Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Divinity: Original Sin 2 Store Page. Global Achievements. Is anyone getting on well especially tactician mode with dual wield Warfare builds?
Showing 1 - 15 of 19 comments. Vacca View Profile View Posts. I dunno, I heard bad stuff about dodge builds. Texonater View Profile View Posts.
An item in the off-hand second weapon or shield means a second source of boni. So i prefer to go dual wield or sword and board over 2h-weapons. Originally posted by N Corbin UK :. Thanks for letting me know. Originally posted by edmek :. Jumping on this post.
What is your opinion on dual daggers? For scoundral, necro poly char. I cant decide if it has meh damage or i just havr bad daggers. All in is nice with backstab at least. Last edited by Messiah of Melons ; 22 Sep, am. Zwerchauu View Profile View Posts. Dual wielding is for fashion. Last edited by lameover ; 22 Sep, am. Originally posted by Messiah of Melons :.
Originally posted by lameover :. Dual wield is great if you get two weapons with realy nice enchantments I guess. Per page: 15 30 Date Posted: 22 Sep, am.
Posts: Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Divinity: Original Sin 2 Store Page. Global Achievements. So i've been wondering, how many levels i should invest into Dualwield to maximize my citical damage output. I did my maths and came up with this: Don't max scoundrel early on if you don't need it for unlocking certain skills! Showing 1 - 15 of 17 comments. It depends on your goal. Here's a formula someone made.
Keep in mind that at low levels you may be more interested in the skills that open up. Especially for bow users. Scoundral is akin to warfare, and dual wield is to 2H or 1H. Only exception is Wit character, who is compelled to stack WIT points.
However, WIT characters still need to focus on flat damage.
In my experience, optimal WIT is 22 on level 10, 27 on level Mages generally need high memory for spells, so ranger, rogue, or 2H fits well as a WIT character. So what you are saying is instead of maxing out "Dual Wielding" on a backstabbing 2-dagger build i should max out Warfare?
Later on maybe.Home Discussions Workshop Market Broadcasts.
Divinity Original Sin 2 Builds Guide – Knight, Rogue, Battlemage, Ranger, Best Skills
Change language. Install Steam. Store Page. Divinity: Original Sin 2 Store Page. Global Achievements.Divinity:Orginal Sin 2 - Building a Dual Bezerker v2
Hi got 2 questions about rogue. So when u choose between puting a point in dual wield or scoundrell what is better. Is there any point to spend some point in wits for rogue since he already always crit from behind.
English not my native so sry if i spell some words wrong. Showing 1 - 8 of 8 comments. Artale View Profile View Posts. If you go dual daggers and get plenty of backstab time in, go with Scoundrel especially if Human. Otherwise go with Dual Wield. Preferably both if you play on higher difficulties. On wits: The main advantage to a rogue spending points here is more initiative and spotting hidden objects. It also helps with persuasion checks. If your main is a rogue, this might be a good spot to spend a few points.
But finesse will give you more damage if thats all you're after. Rainnd View Profile View Posts. Scoundrel and by far 2. Wits for rogue is worthless. I got fed up with a backstab build. So i went for a dual wield berserker kind of build. You'd still want to put points in Dual Wield, Warfare and Scoundrel. Which is easily do-able. Points in Str and Wits and take the crit talent; Hothead. Even better if human for extra crit.
Vicious View Profile View Posts. Wits seems to only be good on Hunter, and even then it's a little questionable. Scoundrel gives you more movement which is great on a Rogue, especially if you're backstabbing. Gets even better of you have The pawn talent.
Donlod View Profile View Posts. I play dagger rogue so i always crit from behind but still crit dmg goes from base dmg what dual wield gives and scoundrel only gives crit multiplier. May be we have some1 who do maths? And some1 know lvl cap on this skills? The more multiplier you have and the more they are evened out the more damage you have as a result even if they result the same summed up.
And because you already have a high crit multiplier its better to focus on others like warfare for PURE damage.Since the game is extremely difficult this has come much more into focus than one would expect.
