 

Divinity Original Sin 2 Builds – Duelist

 
 
 
 
 
 
 
 
 

 

Divinity Original Sin 2 Builds - Occult Flamewielder

 
 
 
 
 
 
 
 
 

 

 
 
 
 
 
 
 
 
 

 

Divinity Original Sin 2 Builds - Elusive Enchanter

 
 
 
 
 
 
 
 
 

Divinity Original Sin 2 Builds - Glacial Guardian and the Summoner of Sparks

 
 
 
 
 
 
 
 
 

 

Death Knight

Use Necromancer and Warfare Skills to overwhelm your enemies while you heal yourself through damage.

Attributes

Talents

Abilities

Necromancer Skills

Warfare Skills

Other Skills

Death Knight Tips

  • Having high Constitution allows you to take many hits and gives you time to heal up via damage afterwards.
  • Having someone in your group that can remove disabling effects works well with this build
  • Increase Necromaner if you want to gain more healing
  • Healing from Necromancer does work with Living Armour
  • Undead can play this build as Necromancer Skills do heal them.

Supportive

Supportive char that helps you dealing with trades, talks and find the hidden treasures. Undead is the best choice for this kind of character, they are good at opening locks and can play dead to avoid fight.

Attributes

  • Wit and Intelligence focus. (Although other attributes can be used in persuasion, intelligence and wits usually yield better outcomes.)

Talents

  • Pet Pal (needed to persuade animals)
  • Trader's Secrets
  • Thrifty
  • Spellsong
  • ??
  • ??

Abilities

  • Lucky Charm
  • Bartering
  • Thievery
  • ??
  • ??

 

Blazing Champion (Lone Wolf Build)

Super Aggressive, Highly Explosive. Uses a Staff with Warfare abilities and Pyrokinetic Buffs to do INSANE critical damage. Also works from long range 

Attributes

Stat Spread at Level 15 (Lone Wolf)

  • Strength-10
  • Finesse-10
  • Intelligence-25 (40) (+15 from Lone Wolf)
  • Constitution-10
  • Memory-15 (20) (+5 from Lone Wolf)
  • Wits-20 (30) (+10 from Lone Wolf)

After this point spread your stats as 2:1:1 in Intelligence : Memory : Wits until Intelligence is maxed out, then dump all your points into Wits

or just do that from the start if you’re not using lone wolf

Talents

Talents at Level 20

  • Executioner (2nd Pick, Level 3)
  • Lizard-Demon/Human-Savage Sortilege (5th Pick, Level 18)
  • Opportunist (4th Pick, Level 13)
  • Lone Wolf (1st Pick, Character Creation)
  • Sophisticated/Ingenious
  • Spellsong/Thrifty/Undead
  • Elemental Affinity (3rd Pick, Level 8) 

If it wasn’t already obvious, play as either a Human for extra critical chance or Lizard for extra fire resist+dragon’s blaze (This Build works pretty well with Red Prince!)

your Level 18 talent is interchangeable, demon with lizard makes it easier to push above 100% fire resist which means fire heals you. Savage sortilege with human means taking advantage of your extra critical chance with your spells.

it goes without saying if you make it to level 23 during Arx, take the opposite talent to the one you picked at Level 18

Abilities

Put your Warfare point in early and then in a ratio of 2:1:1 of pyro :scoundrel : 2Handed. Add another point in warfare when thick of the fight becomes available. Add polymorph as/when you feel appropriate

  • Warfare 4
  • Pyrokinetic 10
  • Scoundrel 10
  • Two-Handed 10
  • Polymorph 2 (Optional later on for flaming skin)

Pyrokinetic Skills

  • Fireball
  • Laser Ray
  • Supernova
  • Sparking Swings (Pyro+Warfare) 
  • Firebrand 
  • Flaming Tongues

Warfare Skills

  • Blitz Attack
  • Phoenix Dive
  • Whirlwind
  • Enrage
  • Thick of the Fight
  • Battle Stomp (Clears fire at lower levels so you don’t burn your self to death)

Misc Skills

  • Cloak and Dagger
  • Adrenaline
  • Bless (Holy Fire heals you. And can disable Necrofire)
  • Flaming skin (ignore your own fire pools while making them bigger if you bleed!)
  • Wind-Up Toy and Fire Slug. Throw your summons into the fray! They both make fire!
  • Peace of Mind (Extra Wits means Extra Crits!, and a nice Intelligence bonus!)

