D ivinity Original Sin 2 Definitive Edition arrived a little over a 2 weeks ago, and with it came some interesting changes to the game. Players have been asking me to not only update these Builds, but also create new ones.
In this guide I will be introducing the second Summoning Build this week: Summoner of Sparks, and explaining just how it works.
Stats on my level 10 Summoner of Sparks. The skill Master of Sparks has long been used by many players to buff their own personal damage with each swing, however, with the Summoner of Sparks we take this a step further. By buffing an Incarnate and our own character we get 2x the fun.
Then remove the point from Leadership and place it into Pyrokinetic. Start as a Conjurer and change it to look like this. Also consider adding a couple points to Strength in order to be able to use Strength-based Armour. The Summoner of Sparks, if points were placed into Strength, can use a mix of Armour types and should focus on balancing their Armour as best as possible. You want to look for Armour with bonuses to Summoning on it first and foremost, in order to reach 10 Summoning as quickly as possible.
If you cannot get Summoning, Pyrokinetic or Intelligence are recommended. A fire staff is recommended, as Pyrokinetic will increase the damage you deal with it, but you can use other types if you cannot find one.
In addition it can set Bleeding, which works well with Torturer. From this point forward you want to take Summoning up to 10 and then focus on Pyrokinetic. Torturer — Between Ignition and Bull Rush you will be able to set Burning and Bleeding on enemies through their Armor from nearly the beginning of the game.
Take this one during Character Creation. Savage Sortilege — This Talent becomes more useful when you have a higher Critical Chance, and is really only used to allow your Sparks to critically strike.
Hothead — Because you will be relying on the Accuracy of your character in order to proc Sparkmaster, this Talent can really help to ensure your Whirlwinds hit everything around you, increasing your damage potential. Executioner — This talent may increase your overall performance because of the extra AP that you gain, but your Incarnate will get more kills than you once you reach Act 2, so it may not be the best investment.
Definitely take this one if you play Lone Wolf though. Below is a list of Skills you will use and I will put them in the order you should obtain them in. Ignition — An AoE that can set all enemies on fire and ignores friendlies. A great way to increase your overall damage against enemies for 1 AP when used with the Torturer Talent. Can deal a bit of damage as well, or set enemies on fire.
Conjure Incarnate — This will be your default summons pretty much the whole game, and you will conjure it in fire in order to gain a Fire Incarnate.This page of the Divinity Original Sin 2 guide contains a detailed description of Conjurer.
You'll get acquainted with the basic information on this class, recommended playstyle, as well as its biggest advantages and potential disadvantages. Conjurer is a class that is perfect for support - in default, it can summon creatures on a battlefield that can help their team and attract attention of an enemy which is especially useful when team members are vulnerable to attacks.
When it comes to races, the best ones are Dwarf or Human - in the first case a character receives additional Vitality and chance for Dodge and in the second case a character has higher Initiative and Encourage ability that can give extra support. In default, a Conjurer starts with Pet Pal talent which allows this character to speak with animals - if you don't have any other characters with this talent then this is a good choice.
Additional Intelligence point allows a Conjurer to deal more damage by using magic staffs and wands as well as spells that are based on this attribute. However, it doesn't affect abilities from Summoning school which allow a Conjurer to summon various creatures on a battlefield. Conjurer is a class suited for supporting their team and not dealing damage so additional 2 points that increase health points are a great choice.
Points in Summoning strengthen all summoned creatures by increasing their health points, magic and physical armor as well as an amount of damage dealt by them. This ability is crucial to this character. Thanks to this ability a hero can identify items and gather information on enemies such as their resistance to a given element, amount of Initiative points or their skills. This ability increases resistance to all elements and boosts a chance for Dodge for all nearby allies excluding the class that uses it.
Goes well with other abilities of this class and its main role on a battlefield. Conjurer's key ability because it allows them to summon a familiar that is controlled by the caster. What is more, familiar's type, its traits and special abilities depends on what kind of surface it was summon on - if a familiar was summoned on Fire it gets Fireball spell and is invulnerable to fire while if it is summoned on blood, it receives Mosquito Swarm spell and is invulnerable to Bleeding status effect.
A very interesting spell because its effectiveness doesn't lie in damage but in ability to deal damage from a random element but it also creates a surface Oil, Frozen ground, Poison etc.
One of the best skills that can be used in the beginning of the game. This ability allows you to summon one totem per turn, their maximum number on a battlefield is 3. Also, enemies have a weird tendency to attack these totems instead of player's characters - because of that they serve as a good distraction. Elves aren't suited for this class - their special ability, Flesh Sacrifice, increases damage and grants additional AP but a Conjurer won't make any use of both of these features.
A very good combination because Conjurer is a support class and Humans have access to a special ability called Encourage which increases basic attributes of all nearby allies.Join VIP to remove all ads and videos.