Juggernauts focus on pure Strengthbut deal a mix of physical and earth damage to their enemies. At first glance this seems like a bad idea, because splitting damage types generally reduces your overall DPS. However, this Build takes advantage of Geomancer Skills that reward players who deal physical damage and a Polymorph Skill that deals earth damage, but scales off of Strength. The purpose of this Build is to deal punishing amounts of damage to the Armour of various enemies, while at the same time keeping them Knocked Down or Petrified and out of the fight.
Stats on my Level 15 Juggernaut. I am not using a Shield, simply because I have a really good Two-Hander at the moment, but usually my Armour would be much higher and damage much lower. Juggernauts are going to focus primarily in Strengthonly putting some points into Wits and Constitution as necessary. Strength will not only increase the damage of your Warfare Skills if you use a weapon that scales with Strengthbut it will increase the damage of Polymorph Skills.
Wits will help give you needed Initiative to get into combat early as well as bump your Critical Chance. Juggernauts will be using Strength-based Armour that is skewed heavily towards physical protection, which is excellent for this Build.
Juggernauts want to stack Physical Armour up as high as they possibly can because Reactive Armour increases in damage in relation to your current Physical Armour. A really good case for a Shield in this Build is the synergy with Reactive Armour. You can deal some incredible damage with the right setup and Shield. Juggernauts should utilize Single-Handed and Shield for very good reasons. Shield using Juggernauts will not only gain access to Bouncing Shield which does great AoE damage, but also Deflective Barrierwhich increases your Armour even further as well as reflecting projectile attacks.
You will also gain more Magic Armourwhich you will be very low on otherwise. When playing as a Juggernaut there are almost no hard and fast rules on exactly how many points to put into Abilitiesbut you will for sure want many points into Warfare for the increase to physical damage and many points into Geomancer for the increase in Physical Armouras well as increase in earth damage.
Just exactly what balance you choose is up to you, but you will deal more physical damage than earth, so I suggest favoring Warfare in a or 1. These 2 Skills really make this Build shine.
Nothing like Petrifying everything around you, only to do it again next turn! Opportunist — A must have Talent for every melee character because it will proc 2 or 3 times in combat easily, nearly doubling your attacks. This one should be high on the list, if not first. The Pawn — This requires 1 point into Scoundrelbut it will allow you to move 1 AP worth of Movement for free per turn, which is huge because positioning is key with this Build and you need all of your AP to attack with.
However, they both have extremely long range as it is so I suggest trying it out and seeing if you really need it. Hothead — Since you will have so much Armour, it will be very hard for enemies to damage your Vitality directly.
Consider taking this one if you took Savage Sortilegeas it will affect spells as well. Save this for when you can get the Status Effect. As with above, try to save this until you know you can get the Status Effect applied. This skill is one of the best ways to deal physical damage with this Build and is a big reason I recommend a Shield.
Deflective Barrier — A great way to increase your Physical Armour and also reflects projectiles. Use this before using Reactive Armour if you can. This skill also buffs Earthquake and Petrifying Visage. Works fantastically with AoEs, which this Build is chalked full of. Can be cast on a teammate as well if needed.Divinity can be a tough game, so with that in mind, we put together a list of characters and classes that are so strong, it will make any enemy a joke.
Keep in mind that every character can't be great at all times, but the ones listed below excel at specific niches or a variety of things.
We've tried to come up with not just the best combination of abilities, but the best races and play styles to suit those abilities. This section discusses how to make the most out of the premade party members you'll find on your journey. He also starts as a dual-wielding wand user.
However, he's also an Undead, which means he can't heal through curative magics. With that in mind, we suggest the following. This build will amplify what the game already suggests you do with Fane. Geomancer is very important because it's both powerful and can be used to heal Fane. Pyrokinetic is amazing when combined with Geomancer, because it lets you blow up the poison, dealing additional burn damage. Lastly, Necromancer is great to round him off, offering a wide array of spells that allow you to heal and deal damage all at once.
This is an alternate character build for Fane. This goes against his default setup and instead focuses on the fact he is a skeleton. This build switches Fane from a mage to a Ranger. The Huntsman and Geomancer class work well together, and since Fane is a skeleton, he will benefit from the many poison skills you gain access to.
