Divinity Original Sin 2 Max Stats
UPDATE: Add Warfare to the build. It is the only multiplicative skill in game, making it the most effective for rangers. Max it out.(2017) Divinity Original Sin 2 Ultimate Ranger Build-FOR DONATIONS:Patreon:Paypal: mastazajebavas@gmail.comVideo explaining why i have decided to implement donations to the channel:Thank you all for the support!-VIDME Channel Link:CO-OP GAMEPLAY VIDEOS, TRAILERS, REACTIONS AND MORE:HRVATSKI CO-OP KANAL ZA BALKANCE:-TWITTER Link.
Dual Wielding Grenade Wizard (Jahan pulls this off at a C- level):1. Man-at-Arms/Scoundrel/Water/Fire/Air/Earth/Witchcraft- 12. Dual Wielding/Man-at-Arms/Scoundrel- 33. Witchcraft- 24. Water- 4 (Post lv 15)5. Dual Wielding- 5.7. Willpower/Body Building +1-31.
Slingshot2 Pinpoint3. Far Out Man4. Parry MasterInt/Dex/Str +1.5 (6.5/8/10)OVERALL: One of the most powerful builds in the game. Jahan builds into Shadowblade much better than this build (due to Jahan coming with two talents and +2 in Con) which means that much like Ranger build, no one in the game builds well into this build; strong recommendation to build second source hunter into this build.How to play: For the Early-Mid game be sure to pick up all the 'touching spells' ASAP, as you will find that they require little AP and their CC is beyond useful. Also, currently picking up 'melee power stance' from Man-at-Arms and having it active will increase ALL damage by 20%, and since spells don't ever miss you will be getting an extra 20% damage for free as you will always have a melee weapon in hand. Play it safe and stay back until the enemies are CC'd or weak and then jump in with thunder jump/battering ram and all your touch spells (burning/freezing/shocking/decaying, etc.
Attributes are the base stats of your characters in Divinity: Original Sin 2. All characters begin with a basic 10 points in each attribute. Characters can be customized with 3 additional attribute points at the start and acquire 2 more points per level. Combat in Divinity: Original Sin 2 is a simple turn based system where each character will be placed in order against the enemy depending on their Wits, the higher Wits is the better chance you will move before the enemies can.
Putting one point into scoundrel/man-at-arms and every other school of magic as well as into 'dual wielding' will set you up solid early game. You should be throwing grenades like toilet paper- firestorm + toxic at a minimum- but grenades such as the frost grenade can make impossible fights pot shots.
There are enough empty bottles to make over a hundred firestorm grenades in Cyseal alone, and you should be throwing just as many. Spam Midnight Oil and then toss. Firefly will also help you with this.
Certain fights early on you will find people with 'immune to fire aura', try to sneak in to the battle and teleport the person with the aura into the middle of your party to start the fight- that way all of his friends can be burned and you can take out the aura producer ASAP. By Mid-End game your spells will be powerful enough to take out most enemies, but you also can CC and destroy hand-to-hand with physical damage. You will become the ultimate weapon, and what you do in battle should depend entirely on the battle itself and the enemies you are fighting.
B.WIELD A DAGGER IN YOUR MAIN HAND AT ALL POINTS IN TIME.Thoughts on Axe vs Mace vs Sword in your off hand: Maces deal crushing damage which for the first at least 50% of the game EVERY enemy you fight will take extra damage from crushing and reduced from slashing and piercing (sword/axe/dagger/and bow). Also a unique mace (which is fantastic) will always drop at the lighthouse and a decent unique sword will always drop around the same time. These factors make maces hands down the strongest weapon available levels 1-7 followed by the sword.
Between levels 10-20 you will see less enemies that take reduced damage from slashing but you will still end up running into enemies that are immune to piercing and take extra damage from crushing (any statue for example), also crafted gear starts to become a thing around level 7. The mid game you will see axes start to shine because of this as well as their crafted ability to add 6-8% crit chance, but maces will never phase out of usefulness due to its crushing damage. By the end game piercing/slashing/crushing damage seem to even out entirely which mean flat damage becomes the most important factor.
Because of that axes with their flat raw damage and extra crit chance are in. There are a lot of other fun builds and ways to easily beat the game, these builds in my guide however are more 'min-max' which means everything gets put on the scale and is weighed for it pro's and con's.
