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Is a game full of choices: You have to decide where to go, who to talk to, what to say, and whose house to ransack after you kill the owner and use a tool to rip their face off to create a mask for an undead creature. But before getting into any of the real action, you'll have choices of a different sort to make-namely, what class and race to play.Much likes its predecessor, Original Sin II lets you choose a pre-made character or completely customize one. It's important to realize that, no matter decisions you make at the outset of your journey, you'll be able to reshape your character over the course of the game. You'll also at one point have the opportunity to rebuild your character from scratch if you regret your decisions.But that doesn't mean the choices you make at the start don't matter. Original Sin II can be a very difficult game from the get-go, and you'll want to be sure you have a capable character to play with.
Choosing from one of the default options and then molding it in the opening hours is a safer path than building one completely from scratch.And while you are free to create a custom character, you can also opt for an Origin character (whose class and skills you can adjust). These will present you with an established backstory and is thus an excellent way to initially play through the game, though these Origin characters can be encountered and added to your party no matter what you create.In the gallery ahead, we examine each of the default classes and potential skills you may want to substitute before providing an overview of every Origin character and race. You can also check out our.For more on how to better play Divinity: Original Sin II, check out our. Attributes. Intelligence +1 - Intelligence increases your damage with Intelligence-based weapons and skills. Constitution +2 - Constitution determines how much Vitality you have.Abilities.
Summoning +1 - Summoning increases Vitality, Damage, Physical Armour and Magic Armour of your summons and totems. Loremaster +1 - Loremaster identifies enemies and allows you to identify items. Increasing Loremaster allows you to identify more, faster. Leadership +1 - Leadership grants Dodging and Resistance bonuses to all allies in a 5m radius.Skills. Summoning. Conjure Incarnate (2 AP) - Conjure a personal elemental that matches the ground surface it's summoned onto.
Your Incarnate can be buffed with Infusions. Once you hit Summoning ability level of 10, a colossal Incarnate Champion will answer your summons. Dimensional Bolt (2 AP) - Shoot a volatile bolt that deals 4-5 damage of a random type, and then creates a corresponding surface.
Elemental Totem (2 AP) - Target a ground surface and conjure a totem of the corresponding element. Each turn, this totem will fire a projectile at enemies in sight.Conjurers rely on summoning to deal the bulk of their damage. While this leaves them with few options in terms of direct offense, the ability to provide additional targets to distract your enemies can be invaluable. Conjurers are best off sticking with the default set of skills; there is only one other choice, Farsight Infusion, which provides Magic Armour and a ranged attack for your summoned Incarnate.
But early on, that is not worth the trade-off of losing your ability to deal damage with Dimensional Bolt, or the presence and damage of your Totem (of which you can have more than one out at a time). Attributes. Intelligence +2 - Intelligence increases your damage with Intelligence-based weapons and skills. Constitution +1 - Constitution determines how much Vitality you have.Abilities. Hydrosophist +1 - Hydrosophist increases all Water damage you deal, and any Vitality healing or Magic Armour restoration that you cause. Aerotheurge +1 - Aerotheurge increases all Air damage you deal. Loremaster +1 - Loremaster identifies enemies and allows you to identify items.
Increasing Loremaster allows you to identify more, faster.Skills. Aerotheurge. Electric Discharge (2 AP) - An electrical joly deals 7-8 air damage to target character. Sets status shocked. Rain (1 AP) - Create a spreading water surface which douses fires. Set Wet status on characters in the area. Hydrosophist.
Hail Strike (3 AP) - Icicles fall from the sky, chilling enemies and dealing 4-5 water damage. They create Ice surfaces where they hit the ground.Like the Wizard, the Enchanter is a straight magic user, but rather than focusing on pure damage-dealing, they channel spells that affect enemies and the battlefield around them. Despite sounding relatively innocuous, Rain is one of the most useful spells in the game, as it can put out fires, which you'll encounter frequently.
It also pairs well with the Enchanter's other spells, as making an opponent Wet leaves them more susceptible to being Shocked with a skill like Electric Discharge. Wet surfaces or enemies can also be frozen with Hail Strike. It's a very self-sustaining class and pairs with other classes well.