Pyro still is great for blowing up the poison and focusing on Finesse over Intelligence will make him a powerful ranged combatant. This murderous elf is a Rogue type by default. This feeds perfectly into her abilities, and makes her one of the best Rogues possible. This combination of skills is designed to make her a powerhouse of damage.
You want to focus heavily on Dual Wielding and Scoundrel to maximize mobility and damage. Necromancy makes a great third skill as it gives her some curative options and a few other handy spells later on. Grabbing just 1 or 2 points of Polymorph are also great, as it will allow you to pump up your stat points while also giving access to some powerful transformation skills like Chicken Claw and Spread Your Wings.
Elf's have the Flesh Sacrifice skill which fits perfectly with the Rogue style of gameplay. This is due to many Scoundrel skills having exactly 1 AP cost.
For this reason, we suggest Sebille sticks to this style of gameplay. This royal lizard is a front line warrior by default. He does have some flexibility, but we suggest he stays on the front lines, so that his Fire Breath never goes to waste.
This build for the Prince is designed to make him a flaming warrior of destruction. Focus heavily on Warfare, Pyrokinetic and Geomancer. Warfare lets you be a battle master, Geomancer offers very useful protection spells while Pyro lets you combo fire spells with your fire breath.
Add in some Leadership to buff the whole team and a point or two of Single Handed for extra damage and you'll have a front line warrior who never dies, and blasts his enemies with his fiery fury.Home Games News Cosplay. This guide is intended for scoundrels on tactician difficulty, whether lone wolf or not. Basic and Advanced Guide. Skill Book Combinations. How to Steal. Introduction So you want to be an OP backstabbing badass? Look no further.
While there is no question that the rogue does the most single target damage, you can find yourself in some sticky situations, which this guide will attempt to get you out of, regardless of difficulty or party composition. Preparation is key.
The main difficulties with the rogue are knockdowns and not being able to get behind your enemy. The former can be remedied by putting a point or two in strength, so that you can equip better armor for more physical shield, but this guide focuses on the latter. With a few utility deviations from scoundrel, we will be slaughtering our enemies in no time. Stat Allocation First off, pick human, so you have bonus initiative. Equip gear with initiative, even if other stats are inferior.
You want to go first, so you can reduce the number of opponents you face. That being said, wits are a waste.
[Top 10] Divinity Original Sin 2 Best Builds
Go for finesse. No really, finesse. Actually, you may want one point in strength for better armor and a point or two eventually in memory for utility. If you have better armor from the point or two in strength, not only will you prevent knockdowns, but most likely, you won't need points in constitution. If you feel too squishy though, constitution doesn't hurt. Put as many points as possible in finesse though. If you find yourself with a tough choice, pick finesse anyway.
Max it -- no question.What are builds, you ask? So, what kind of build should you use? That depends on a lot of factors - different people do well with different builds. Not only can you summon this gigantic incarnate, you can also do heavy attacks yourself! This build combines summoning, warfare, and pyro skills to pack a punch.
The key to this build is the master of sparks spell, which sends flaming sparks flying during melee attacks. Another important part is your incarnate, which you should summon in flames.
Divinity Original Sin 2 Builds – Duelist
The great thing about rogues is that they can go in for the kill and then sneak out, and this build helps you do that even better.
It focuses on scoundrel skills, warfare skills, finesse, and wit so that rogues can do massive critical hits. It also helps that elves have flesh sacrifice as a natural ability, which makes this build do even more damage.
Are you a pyromaniac? Do you like making things explode? The pyro skills in this build will let you burn the battlefield to a crisp, while your geomancer skills give you the option to make it explode.
You can grow horns, tentacles, and wings, and even turn your opponents into chickens! Though this two-handed build deals a great amount of damage, it also makes sure that your character lives to see their enemies fall.
Do you like using spells to cause mass destruction? If so, this build might be the one for you.
Here we have another build that involves summoning. This one is especially great fordoing ranged attacks from afar, while your incarnate deals the melee attacks. With different types of elemental arrows, this build can seriously damage magic armor, but it can also do physical damage if needed.
Divinity Original Sin 2 Builds – Duelist
In short, the elemental archer can deal with all types of enemies on the battlefield. I say that being able to take hits while also doing great damage is definitely a win-win. Overall, this build is good as a shield for protecting party members, which is always welcome!