Combat Tips

  • Use your movement spells to get into the battle and set everything on fire.
  • Pyro skill tree gives you a ton of buffs, use them! 
  • Fire attacks on the fire slug will heal it!
  • Sparking Swings + Blitz attack = Fireworks!
  • Use Giant Flame Runes of Power on weapons for increased Intelligence and fire damage!
  • Use them on Jewellery too for extra crit chance!

The Foot Cataphract

This is a melee physical assassin built that does not require you to spec (many) points into Scoundrel. The primary focus of this build is the use of dashes to allow you to spread out debuffs while locking down and quickly eliminating high value targets.

Attributes

  • Finesse
  • Wits
  • Constitution

Wits is important because this build focusses on the use of daggers and positioning to maximize critical strike damage. However, this build can be built tankier by prioritizing Constitution instead. That said, if you're building a tank, I find death knights to be better in most ways.

Talents

  • Lone Wolf (?)
  • Opportunist
  • The Pawn/Executioner
  • Parry Master
  • Picture of Health
  • Torturer
  • Comeback Kid
  • Leech

Abilities

  • Warfare
  • Polymorph
  • Scoundrel
  • Dual Wielding

Polymorph Skills

  • Bull Horns (Level 1)
  • Tentacle Lash (Level 1)
  • Chicken Claw
  • Spread Your Wings
  • Heart of Steel (a must-have for overpower, given the use of finesse armour)
  • Forced Exchange
  • Skin Graft
  • Apotheosis

Warfare Skills

  • Battering Ram (Level 1)
  • Battle Stomp (first skill you should take)
  • Crippling Blow
  • Challenge
  • Overpower

Scoundrel Skills

  • Rupture Tendons (after you get Chicken Claw. Watch them run away for an opportunist backstab and then bleed themselves to death)
  • Adrenaline is siutationally useful but not a core element of this build.
  • You don't need Sawtooth knife as Bull Horns already applies a bleed.

Tips

  • Cataphracts were the heavy cavalry units of iron age antiquity, whose role, much like medival knights, was to charge down groups of soldiers, sending them flying and disorganizing their ranks. They were also used to flank and engage with high value enemy targets. This is exactly what this build does. You don't need a horse because you can turn into a bull. 
  • Geometry is key to this build. Carefully line up your dashes so that you strike as many enemies as possible and use those dashes to end up in a backstab position on high value targets. Taking The Pawn can be useful for this but you typically get more out of Executioner in the long run. Isolate, lock down, and kill. When it's getting too dangerous, just dash back out.
  • Start your character with Bull Horns, Battering Ram, and Tentacle Lash.
  • Next get Battle Stomp, followed by Chicken Claw. Then spec 2 levels into Scoundrel and get Rupture Tendons. Then Spread Your Wings.
  • You will automatically get tanky thanks to Picture Of Health because Warfare points are extremely important to this build.
  • All races are viable, but Lizards are probably the weakest because Dragon's Blaze will result in you constantly dashing over your own fire surfaces, shredding your magic armor. (unfortunately, Spread your wings combined with a dash does not avoid surface damage. However, the Vulture Armour Set does avoid surface damage in dashes and it's absolutely busted until you find stronger armour on the Nameless Isle.) You also don't do much magic damage with this build so it doesn't synergize well.
  • Obviously this build is highly flexible. This guide focusses primarily on assassination but tankier builds are completely viable if you focus strength and consitution instead of finesse and wits. Your plethora of AOE CC will be useful regardless.



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    • Anonymous

      Hello everyone! I'm Daily new to the game. I'd like to make a Classic mode run with four origins to learn their respective stories and with Fane as my main. So i'm looking for some builds bit the problem Is that even respeccing my companions I can't change their character creation abilities. Is there a solution to this?
      Ty in advance

      • Anonymous

        Hello all! Thought I would come down here and share some thoughts.

        First, I need to say that Cas's videos and builds listed here were vital for guiding me through this amazing game's rather steep learning curve. Thanks to these videos I gradually went from getting destroyed on normal difficulty to eventually only finding enjoyment from playing on tactician difficulty. I am the divinity player I am today because of these builds, and I'll always be grateful for that. If you ever read this Cas, hats off for all the help you gave to newcomers to this genre like me.

        Having said this, Let me give a word of warning to the newer players. Many of these builds are focused on creativity and not optimization. A lot of them have rather damning drawbacks (ie. lacking damage, impractical skillsets, strong in early game but terrible late game, far too specialized, way too squishy) that are only compensated by playing on lower difficulties or by playing with 2 lone wolf characters. If you decide you want to play a 4 man party or on tactician/honor difficulties, these weaknesses will really begin to show through.