In this case, pyro 4 vs hydro 4, pyro brings nothing new to the table while losing vital spells, healing spells, and on top of that the damage spells (hail attack vs meteor shower) favor hydro.1. Expert Marksman vs Hydro are close battles for best in the game2.
Air vs Witchcraft are close battles for best runner ups3. Scoundrel vs Man-at-Arms are close battles for best mids4. Fire vs Earth are close battles for worst of the gameReplacing 4 Expert Marksman or 4 Hydro with 4 Fire or 4 Earth is as clear of loss as there is in DOS; EE. Great Build, thanks for sharing!I've been experimenting with it, and I've found that my attribute points are spread a bit thin early to mid game. Int is too low to land CC spells reliably, while STR and DEX are too low to land melee attacks reliably. I'm sure this can be fixed with gear bonuses later on as shown in your video, but what are your thoughts on a hybrid build between this and the shadowblade.
Basically still taking pinpoint and slingshot to focus on grenades, but dual-weilding daggers rather than dagger/mace so I can dump STR. This might lower my melee damage output and armor, but it would allow me to have more points in DEX and INT. What do you think about such a trade off?
Long after the story my wife and I began this game (no idea why its promo didn't hit us, probably cookies are not as reliable as they say:)).I have to say many thanks to you for your work on this game. The multi classing (as long as this term as a sense in a skill-based sandbox like D/OS seems to be) was one of my favorite activity during DDO and i appreciate the builds you are proposing.But i am only at the very beginning of the game, so i still have a few questions:- You listed 'Precise Incision' in the DWGW build (as a Scoundrel skill apparently). I can't figure out what it is. Is it quest-acquired? Or a remnant of previous version (before Enhanced)?- It looks like you forgot to list Mass Slow as a skill for the Ranger build. I won't believe you don't use this skill (on paper, it looks like a must in Hydro) and if i look at the icon bars it seems you did put it in. So, Mass Slow or not?;)- I noticed you are giving the exact same spells to both of the characters build for Geo or Pyro: cannot the group achieve more by having some other spells?
Or did you judge those little useful spells as simply the best for low level, neglecting any other in the list?I am not sure you are following this subject nowadays. But anyway your work is still useful for late players like we are and for this, we do thank you:). The wiki i was using had forgotten 'Precise Incision'. I found it elsewhere. Sorry for doubting you:)Same for Mass Slow, definitely a typo, i'm sure:)Last question is completed by this one:On paper, i see all your Hydro (4) are using the exact same skills. How do you heal your group? Are you only counting on crafted pots and food?I read Adrenaline, Fast Track and Wildfire descriptions and i suppose the whole purpose of those builds answers the old saying: 'In MMO, no problem can't be fixed with a brutal input of DPS':).
Divinity Original Sin 2 Max Stats Guide
Thanks a lot for your hard work and time. Without asking for a huge, detailed layout, could you possibly point me in a direction for 2 other party members in a 4 Character Creation?I love the ideas of the spell casting dual wielder and ranger type, but just wondering about a quick template you think would work for the last 2 members, since you said this is for Jahan and the woman. Last 2 mostly ranged? I think the 4 mod allows for dismissal now so Mule shouldn't be a problem. Thanks for any assistance. Yes, thank you, it is quite clear this is for a full party WITH COMPANIONS. He stated this is 'for what's at your disposal without mods.'
I was asking for him to point me in a direction for creating what he believes would be good compliments to the DW and Ranger with the 4-CHARACTER CREATION MOD. Since his guide is for the NON-CREATED companions, I was asking what he would do differently given the chance to CREATE 2 other party members, instead of building from what the game gives you with companions.
If you have to have a 2-handed melee fighter Madora is actually BETTER than anything you can create. (she comes with 'comebackkid')If you have to have a shadowblade, Jahan builds into it ALMOST perfectly, you wouldn't really be able to tell the difference in actual battle outcomes.There are only two reasons why you should/would play with a four creation mod1. Overkill, in which case if you are going for that, just build 3 ranger variants and one dual (you don't need light stepper and pet pal on all three ect.).2.
Four player coop, in which case it would make more sense to let each player decide for themselves right?