Considering how important elemental effects are, the Enchanter is easily one of the best classes. Attributes. Strength +1 - Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items. Constitution +2 - Constitution determines how much Vitality you have.Abilities.
Warfare +1 - Warfare increases all Physical damage you deal. Geomancer +1 - Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause.
Bartering +1 - Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.Skills. Warfare. Battle Stomp (2 AP) - Smash your weapon into the ground, knocking down non-allied characters in front of you, and hitting them for 23-25 physical damage. Also clears non-cursed surfaces and clouds. Bouncing Shield (2 AP) - Throw your shield at an enemy dealing 7-8 physical damage.
Shield can bounce to another enemy in 5m range. Geomancer. Fortify (1 AP) - Provides 8 Physical Armour. While Fortified, the target cannot be teleported.
Removes Poisoned, Bleeding, Burning, Acid, Decaying.Despite the name, Fighters serve primarily as tanks. They start with more health (thanks to +2 Constitution) and come equipped with Fortify, which restores Physical Armour and ensures they aren't teleported away from their position on the front lines. Although tempting, you should likely keep both Warfare and Geomancer to start with, rather than investing in Retribution, which reflects a percentage of damage back at attackers. Attributes. Strength +2 - Strength increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items. Constitution +1 - Constitution determines how much Vitality you have.Abilities.
Warfare +1 - Warfare increases all Physical damage you deal. Two-Handed +1 - Two-Handed increases damage and the Critical Multiplier when using two-handed melee weapons (sword, axe, mace, spear, or staff). Bartering +1 - Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.Skills.
Warfare. Battering Ram (2 AP) - Rush forward in a straight line, to a designated point, hitting all enemies in your path with 19-23 physical damage and setting Knockdown. Battle Stomp (2 AP) - Smash your weapon into the ground, knocking down non-allied characters in front of you, and hitting them for 23-25 physical damage. Also clears non-cursed surfaces and clouds. Crippling Blow (2 AP) - Cripple the target with a sweeping blow, and all characters around it. Deals 49-54 physical damage.Knights are a more offensive-oriented version of the Fighter, relying heavily on close-range damage. They need to be in the thick of things in order to deal damage, and you'll want to ensure you don't deviate from the default skills.
The only alternative with the standard setup is Bouncing Shield, but Knights come with a point in Two-Handed weapons-which means you shouldn't be using a shield. This is a textbook example of ensuring you're aware of what each aspect of your character involves in order to maximize their effectiveness. Attributes. Finesse +2 - Finesse increases your damage with finesse-based weapons and skills.
Constitution +1 - Constitution determines how much Vitality you have.Abilities. Scoundrel +1 - Scoundrel increases movement speed and boosts your Critical Modifier. Sneaking +1 - Sneaking determines how well you can sneak without getting caught. Dual Wielding +1 - Dual Wielding increases damage and Dodging when dual-wielding two one-handed weapons.Skills. Scoundrel. Throwing Knife (2 AP) - Throw a knife at your opponent, dealing 27-28 physical damage.
Can backstab. Backlash (1 AP) - Jump over the enemy, landing behind their back and backstabbing them for 27-28 physical damage. Adrenaline - Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over your maximum are lost.Rogues rely on stealth and mobility to get behind their opponents and backstab them to deal maximum damage. They're reliant on others to heal them and are thus vulnerable if caught out of position.
Rogue can be a challenge to play effectively, but if you decide to try it, be sure to leave the default skills alone. Chloroform (which puts an enemy to sleep) is tantalizing, but the three pre-selected options ensure you can maximize your damage and have the flexibility to get away. Attributes. Finesse +2 - Finesse increases your damage with finesse-based weapons and skills.
Intelligence +1 - Intelligence increases your damage with Intelligence-based weapons and skills.Abilities. Huntsman +1 - Huntsman increases the damage bonus when attacking from high ground. Geomancer +1 - Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause. Bartering +1 - Bartering improves your haggling skills. With each point invested, traders' items become cheaper and your items become more expensive.Skills. Huntsman.