        You should play the game however you enjoy playing it, but if you are trying to make the switch into tactician or really getting stomped with your 4 man party, I would recommend trying some of Sin Tee's builds instead of these. He has a much stronger focus on pure optimization and his youtube build guide videos are very easy to follow for leveling and skills. Objectively speaking, his builds are some of the MOST POWERFUL builds in the game (as of the 2021 definitive edition).

        Hope this helps. Cheers!

        • Anonymous

          I think if you wanted you could also use a bow for the druid class, so you could keep even more distance. That's what I did, and it worked really well.

          • Anonymous

            The hardest thing with builds is taking companions in act1 and having them work to a set just right. Any solution to this problem?

            • Anonymous

              Here posting a team build (warning: bad english here) that tries to sinergize well, doing mixed damage. This goes with some unconventional ones that might not work so well, but i think it is a fun composition. It also split equipment and history talents in a way that is nice too. Posting level 20 stats:

              1 Sebille: 1hand wepon + shield
              - Talents: master of constitution, rooted, glass canon, the pawn, mnemonic, pet pal
              - Stats**: 19 str, 30 CON, 30 WIts
              . Skills: 10 summon, 3 poly, 2 geo, 2 scoundrel, 2 pyro, 2 warfare
              Memorized-most important ones: venomous aura, master of sparks, enrage, adrenaline, incarnate and power infusion.
              Others: infusions, phoenix dive, totem, flay skin, skin graft, oily blob, medusa head

              Strategy: need to be the first one to go summoning and buffing al allies. After that a dead weigth and meat shield. Example: incarnate-->two infusions-->adrenaline+ flesh sacrifice-->master of sparks + venomous aura-->enrage the hybrid damage dealer (9 points spent)
              ** the strenght and poly is for blob, medusa and flayl skin. I have not tested this build yet, so you can reconsider stat distribution and poly. Maybe 39 CON.

              2nd char: a clasic magic archer, alternating between physical and magical damage, also CC.
              History talent: master of autority and master of finesse.

              3rd char: human 2HSword
              Talents: spider kiss towering oak, master of inteligence, master of strenght, savage sortilege, oportunist, picture of health, executioner, what a rush
              Stats: str 47, finese 5, int 26, con 8, memory 10, wits 5
              Skills: 2Hand 10, warfare 6, pyro 4, scoundrel 1

              Memorized skills: mostly warfare, dont forget onslaught, adrenaline and enrage (if sebille fails to cast it)

              Strategy: this is your slow, deadly DPS guy. This guy goes last, using all of sebille buffs (venomous aura, master of sparks and enrage). You crit hard, with your sword and master of spark.
              An alternative version can be made with finnese and a lance, but remember to rearange all your team history talents if you go this way.

              4 char (human): i have two suggestions: the lance guy described above or better try a maxed 2handed/aerothurge staff weilder, with maxed int and a lot of wits (master of wits, spider kiss curved quill).
              Short description because i am lazy: electric is the least resisted magic, so is the only one that i should try as a pure magic type. Because of maxed two handed and maxed int, your spark should hit hard too, effectively doing two types of magic dame, also aplying CC.

              This team build is all around sinergy and mixed damage. I have only played on classic and never used this comp, just theorycrafted it. But i think it make a lot of sense. Sebille is fast and buff almost all your party, including her incarnate (but the sparks doesnt aply to the archer guy), then because of tankiness and glass cannon can tank a lot. After that, the archer complement the type of damage that you need to do at the moment and can aply hard CC. The 3rd and 4rd char (2Handed sword/lance/staff) will do a lot of damage, buffed previously by sebille.

              If you test it let me know!



              • Anonymous

                Hello! I am looking for two lonewolf builds for a tactcian play and I am hesitating between battlemage/summoner of sparks and stormchaser/glacian gardian. Which duo is the funniest to play and the most powerful ? In the moment, I'm playing a tactician play with battlemage/sumommer of sparks/tectonic sage/elementary ranger/ I love the synergy with those choices. Fire dps is great : master of sparks on my invo and battlemage, explosive traps, flaming tongues..(but the CC is poor) ty for your answers :)

                • Anonymous

                  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. 2. 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.

                  • Anonymous

                    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.

                    • hello, i have some theorycafting build and i want to this community to make them for mor information pm me i already try my build on dos1 .

                      • Anonymous

                        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. 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.

