In Divinity: Original Sin 2, the developers especially tried to diversify the gameplay elements by adding as many as fourteen 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, with which you can reset talents, characteristics and appearance at any time for free.
However, knowing which path is most appropriate for which class is an important task, especially in such a complex tactical RPG.
You will set up your own hero before the start of the adventure, but you will have to wait with your companions. Each of them at the first meeting will offer you to change his specialization, which is incredibly useful, but you can only put your hand to their characteristics and appearance after opening the aforementioned mirror.
Be careful when choosing a specialization for a party member, as classes that do not match each other can ruin your entire passage. There is no ideal option, but there is more or less flexible: a group of melee warrior, support mage, battle mage and hunter or thief.
Before starting the guide, it is worthwhile to note once again that Divinity: Original Sin 2 will not limit you in pumping options, another thing is that sometimes hybrids can come out either with fish or meat.
Fortunately, here you can always redistribute talents, but only after the first act, so even at the beginning you need to approach the creation of a hero and choose a party wisely, otherwise you simply cannot get out of the initial island. Well, let’s get started!
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, pump 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 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, Leech are just as good, so take a closer look at them.
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 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.
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. Again and again.
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
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.
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.
Also a hunter, but only with a crossbow and geomancy abilities. The class is almost like the Pathfinder in almost everything, but its geomancy is more applicable to melee partners.
Collect the same from talents, characteristics and groups.
The strongest class in Divinity: Original Sin is a fact that is difficult to argue with in the case of the second part. He still has colossal damage and is capable of carrying out entire series of attacks per turn, which puts him above all other attacking classes.
In battle, send the Thief to private conversations with enemy archers and magicians, as in the thick of battle he will die right there. Wielding a distance, he will methodically cut out the enemy’s support and prevent him from implementing a group combo.
When choosing characteristics, rely primarily on dexterity. Everything else (not counting strength and intelligence) is optional, since statistically it is equally useful. Leave the starting skills as the Art of Assassination will directly increase the chance of your critical hit, as well as the speed of movement around the map.
For talents, rely on the Executioner and the Master of Evasions, and the rest is optional.
In general, the Thief is an uncomplicated class, which is indispensable in a group where high damage and mobility are required. In the company, the tank and support classes will definitely come in handy.
A kind of hybrid of Rogue and Metamorph, which is even more fun to play. In addition to mobility and high damage, he also has the skills of stealth and armor regeneration.
Pump the Blade of the Shadow in the same way as the Thief. He is not much different from him, but he is capable of carrying out deadly combos.
Turn the enemy into a chicken so that he loses control (the animal will start running from side to side), and then cut his tendons with the ability of the same name, which deals huge damage while the enemy is moving. If opponents squeeze you into a corner, just use the Chameleon ability and merge with the environment.
A light version of the inquisitor, which instead of the warrior’s abilities wields the robber’s abilities, restoring his HP with dark magic.
Pump it, like the two previous classes in the guide, but do not forget to invest skills in necromancy.
Destruction mage using the forces of earth and fire. It shows itself well both as a support class and as a combat class. Using geomancy
The wizard will not give passage to enemies who get stuck in oil, and will also constantly restore armor to his allies. Then, smeared in a black slurry, the Wizard will set fire to enemies with pyromancy, which can also speed up allies and increase their other characteristics.
All your abilities will be enhanced by intelligence, so pump it up. Memory and perception will also be very useful to you, because without a critical hit, initiative and a large number of skills on the panel nowhere.
From the skills, keep the initial ones, and from the talents take Range to increase the radius of the abilities, Unity with the elements, which increases damage, for example, from fire, if you are standing in fire, Mnemonics for additional memory cells, Sadist to increase damage, and A glass cannon if you can guarantee the Wizard’s safety.
Hothead is important – increased damage while your health is at its maximum. In a group, he will need both melee and ranged damage dealers, as well as a tank.
A magician of more “sparing” schools of elements – air and water. Like the Wizard, he shows himself well in the roles of both support and a fighter. Aeroturgy, or air magic, is focused on support, as it makes it possible to teleport opponents, castling, increase the chance of dodging by 100%, stun, and so on.
Hydrosophistika, or water magic, is healing, ice, increasing the amount of magical protection and more. For the rest, take the same as for the Wizard.
A hybrid of a mage and a melee fighter, which, like any other hybrid, will require a long and correct leveling. The battle mage attacks opponents with rams and other abilities of the warrior, the damage of which depends on strength, but at the same time he will have to spend money on intellect, which will enhance the second part of his skills – the ability of aeroturgy.
From this it follows that the Battle Mage is practically not in demand for a solo passage, but in a group that will help him build muscles and give him the necessary time, he will open up one hundred percent.
Of the characteristics, you will have to swing strength, intelligence, and also periodically the physique, because you will be in the thick of the battle. From the skills, leave military affairs, but choose a school of magic at will – Hydrosophistika, Aeroturgy, and Pyrokinetics will do. The talents are as follows: Mnemonic, Unity with the elements, Opportunist, Executioner and Big Man.
A marrow support class that deals with restoring health to allies and applying curses to enemies. Towards the end of the game, when the basic skills are pumped, he can be turned into a Summoner, which, among other things, will raise armies of the dead.
The Priest’s characteristics are intelligence and memory. You can take a physique if they often kill. The skills are standard, and the talents are the same as those of other magicians.
As pure support, the Priest will be needed in a group of fighters. Obviously, he won’t do much damage, so get used to this fact right away.
There was no such direction in magic before – the Summoning school is a unique innovation in Divinity: Original Sin 2. The Summoner itself is good both in itself and in the party, therefore it is of great interest for the game.
Its essence, as the name suggests, is reduced to the summoning of the incarnates – demonic creatures that the Summoner must constantly strengthen and support.
Take intelligence from the characteristics, since you need to enhance the magic of other schools. The fact is that none of the characteristics directly affects the summoning school, and by itself in the group it unfolds for a long time, therefore, in addition to it, you will have to take another element to inflict additional damage.
Memory is an equally important indicator, since there are about ten abilities to support an incarnate in the game (add to this the abilities of an additional school, and then the relevance of memory will become obvious).
As a loner, take the Summon from the skills, since already at the fourth level you will learn how to summon a huge demon champion to your aid. If you are in a group, then in parallel with this, pump another school that would be useful to your companions.
The talents should be taken the same that are intended for other magicians: Range, Hothead, Unity with the elements, Mnemonic. The cannon is not worth taking in the case of a single passage.