Pin Down (3 AP) - Deal 44-47 physical damage and Cripple target character. Elemental Arrowheads (1 AP) - Target a surface in melee radius.
For one turn, elemental damage matching that surface is added to your ranged weapon attacks and ranged weapon-based skills. Geomancer. Fossil Strike (2 AP) - A giant rock filled with sticky oil that deals 6-7 earth damage. Creates an oil surface where it lands.If the idea of being a Ranger appeals to you but you want even more flexibility, Wayfarer may be for you.
Fossil Strike allows you to create an oil surface, and if you have fire nearby, Elemental Arrowheads can then be used to ignite it and deal serious damage. Following up with Pin Down the following turn can allow you to ensure the enemy is stuck in the ensuing blaze, or you can swap it out in favor of First Aid to provide your party with another source of healing. Attributes. Intelligence +2 - Intelligence increases your damage with Intelligence-based weapons and skills.
Constitution +1 - Constitution determines how much Vitality you have.Abilities. Pyrokinetic +1 - Pyrokinetic increases all Fire damage you deal. Geomancer +1 - Geomancer increases all Poison and Earth damage you deal, and any Physical Armour restoration you cause. Loremaster +1 - Loremaster identifies enemies and allows you to identify items.
Increasing Loremaster allows you to identify more, faster.Skills. Pyrokinetic. Searing Daggers (2 AP) - Shoot three flaming daggers at targets of your choice, each creating a fire surface and dealing 3-4 fire damage. Ignition (1 AP) - Sets enemy characters around you on fire. Deals 4-5 fire damage to each.
Ignites all susceptible surfaces. Geomancer. Fossil Strike (2 AP) - A giant rock filled with sticky oil that deals 6-7 earth damage. Creates an oil surface where it lands.Wizard is a traditional magic user with a focus on damage-dealing. By default, you'll have Pyrokinetic and Geomancer skills, which combine well together. Use Fossil Strike to create an oil surface and then light it ablaze with Ignition. As an alternative, you can swap out Fossil Strike in favor of Contamination, which creates a poison surface that can still be combined with Ignition.
Special Skills. Flesh Sacrifice - Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost. Break the Shackles (1 Source) - Remove the following negative statuses from yourself: Slowed, Crippled, Chilled, Shocked, Suffocating, Atrophy, Diseased, Infectious Diseased, and Shackles of Pain.Talents. Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead.
Ancestral Knowledge - Ancestral Knowledge gives you +1 Loremaster. Special Skills. Flesh Sacrifice - Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents. Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead.
Ancestral Knowledge - Ancestral Knowledge gives you +1 Loremaster. Special Skills. Flesh Sacrifice - Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of -1 Constitution. Any Action Points over your maximum are lost. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents. Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead. Ancestral Knowledge - Ancestral Knowledge gives you +1 Loremaster.
Special Skills. Play Dead - Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents. Undead - Undead lets you heal from poison, but regular healing will damage you instead.
Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead. Special Skills. Play Dead - Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents. Undead - Undead lets you heal from poison, but regular healing will damage you instead. Corpse Eater - Corpse Eater lets you eat body parts to access the memories of the dead.
Special Skills. Play Dead - Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents. Undead - Undead lets you heal from poison, but regular healing will damage you instead. Sophisticated - Sophisticated gives you +10% Fire Resistance and +10% Poison Resistance.
Special Skills. Play Dead - Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status. Dome of Protection (1 AP, 1 Source) - Create a magical field that restores Magic and Physical Armour and increases elemental resistances on allies in an area.Talents.
How you wage war is completely up to you, and with the plethora of weapons and customizations on offer, you will not be starved for choice. If an animal is caged in the outpost, shoot the cage to let it run wild. Why not throw some bait near a guard to draw some wild animals, giving you a distraction to disable the alarm? Trying to take an outpost? Far cry 4 save game download. You can go in guns blazing or pick the guards off one by one.
Undead - Undead lets you heal from poison, but regular healing will damage you instead. Sophisticated - Sophisticated gives you +10% Fire Resistance and +10% Poison Resistance.