                        • Anonymous

                          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. Polymorph will give you additional 2 for 1 attribute points for more damage, initiative/critical hits, or health)

                          Talents:
                          Living Armor (every time necro heals you, magic armor is also healed)
                          All skilled up (Lone wolf double combat ability points)
                          Bigger & Better (Double attribute points increases damage, health or crits)
                          Savage Sortilege for Intelligence based damage to crit so Wits are for later in the intelligence based build
                          There are other good talents, but I always use these first

                          Attributes:
                          Strength, Finesse, or Intelligence for your main damage type (match skills/spells to weapon)
                          Wits & Constitution are secondary
                          Memory is not necessary

                          Useful movement skills (can get you out of dangerous ground effects or change elevation quickly):
                          Tactical Retreat Huntsman 2 points = best movement skill as it gives haste buff with teleport
                          Wings Polymorph 2 = decent flying movement for several turns similar to teleport but adds avoid ground effects
                          Cloak & Dagger Scoundrel 2 is a teleport
                          Planar Gateway Summon 3 is a teleport that can be used by multiple characters in one casting
                          Backlash Scoundrel 0 is a teleport then backstab which is very effective
                          Phoenix Dive Warfare 2 is like a teleport with a fire ring on impact
                          Battering Ram Warfare 1 can be useful, but easily blocked by line of sight or elevation
                          Bull Horns Polymorph 1 = better than battering ram since you can use it for several rounds

                          Venom Aura Geo/Scoundrel (2/2) = adds poison damage to weapon attacks for party
                          Peace of Mind Pyro 1 = arguably the best buff
                          Haste Pyro 1 = excellent buff
                          Firebrand Pyro 3 = adds a fire proc buff
                          Sparks Pyro/Warefare (2/2) = adds a proc buff
                          Favorable Wind Aero 1 = movement speed increase
                          Chameleon Poly 1 = invisible
                          Blessed Smoke Aero/Scoundrel (2/2) = invisible
                          Apotheosis Poly 5 = reduce source point cost of abilities by 3
                          Encourage Race Ability = buff party attributes

                          Always keep in mind that with necromancer/living armor, damage = healing of vitality & magic armor

                          • Anonymous

                            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.

                            • "this build can't capitalize on damage due investment in a multitude of magic schools."

                              If you refer to Elementalist, I'd say this build doesn't lack on damage, you don't put many points in either school, and you put the rest of the points on Polymorph and thus you can maximize intelligence pretty quick, adding damage to every skill you have = more profit than any individual magic school.

                              • Anonymous

                                Why do all these builds seem to have some ridiculous drawback to them? I get really excited when you starts describing what they can do, but it's usually followed by something like "this build is really hard to gear for," "this build damages itself and teammates so you have to play 'lonewolf'," or "this build can't capitalize on damage due investment in a multitude of magic schools."

                                • Anonymous

                                  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.
                                  Broken down like
                                  Attributes:
                                  STR: 10
                                  FNS: 10
                                  INT: 20
                                  CON: 20
                                  MEM: 15
                                  WIT: 15

                                  Talents:
                                  Living Armor
                                  Leech
                                  Far out man
                                  Five-Star diner
                                  Stench

                                  Abilities:
                                  Summoning 10
                                  Necromancy 10
                                  Leadership 5
                                  Retribution 5

                                  Necromancer Skills:
                                  Raise Bloated Corpse
                                  Bone Cage
                                  Death wish
                                  Shackles of Pain
                                  Summon Bone widow
                                  Grasp of the Starved
                                  Silencing stare
                                  Totems of the Necromancer

                                  Summoning Skills:
                                  Conjure Incarnate
                                  Cannibalize
                                  Dimensional Bolt
                                  Elemental Totem
                                  Power infusion
                                  Dominate Mind
                                  Super charger
                                  Door to Eternity
                                  Planar Gateway
                                  Ethereal Storm


                                  So its easy to see you don't have combat options or too many movement spells. We compensate by being burly and stinky. That being said I play a dwarf and get a bit more CC out of petrified touch. This build requires crafting grenades or arrows (I'm playing full party right now so I have a ranger for arrows) so you can set totems how you want them. I play with a shield and wand. I stay back and set incarnate or bone widow first, followed by totems, and then buff buff buff. With this your guy can take a beating, little weak against elements so kit that way, and sit back and watch the chaos your summons ensue.

                                  • Anonymous

                                    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.

                                    • Anonymous

                                      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.

                                      • Anonymous

                                        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. 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.

                                        • Anonymous

                                          Summoning brings you lot of power. Especially at level 10 when your invocation becomes a champion.
                                          But you'll need to mix with some other skills to improve your survivability.
                                          Aerothurge lvl 2 will be fine for it's teleport and switch position spells.
                                          You'll be fine fine also with scoundrel 2 to get the free move talent, chloroform and teleport again.
                                          Try this combination and you'll never be bored nor defendless.

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