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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.
I also suggest putting at least 2 base points into the 4 elemental magics, so you can use the Source Skills to change your incarnate's element infusion. While you can usually get a fair variety of ground to summon it on, I have found that changing the infusion based on the enemies resistances is really useful. Besides that, put points into either survivability skills, or utility.
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.
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.
with polymorph, you wouldn't get the same 5% damage with str as you would with warfare. warfare is the only skill in the game that gives a multiplicative boost rather than an additive boost. So nothing beats or even matches warfare on a physical build.
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.
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.
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."
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elnawawi

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"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.
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.
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