Character CreationThe most difficult part of any RPG: styling your characters and party composition the way you like it. Here I will go over the different options available to you in DOS:2 as it's expanded a bit more than the first one. Honestly, you can play whichever you way you want but some routes are obviously more difficult than others especially in tactician/honour mode where combat difficulty is significantly ramped up, but games are meant for fun right? So do whatever floats your boat.In order to figure out what kind of Source Hunter you want to make or which preset Hunter you want to take in your party let's take a look at the set companions you can recruit to your party and what they bring to the table. Note that you can swap out the companion presets based off what you might need which is a nice change from the first game, but regardless what is listed is what they are default specialized for, but feel free to spin your own things if you want!After the companions I will go over the races you can choose if you decide to run a custom character, and the different classes you can select. CompanionsSebilleJoining Notes.
Sebille can be found to the south of Fort Joy wandering near the gate, however if your character is a lizard or you have the Red Prince with you than she will need persuading. After a bit of progression in the game she can be found at the Sanctuary of Amadia. When you claimed Lady Vengeance, she can be found at the Lower Deck. However, if she's not with you when fighting Dallis, she will be unavailableTalents.
Ancestral Knowledge - +1 to Loremaster. Corpse Eater - Let's you eat body parts to gain memories of the recently deceasedSpecial Ability.
Flesh Sacrifice - Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of Constitution. Any Action Points over your maximum are lost. Remove the following negative status effects from yourself: slowed, crippled, chilled, shocked, suffocating, atrophy, diseased, infectious, diseased, silenced, plagued and shackles of painBy default a rogue, Sebile is an elf who's story involves being enslaved to lizards.
Last updated on October 21st, 2018Divinity: Original Sin 2 has been out for several months now, and I have made Build after trying to come up with new and interesting ways for you all to play party members, trying to capitalize on the fantastic gameplay that Larian has designed. I have finally made the best “all around” Warrior Build you can make (I think) and ironically, as this will be my last Guide, I ended up where I began originally. How fitting that the is where it all started and it’s what I’ve returned to, only this time I have made it so powerful it’s just downright game breaking.
Let me explain how the Eternal Warrior came to be and give you the basics about the Build. Stats on my level 16 Eternal Warrior. Eternal Warrior – Death Knight BuildBack when I started making guides, I was fascinated with the line and wanted desperately to incorporate them into some sort of melee Build that could withstand tons of punishment while dishing out respectable damage.
Unfortunately at that time, although on the right track, I hadn’t acquired quite as much knowledge about the game. Thus I made a Death Knight, while still good, was flawed. It was flawed not because it didn’t deal respectable damage or couldn’t take punishment, but because it didn’t take into account how very important Armour is in this game. With the Eternal Warrior Build, not only is that mistake rectified, but the have been stripped down and improved to only the very essentials.The Eternal Warrior makes use of a decent amount of investment into in order to obtain the passive healing when dealing Vitality Damage. When combined with, the Eternal Warrior can replenish Magic Armour offensively, allowing them to maintain their position on the battlefield and keep on swinging without fear of being crowd controlled via magical attacks. By having a very high ability, and by adding the Skill to the mix, Eternal Warriors can boost this healing even further, allowing for increased Magic Armour replenishment should they need it. From the Necromancer Skills line and from the line cover the Physical Armour, and both reward an offensive style of play as well, making for the perfect blend of offense and defense.Eternal Warrior Attributes and EquipmentEternal Warriors focus on to increase their damage of their Warfare Skills.
Eternal Warriors will also want 3 or 4 points into in order to use both Strength and Intelligence based Armour. All other points should go into for the Skills that you need only, and then.Eternal Warriors use a mix of Strength and Intelligence-based Armours to get excellent Physical and Magic Armour. Eternal Warriors want to find a balance between the two if possible, with enough Magic Armour to give yourself time to replenish it via damage. They should look for Armour with Warfare and Necromancer. And Wits are also ok and you’ll want to try to get some gear with a point or two of,. I want to emphasize that Armour value is more important than the stat bonuses you get in 90% of the cases, so be sure you take whatever has the most Armour unless the bonuses are just too good.Weapon-wise you’ll want a Two-Handed of some sort, trying to get one with a slot for a.
