The level of customization possible in Divinity: Original Sin 2 is staggering, whether you want to focus on a smooth-talking teleporter with a ton of skills, an undead soldier who knocks down all enemies, an archer who summons corpses, or nearly anything else you can imagine.
Builds for Divinity: Orginal Sin 2 are player-created combinations of skills and gear to adhere to a specific theme or reach a min-max objective. This page features the builds created by Castielle on youtube, you can find detailed written build guides here. Also please feel free to add your Build! (text only) to this page. Divinity: Original Sin 2 builds are incredibly varied thanks to the robust skill system found within the game. You aren’t restricted by anything other than your imagination, which can lead to. Playing a pure wizard, what talents should I aim for? If it means anything, I've been playing a mix of 1s in each of Air, Fire & Water magic (no earth), but I am going to specialize in Fire magic up to 5. Main weapon i'm using is fire wand.
In this guide, we're going to go over four epic Original Sin 2 builds with vastly different focuses, from a stealth assassin to a masochistic necromancer who revels in taking damage. With any of these builds, you could either co-op or even potentially solo your way through the game.
With this build, you always want to be positioned behind an enemy for backstabbing and generally avoiding detection. On the attribute side, Finesse is probably a better idea than Strength. Don't discount Wits though, as you get a bonus to initiative and critical chance. For your ability points, you want to put your points into Scoundrel for the critical bonus, and of course Stealth for the sneaking.
On the skills, Adrenaline is a must for getting enough action points to kill with a backstab in one turn. Throwing Knife and Backlash also lets you deal backstab damage, while Chloroform can knock out an enemy at the end of your turn without breaking stealth.
If you go for a secondary ability beyond Scoundrel, oddly enough Polymorphing can be helpful, since it lets you fly around and avoid terrain or remove all negative status effects quickly. The Polymorphing skill Chamelon Cloak gives you two turns of pure invisibility without breaking stealth. Warfare isn't nearly as useful as you'd think, since many of the associated attacks aren't helpful for backstabbing and Scoundrel already gives you a bonus to Finesse-based attacks.
So long as you pick skills that don't break stealth and you have a weapon that benefits from the high Finesse, you can essentially cheese your way through any combat by staying hidden and then quickly backstabbing or knocking an enemy unconscious before they react. Getting items early that provide teleportation abilities will be a must so you have maximum mobility.
You will generally have lower armour ratings, since you are focused on staying hidden, meaning that status effects will hit you more often. The game is also a good deal slower and more tense if you are always sneaking and having to pay attention to line-of-sight cones.
Rogue Assassin Build
Put either two points into the Necromancer skill, or one in Necromancer and one in Warfare for the bonus damage. When you level up, place your combat points into Retribution. For your weapon, you probably want a big two-handed weapon that does the most base damage possible with devastating criticals.
From the Necromancer side, you absolutely want the Bloodsucker ability, which lets you heal from the ever-present pools of blood on the ground. You may also want to invest in the Leech talent to automatically heal from blood sources if you aren't going the solo route. Mosquito Swarm is another one that both deals damage and heals. If you are mixing Necromancer and Warfare instead of straight necro, either Crippling Blow or Battle Stomp is the way to go.
Your idea here is to always be healing yourself while reflecting damage back to the enemy. Every point in Necromancer means you automatically heal damage when you deal it, and each point in Reflection increases the amount of damage you automatically deal back to anyone who hits you. In other words, just walking around getting damaged in combat lets you both kill and heal.
With the Necromancer skill, your vitality only heals when dealing damage directly to enemy vitality, so any enemy with high physical / magical armour will prevent you from healing.
It also takes several levels for the bonuses from Necromancer and Retribution to actually hit useful levels (starting at a measly 10% and 5% with only one point each at first level). However, this can be overcome by taking the Lone Wolf talent instead of Leech.
With Lone Wolf, each skill point is effectively doubled, which halves the amount of time for those skills to reach useful levels. Despite the name, Lone Wolf actually lets you bring along one companion in addition to your main character while still retaining all the benefits of the talent.
Necromancer Skills
Your archetypal holy knight, this build revolves around battlefield control. You should be dealing out decent damage, knocking down opponents for control frequently, and then healing your party when necessary.
Hydrosophist and Warfare should be your ability picks, giving access to healing and armor boosting spells, in addition to the bonus to straight damage. For skills, your starting picks should be Restoration and Armour Of Frost (which removes negative status effects) -- and your Warfare pick should probably be Battle Stomp, since it gives battlefield control and doesn't affect allies like most area effect spells.
On the weapon front, either sword and shield combo or a two handed weapon focus compliment the build.
The Paladin build is excellent for your main character because it overcomes a lot of the weaknesses of the five other origin companions. While you won't be flinging fireballs and creating poison clouds, you can gain easy battlefield control and ensure the rest of the party doesn't go down in flames. There are a lot of combos you can do with other party members as well by first creating wet conditions using your Hydrosophist abilities and then creating electrified areas.