[Top 10] Divinity Original Sin 2 Best Builds
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! Use Necromancer and Warfare Skills to overwhelm your enemies while you heal yourself through damage.
Supportive char that helps you dealing with trades, talks and find the hidden treasures. Undead is the best choice for this kind of character, they are good at opening locks and can play dead to avoid fight.
Super Aggressive, Highly Explosive. Also works from long range. After this point spread your stats as in Intelligence : Memory : Wits until Intelligence is maxed out, then dump all your points into Wits. Savage sortilege with human means taking advantage of your extra critical chance with your spells. Put your Warfare point in early and then in a ratio of of pyro :scoundrel : 2Handed. Add another point in warfare when thick of the fight becomes available.
Which duo is the funniest to play and the most powerful? Fire dps is great : master of sparks on my invo and battlemage, explosive traps, flaming tongues. I made a build that looks like a cross between Sparksummoner and Duelist. With all this combined, this build is a highly efficient support in: 1.
Beast Pirate Lord Theme: As a captain hes a leader and battle master, so setting traps and turning the tides seemed fitting.
Let me know what you think and if theres something you think I could add or take away. Current level 13, hes doing well so far. Focus wits second for increase of Crit and intelligence third for magic damage. Spells will pile up quickly but using the CC from ice spells such as hail strike, winter blast, ice fan is a great way to prevent ranged targets from picking you off while dealing with melee units.
Always use rain to ensure targets freeze; I know it takes up an ap point but the CC benefit in lone wolf is great. Focus on getting scoundrel skills to help close the distance between targets such as backlash, and cloak and dagger.
[Top 10] Divinity Original Sin 2 Best Builds
Make sure to get the other scoundrel skills such as sawtooth knife, throwing knife, corrupted blade, sleeping arms, gag order, and terrifying cruelty. Also put points into warfare and dual wielding to increase physical damage and to grab warfare abilities such as battering ram, blitz attack, battle stomp, and whirlwind. Supplement more warfare abilities if you feel you use them more.Home Discussions Workshop Market Broadcasts.
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Divinity Original Sin 2: Conjurer
I've created a conjurer, and so far just at level 2. But, I ran across advice yesterday that this approach becomes weak in later game, and summoners were better off in long term to build up some necro capabilities. I'm looking to find out the truch here, so I know what to do as I level up. Showing 1 - 15 of 25 comments. The best way to play a summoner is max summoning first; you don't need attributes to help summons apart from infusions.
I finished a Tactician game with a lvl 19 summon. I used support skills a lot of them and had pure summoning. Get farsight and power infusions first, then later you'll get shadow. Each infusion skillbook makes your summoning stronger and gives them extra abilities. Your summoning lvl will also affect the power of your totems.
A good class for a phys summoner is elf as they have the innate blood sacrifice skill and if you cast a summon on blood it gets the mosquito swarm skill. If you cast it on water it has water attacks. No spells will make your summons stronger — only 'infusion' skill books that you can buy or steal from Nebora vendor in fort joy. Chaoslink View Profile View Posts. Yeah, last thing you want to do on a summoner is take anything but summoning.
It only scales off the summoning skill. Archers generally are the most useful without skills for their class, so pumping Finesse and using a bow will make your summoner more useful when there is nothing else to do. Getting stats on gear can help make you useful in the meantime, but replace it with summoning gear should you find it.
The reason people say summoning falls off later on is because of the lack of scaling attributes. Usually other builds surpass the summoner in power by around level Pyromus View Profile View Posts.
You will get summoning maxed around level 8 if done right, maybe level 9. After that, 3 points in pyro, 2 in warfare, 2 in geo, and 2 in scoundrel will give you all damage buffs available to your summons.
You will also be able to use standard buffs like peace of mind, haste, encourage, etc. Keep in mind, you can get all of these values from gear, and may not actually need to invest in them upon leveling up, and if you get good gear with them, you can respec out of those skills when gear covers it.
Necro is good for summoners, as if your incarnate dies, a bone widow is the next best thing, and scales off of summoning skill. Also, necro's basic final skill is a mass totem summon, and they scale on your summoning skill. They will also get a LOT of use out of those aura buffs, but you will need apotheosis to use all that source in one turn.
Alternatively, you can focus on something like archery or a single element and just play like a normal character who happens to summon before battle for extra support.
OK, thanks very much, I did not know at all about infusion skills. That does leave me wondering, what attribute s to level up? Also, to the extent that it makes sense to do so, I suppose I will be using totems also.Since the game is rather difficult this has come much more into focus than one would expect.
The Druid is a Summoner who utilizes his Conjure Incarnate to the fullest by buffing him to extreme lengths that make the Incarnate extremely deadly. Druids also come equipped with many utility Skills from many different skill lines and this allows them to have a wide variety of spells for nearly every situation.