Bonuses you want to look for are Critical Chance, Life Steal, Warfare, Strength and Two-Handed in that order. Ideally it would have at least 3 of these bonuses listed in order to maximize your damage. However, just like Armour, prioritize damage above everything else, unless you get a Weapon with near perfect bonuses.
Note: Life Steal on a Weapon is added directly to the total from Necromancer and Vampiric Hunger percentage-wise. Armour of the Eternals is a sold choice for this Build, because it has very high Armour values. The stats are meh, but more often than not Armour Stats. On the right you can see my Two-Handed weapon is nearly flawless.
It’s level 14 but I still use it (at 16) because it’s bonuses are simply too good. Eternal Warrior Abilities and TalentsThe best way to start this Build is by picking the Metamorph Class, removing points from and putting them all into Strength. Then put 1 point into Warfare and 1 point into and take,. Then as you level up place 1 point into Scoundrel and 1 point into Hydrosophist in order to get Vampiric Hunger, followed by 1 point into Warfare in order to get some more Skillls there. Then place 2 points into Necromancer in order to get some more Life Steal and Bone Cage. Then from that point forward you will place points into Warfare and Necromancer in a 2:1 ratio until Warfare is maxed, only placing a 1 point or 2 into Aerotheurge when you get somewhere close to Act 2, and taking Polymorph up to 3 during Act 2. Modifications I would make to the Metamorph Preset in order to start optimally for the Eternal Warrior.As far as go I’d recommend the following:– This will allow you to deal more damage when in melee combat and is crucial to any melee Build’s damage.
You’ll want to take this Talent during Character Creation in order to get the most use of it during the game.– Combined with Vampiric Hunger allows the Eternal Warrior to keep on swinging, healing his/her own Magic Armour in the process. You’ll want to take this Talent when you reach Level 3.– This Talent works very well with this Build because it is 100% optimized and allows you to kill targets quite often without having to waste needless AP healing or buffing. Take this when you hit Level 8.– Because you are rarely below 100% Vitality, this Talent improves your damage by increasing your Critical Chance. Take this one when you reach Level 13. Eternal Warrior SkillsThe Eternal Warrior uses primarily Warfare Skills, but splashes a bit here in there into Scoundrel, Polymorph, Hydrosophist, Aerotheurge and of course Necromancer. Below is a list of Skills you will use and I will put them in the order you should obtain them in. Character Creation– A good source of AoE Knockdown with only a slight reduction to damage (10%) over a basic attack.
Use this to CC enemies that have low Physical Armour, preferably 2 or more at a time.– Does extremely good damage and sets Atrophy which prevents the target from attacking next turn. You will usually use this on your first victim to try to burst them down quickly.– Gives you access to Bull Rush. Use to close the gap on your enemies over and over again as it has a 1 turn cooldown so you will never have mobility issues when in combat. As of February 1st, 2018 now deals physical damage. Character Levels 1-3– Does poor damage, but helps with mobility and is useful for keeping targets Knocked Down if you cannot finish them off just yet.
Use Bull Rush to get in range and this Skill to Knockdown targets with little to no Physical Armour.– A must have skill for just about any Build. Use this when things would go badly for you next turn without one more action. Keep in mind you can use it, then pop Skin Graft and then use it again.
However, you will skip your next turn.– You won’t use this so much in the later half of the game, but it’s great early on when you don’t have quite as much Life Steal. Use when you need to replenish some Magic Armour, or boost a party member if they are low.– This skill will allow you to Life Steal early on which will replenish Magic Armour. Keep in mind you must do Vitality Damage to Life Steal, so pop this only after Physical Armour has been stripped. Character Levels 4-8– This is a great gap closer that also deals damage to up to 2 targets. Deals less damage than Bull Rush, but targets don’t need to be in a straight line and can also go up or down in elevation.
Use when Bull Rush won’t suffice.– Deals 100% Weapon Damage to all targets around you in an AoE. Positioning is key, so use Teleportation if you want another target to get hit. You can pop Skin Graft and Adrenaline to get back to back Whirlwinds.– A good gap closer that costs 1 AP and is excellent for the beginning of battles.
