In Divinity: Original Sin 2, the developers tried to diversify the gameplay elements by adding 14 classes. The figure, of course, is impressive. But do not be fooled especially, since in general, they resemble classes from the same Dark Souls, that is, they are hybrids that differ only in starting skills and characteristics.
No one will forbid you in the future to change the path of development of your class and choose other skills, on the contrary, the game itself will advise you to do this so that you do not get bored. Moreover, after the first act in the game, a mirror will become available, which allows you to reset talents, characteristics, and appearance at any time for free.
However, knowing which path is most appropriate for each class is an important task, especially in such a complex tactical RPG. So, on this article page, you will find tips and build advises for every class in the game.
Fighter
The fighters are classic tanks, wielding one-handed axes, swords, and maces, and defending themselves with a shield. A good shield will give the tank a huge increase in physical and magical armor, so it will be very difficult to deal with it. In general, it is not difficult to play as a class, but it will suit those players who prefer to be in the thick of the battle.
First of all, improve your strength and constitution – the first indicator directly affects the attack power, the second on the amount of health.
Intelligence is useful insofar as it affects the strength of magical abilities, and geomancy is just one of them. Another thing is that it is easier to download geomancy itself in the next section, and instead of intelligence, add extra health to yourself.
Invest in perception periodically, as it affects the chance of a critical attack and the order of the move during combat. Memory is useful for additional abilities, but, again, a lot is unnecessary.
After the characteristics, the time for the distribution of skills comes. Here, be sure to take military affairs (with each increase, not only your strength but also your health will grow), as well as one-handed weapons.
Leadership can also be useful if no one else in the group has room for this skill, but geomancy is the best option. The latter is often used by a battle mage, but it can also serve a tank well, since it will restore armor to both himself and his comrades right in the thick of battle.
From the talents (the third page in the creation of the hero), take the Big Man, since it is thanks to this talent that you will receive additional HP for each military deed. Opportunist, Living Armor, and Leech are just as good, so take a closer look at them.
Inquisitor
Both a warrior and a dark magician, who is able to inflict colossal damage with two-handed weapons, but at the same time curse enemies with various spells, drain their health and become temporarily immortal. At first, the Inquisitor will perform poorly compared to other classes, as his best skills will become available to you closer to the middle of the game.
Moreover, in his case (this also applies to ordinary warriors with two-handed cannons) there is a problem of lack of AP, or action points, but this can be solved by choosing special talents.
The Inquisitor will definitely come in handy for those who are going to play the game alone, as he is able to inflict great damage and restore his health at the same time. When choosing characteristics, invest points in strength (direct physical damage), as well as intelligence, which will affect the power of your necromancer abilities.
From skills, of course, take two-handed weapons, military science, and necromancy. The latter, in fact, allows you to restore HP after each hit (5% of the damage done, then 10, 15, etc.). By the time the Inquisitor begins to inflict 300-400 damage, he will be able to restore 1/5 of his health for each blow, or even more. If you invest a little more points in perception, it will increase your critical strike chance, which is also indispensable in the case of the Inquisitor.
Among the talents, take a look at the Opportunist (the hero will attack every time the enemy starts to move in his radius), the Executioner (additional damage), and the Big Man (additional health). Without the talents Pawn and Glass Cannon, your hero will hit 1-2 hits each, so if this problem is urgent for you, pay attention to the last two talents.
There is no point in taking a leech, because the necromancer already has a similar ability, and in general there is no problem in HP regeneration, and it will not be.
The Inquisitor will need a support mage, a battle mage, as well as another “damage dealer”, but only if you make a tank out of your Inquisitor (then you will have to invest points in your physique, and forget about talents for additional OD).
If you prefer a fighter, then it is better to look in the group for one place for the tank. In case of passing the game with the Lone Wolf perk, definitely take the Summoner Mage.
Knight
The knight is the most ordinary warrior without any light and dark magic. You will put almost everything into them in strength, which, by the way, pays off incredibly, since by the middle of the game the Knight will begin to inflict just a huge amount of damage. Its main problem, as you might guess, is survivability, so the Knight will definitely need friends.
Invest points in strength while improving your characteristics.
To increase the chance of critical hits, you can take a little perception, and if you are not given a pass, then a little physique. When choosing skills, rely on military affairs and two-handed weapons. When choosing talents, rely on the Opportunist, Executioner, Big Man, and Living Armor.
As already mentioned, the main problem of the Knight is the lack of abilities for protection. That is why a support mage, a battle mage, and some other “damager” like a dagger with daggers will find a place in his group.
Metamorph
In many ways, Metamorph is like the same Knight, only the gameplay for him is much more interesting. Of course, its essence is reduced to the standard “come and crack with a big piece of iron”, but at the same time Metamorph will use bizarre tentacles, wings, and other delights of the Transformation branch, which give a lot of pleasure. Its main drawback is hybridity.
Choose strength and physique from the characteristics. Of course, Metamorph can also use spears, but they require dexterity – an unaffordable luxury in our case, especially since there are not so many copies in Divinity: Original Sin 2. Physique, as well as a little memory and perception, come in handy in the same way.
Take transformation from skills, which will also give you additional points of characteristics. Everything else is the same as that of the Knight, that is, for dealing large physical damage.
To help Metamorph you need a magician and a character with great control (knockout, stun, and other abilities). A tank would also be useful. When choosing initial skills, give up only stealth.
Wayfarer
A bow hunter who also uses the abilities of pyrokinetic, that is fire. Without the Lone Wolf talent, it is better not to try to make a hybrid out of the Pathfinder, as it will require too many perks and will be very weak for a long time.
In general, pyrokinetics is intended to enhance the skills of both the rest of the group and their own. In general, the class is good, given its mobility and nasty (for enemies) skills.
Take agility from the characteristics, because it affects direct damage. Next – memory and perception to gain more possible abilities and increase the chance of a critical hit. From the skills, take the Mastery of Hunting – it is from him that you will build off during the battle, and therefore you will have to constantly look for a position above the enemy.
Among the talents, your choice should fall on the Collector of Arrows, Hothead, and the Guide of the Elements (the latter in the case of pumping a hybrid). The glass cannon will allow you to start each turn with full AP, but physical and magic armor will no longer protect you from “debuffs” (quite appropriate, because you will always be away from the thick of the battle).
To get the most out of the Pathfinder, create a distraction group. If the Pathfinder is allowed to calmly shoot enemies, then not a single enemy unit can resist him.