Outside of combat the build isn't nearly as useful, since a simple bedroll you can grab directly at the beginning of game in the ship prevents the need for healing items outside of battle. You also won't be the stealthiest.
Building a Custom Paladin
Taking the Lizard class for this fire build is a decent idea, since you get the Dragon's Blaze bonus ability to breathe fire. However, you may want to go with Undead instead, since they heal damage from poison, and you will frequently be creating poison clouds.
Your attributes should be focused on Intelligence for bonus spell damage and Memory so you have a broad range of spells to use and are never in a situation with all your skills in cool down. For abilities, of course you want Pyrokinetic and Geomancer.
On the skills, Ignition is less useful than you'd think because it does damage around you, which can hit allies and of course set off oil puddles and end up hurting yourself or other friendlies. Fossil Strike pairs well with Searing Daggers to create a fiery battlefield -- and for maximum map controlling damage, don't forget Poison Dart creates a poison cloud.
For a twist, instead of Pyrokinetic, switch over to Summoning but keep Geomancer. Now pick Conjure Incarnate instead of Searing Daggers. If you summon your Incarnate in a poison cloud, he will deal tons of poison damage to your enemies for you, essentially acting as a bonus free companion.
AoE is the name of the game here, as you set large swathes of the battlefield on fire or fill it with poisonous vapors. Dual-wielding elemental wands is a great idea so you can deal bonus damage to fleeing enemies who are on fire or poisoned. Even when you aren't hitting, you will still be dealing damage due to everything being on fire.
It's incredibly easy to end up damaging your own team here with all the area fire and poison effects, and you don't have much of anything in the way of healing or physical armour.
Undead Wizard
These are the four best Divinity: Original Sin 2 builds we've had the most luck with playing through the campaign and dominating in combat. What's your favorite build, and what combos would you recommend for getting through different acts of the game?
If you're looking for more tips on this huge fantasy game, be sure to checl out our full list of Divinity: Original Sin 2 guides to get the most out of your roleplay.
This page of the Divinity Original Sin 2 guide contains a detailed description of Wizard. You'll get acquainted with the basic information on this class, recommended playstyle, as well as its biggest advantages and potential disadvantages.
Wizard is a class that combines HP regeneration with spells with combination of abilities into combos. The best race, in this case, is Lizard, due to his innate predisposition towards this type of classes. It should also be noted that the class talent increases the distance of spells, which may be important even in the case of ranged opponents.
Below, you can view starting parameters for this class.
In the case of Wizard, there are two attributes that have been buffed by default.
Attribute's name | Value | Significance |
Intelligence | +2 | This is another character that can use magic and Intelligence provides you with a bonus to this attribute. Additional intelligence increases slightly the magical armor. |
Constitution | +1 | Thanks to the increased HP, the character is not as likely to die in the initial stage of a fight. |
In the case of Wizards, three abilities were improved.
Name | Value | Notes |
Pyrokinetic | 1 | Increased fire spells damage and general fire damage |
Geomancer | 1 | More damage from poison (skills and weapons). It also increases physical armor, which can be replenished with skills such as Fortify. |
Loremaster | 1 | This allows the hero to identify items and get info on enemies such as their resistance for particular elements, the number of initiative points or allocated skills. |
Talent
Far Out Man - zwieksza zasieg zaklec i zwojów.
Icon | Name | Notes |
Searing Daggers | Shoot three fire daggers that deal damage and can ignite enemies. You can damage three different enemies, even far from each other. | |
Ignition | Damage all enemies around the character, dealing fire damage with chance of burning. Also ignites all flammable substances (e.g. oil). This one has a significant advantage - costs only 1 AP. | |
Fossil Strike | Works great combined with a bonus to fire damage. You can generate a patch of spilled oil and then ignite it with one of the above skills. |
Rasa | Predispositions | Commentary |
Elf | None | There are few things that you can use here. OF course, if you want to, you can create an Elf wizard, but it will be difficult to obtain any tangible effects. |
Human | Moderate | Just like above. The only difference here is that thanks to higher initiative, human can gain advantage. |
Dwarf | None | Nothing to work with here. |
Lizard | High | The doubled bonus to Intelligence considerably increases chances of dealing severe damage. Additionally, Lizard can use his racial ability thanks to which you can, e.g. set a pool of oil on fire. |
A Wizard has access to two schools (Pyrokinetic and Geomancer) which means that this class can choose from 8 starting abilities. You should make small changes and select the abilities that are presented in the table below.
Icon | Name | Notes |
Searing Daggers | A default ability that is great at the beginning of the game. | |
Poison Dart | An ability that should be selected instead of Ignition. Allows you to deal poison damage, poison your target and create a poison spot under target's feet which can be later set on fire by using Searing Daggers (or any other Fire ability). | |
Fossil Strike | A default ability. |