Jump in, attack and then pop a defensive skill and hopefully get an Attack of Opportunity.– A great skill for buffing up your Armour and the more dead bodies around the better. This skill rewards an offensive playstyle so don’t be shy about killing people.– A great all around skill both in and out of combat. You’ll use this during fights to move enemies into range so you can AoE more than 1 target (ideally 3 or more).– One of two defensive skills this Build uses that isn’t tied to offense in some way. Use this when you have left too many enemies standing or alive to help mitigate damage you will take during enemies’ round. Character Levels 9 and up– As of August 31st, 2018 this Skill now costs 0 AP, making it viable for nearly every Warfare oriented Build.
Buffs Physical and Magic Armour in addition to increasing your damage by 20% for 2 turns. Also heals you.– This skill works fantastically with this Build and it only costs 1 AP (since February 1st, 2018). Use this when you want a second Whirlwind, or you need another gap closer or if you can get another AoE Knockdown from Battle Stomp.I wish to mention that you can of course add Skills to this list, but these are the minimal Skills I would take to make up the Build. If you were being really stingy you could even take out Phoenix Dive and/or Blitz Attack and possibly Teleportation/Uncanny Evasion (although they are very good).I have not added Skills like or to this mix, because while useful, they are not aggressive enough for this Build.
Chicken Claw deals no damage, and you want to kill things, not just CC them once their Armour is gone. Shackles of Pain has the same issue, but also prompts enemies to attack other party members which is not what you want them to do.If you would like to add Skills to this Build, I would suggest not taking offensive skills that only hit 1 target, unless they apply a Status Effect that prevents them from attacking. And I would suggest not taking any defensive or utility skills that cost more than 1 AP, since dealing damage is priority.
Divinity Original Sin 2 Best Civil Abilities Lone Wolf
These Skills, while useful, don’t contribute to the aggressive playstyle of the Eternal Warrior so we table them. Final TipsThis whole Build revolves around offense so learn to play aggressively and try to take out or CC targets as often and quickly as you can. The best defense is a good offense in this game, because when enemies are flat on their back they cannot damage you. For this reason I do not recommend playing the Eternal Warrior with a Sword and Shield, as you won’t deal enough damage to both sustain your Magic Armour and keep enemies Knocked Down.Learn when to use your Skills and pay attention to your cooldowns.
You might, for example, Whirlwind 2 people when you could use Teleportation to hit 3 instead. Or perhaps you can Battle Stomp 3 targets, but if you Phoenix Dive first you could hit 4. This is important because Living Armor gets more effective the more targets you hit, so you always want to be hitting as many as you can to keep your Magic Armour topped off.The Eternal Warrior’s biggest weakness is that it cannot replenish its Physical Armour often, so when selecting targets keep this in mind and try to take out the ones that deal Physical Damage first if you can, or minimally CC them. Also, learn when to time Bone Cage for best results so that you get the most out of it when you do use it. Another good reason to use Teleportation in this Build is to bring targets to you because this will keep bodies piled up in one place for more Physical Armour from Bone Cage. You want to try to create scenarios like this where the bodies pile up and you can Bone Cage for lot’s of Physical Armour.Always, Always, Always try to save 1 AP at the end of each combat turn to use a defensive skill if you are in danger, or use a utility skill if you are not.
Defensive skills include: Bone Cage, Armour of Frost, or Uncanny Evasion, while utility skills include: Challenge, Vampiric Hunger or Skin Graft. If you need more AP to finish your target before using one of these Skills then pop Adrenaline, finish your target and then use one.Bull Rush is now the best gap closer in the game and you can use it every round, so don’t waste time with Blitz Attack if you can hit the same targets with a Bull Rush. Bull Rush not only deals more damage, but also can set Bleeding. However, keep in mind you can still use both of these Skills in the same turn if you wish, hitting both targets twice. Just remember to always prioritize Bull Rush if you can hit both targets with either skill. Bull Rush was changed to deal Physical Damage in the February 1st update, allowing it to strip Armour. It outperforms Blitz Attack in terms of damage and can hit more than 2 targets and set Bleeding.Just like the Death Knight you can play this Build as an, as all healing from Life Steal will heal them and there are zero Skills here that negatively impact them.
I would actually recommend playing one if it weren’t for the fact that have the best Skill for this Build with. Getting extra AP and Damage in exchange for is a just too good, and keep in mind you can refresh this Skill with Skin Graft, so it just gets even better.Lastly, and I mentioned this above, but I’ll say it again here: keeping your Armour values above zero at ALL times is of the utmost importance. This will prevent you from being crowed controlled and allow you to make the most of your Eternal Warrior’s turns. While it is unlikely that you will make it through the entire game without this ever happening, it should be the goal while in combat and should dictate what you do next. Remember to always save 1 AP at the end of each turn for a defensive skill if you need it, or a utility skill to setup your next turn if you are not in danger. If you’re going to play Lone Wolf I’d take it 2nd or 3rd depending on how much of the game you want to play as Lone Wolf. Opportunist and Living Armour are the two most essential for the Build so optimally it would be 3rd.With Warfare maxed and about 6 or 8 points in Necro, plus the points in the various other Abilities like Aero and Hyrdro etc, then I would dump all remaining points into Two-Handed for more damage and more Critical Multiplier.
It would look like 20 Warfare, 6-8 Necro, 4 Poly, 2 Aero, 2 Scoundrel, 2 Hydro and the rest into Two-Handed which should be like 6-8 ish.Cas. I think it’s a good idea to figure out which characters you want to bring along and then decide. For example I think Elves make the best Eternal Warriors, but Fane could do the job just fine if you have an Elf or Sebille as something else.As far as party composition goes I’d take an Eternal Warrior, a Cleric (or Frost Paladin), some sort of Ranger (with or without summoning) and a Tidalist (or Terramancer). This isn’t the most intriguing setup in the world I know, but it’s damned effective.Cas.
Nothing about this build makes it especially powerful. It’s fine for sustainability, but there’s nothing here in terms of damage output. It’s like the whole build is just about preserving magic armor and not losing phys armor so you don’t get CC’d. I mean I appreciate that a crowd controlled character isn’t doing any damage, but making anti-CC the focus of your build does not make the 'strongest warrior character'.
It’s a fine build and would be effective no doubt because you said to use a 2h weapon and whirlwind/charge/CC a lot, but don’t oversell this. So I decided to get back into this game and actually beat it this time. And last time I really found your death Knight build a metric ton of fun to play.
So this time I thought I’d give this a try. But as I was deciding what else to bring along, I plan on going with a full party, i realised I was rather unsure on what else to bring along. I do love the druid and Elementalist, so I’m likely to bring those two. Unless there’s a reason that would just end up biting me in the ass. But that leaves the fourth slot. Currently debating if I want to bring a Duelist, Assassin, or Ranger.
Any advice would be greatly appreciated, especially on the 4th slot. But any advice on the 2nd or 3rd is welcome too.And while I’m at it, I might as well say thanks for all the amazing builds you have been putting up. Reading them has been a real help in improving my game. You can absolutely aim to get Dodge Chance on your gear and use Uncanny Evasion if you wish. What you’re really trading here is raw damage for more defense (high Dodge).The weird thing about Divinity Original Sin 2 is that defensive builds are not generally as good as offensive ones, because killing or CCing your enemies actually prevents you from taking more damage than the high Dodge will, by eliminating enemies that can attack you.
You can of course play like the Duelist, just because you want to, and you should still be fine if you apply the same principles of the Eternal Warrior.Cas. Hey Castielle, I love this build and was wondering how viable it would be to pair it with the Juggernaut build. I just started a new game with Ifan and I think I want to build him as a Juggernaut and then pick up Fane and build him as an Eternal Warrior. I feel like with the Juggernaut’s poison abilities paired with Fane’s healing off poison, they could make for a strong frontline.
What do you think? It’s either that or build Fane as a rogue, which doesn’t excite me as much as this build. What 2 other builds would I add to compliment a Juggernaut/Eternal Warrior front-line?.