No Build uses more Skills than the Druid. The Druid is simply an Elementalist living vicariously via the Incarnate. Level 16 Druid Stats. Looks pretty crazy right? Wait until you see the stats on my Incarnate…. Druids focus primarily on Memory with a secondary focus on Intelligence yes you read that right. Druids need a butt load of Memory because they use more Skills than any other Build in the game, so be sure to place as many points as needed.
Druids will utilize Intelligence-based Armour and in doing so will have very high Magic Armour. This makes their primary threat melee and archer enemies, so they will need to watch out for these and deal with them accordingly.
With this Build you want to pump Summoning up as high as you possibly can, so taking gear that has Summoning on it is advised. However, because Druids utilize such a wide variety of Skillstaking the one with the highest number of overall bonuses may be better in some cases.
When in doubt, just prioritize Summoning. Sometimes things like this ring are better than just something with Summoning on it. Always prioritize Summoning, but not over just overall better gear. Always pick the one with best bonuses, not damage. Shields will help keep you alive, and will allow you to replenish Armour on yourself and your Incarnate if you have Soul Mate on it. You can also use Deflective Barrier with a Shieldwhich works great with this Build.
Druids want to max out their Summoning as quickly as they can, but they will need at least 1 point in nearly every skill line early on to make the best use of this Build. Druids should shoot for at least 2 points into every skill line except PolymorphNecromancer and Huntsman by somewhere in the middle of Act 2.
The idea here is that you have access to all buffs for your Incarnate as well as many useful Skills like Teleportation or Shackles of Painthat help you control the situation while your Incarnate mangles target after target. Your own character will have pretty mediocre damage on its own, but your Incarnate will hit like a freight train and you will be free to buff and cast support Skills for you and your party.
Mnemonic — This Talent is extremely useful for this Build because you will be casting tons of buffs and spells and you will need to have the slots available for them all. Take this one first or second. Take this one 2nd or 3rd. Far Out Man — A really good Talent for this Build because it will allow you to buff anyone you need more often than not.
Take this or All Skilled Up second. This allows them to buff their Incarnate efficiently as well as cast other buffs and spells that help the group. Conjure Incarnate — This is obviously a must have skill for this Build as being a Druid revolves completely around it.What are builds, you ask? So, what kind of build should you use? That depends on a lot of factors - different people do well with different builds.
Not only can you summon this gigantic incarnate, you can also do heavy attacks yourself! This build combines summoning, warfare, and pyro skills to pack a punch. The key to this build is the master of sparks spell, which sends flaming sparks flying during melee attacks. Another important part is your incarnate, which you should summon in flames.
The great thing about rogues is that they can go in for the kill and then sneak out, and this build helps you do that even better. It focuses on scoundrel skills, warfare skills, finesse, and wit so that rogues can do massive critical hits. It also helps that elves have flesh sacrifice as a natural ability, which makes this build do even more damage.
Are you a pyromaniac? Do you like making things explode? The pyro skills in this build will let you burn the battlefield to a crisp, while your geomancer skills give you the option to make it explode.
You can grow horns, tentacles, and wings, and even turn your opponents into chickens! Though this two-handed build deals a great amount of damage, it also makes sure that your character lives to see their enemies fall. Do you like using spells to cause mass destruction?
If so, this build might be the one for you. Here we have another build that involves summoning. This one is especially great fordoing ranged attacks from afar, while your incarnate deals the melee attacks. With different types of elemental arrows, this build can seriously damage magic armor, but it can also do physical damage if needed. In short, the elemental archer can deal with all types of enemies on the battlefield.
I say that being able to take hits while also doing great damage is definitely a win-win. Overall, this build is good as a shield for protecting party members, which is always welcome! Skip to main content. Level up. Earn rewards. Your XP: 0. Updated: 20 Dec pm.
Build your party into a team that'll make enemies cower in fear! BY: Elizabeth H. So, what kind of builds have you tried in DOS2? What summoner of sparks excels in: High intelligence stats increase the damage of your spells.
Having more than 10 summoning points gives you a god-tier incarnate. Being able to buff both yourself and your incarnate gives you an extra advantage!Home Discussions Workshop Market Broadcasts.
Change language. Install Steam. Store Page. Divinity: Original Sin 2 Store Page. Global Achievements. I still havent played a playthrough solo As in with no other players and I was thinking it would be fun and cool to do a duo of summoners. One being part necromancer. Now naturally, I would say both will have own defensive skills to protect themselves and other as well. However, maybe thinking of a more stronger support summoner role? Showing 1 - 15 of 30 comments.
Pyromus View Profile View Posts. Archers are pretty easy to combo with summoners since they can work really well even without using many huntsman skills. You could sprinkle points around for a lot of buffs and not worry about getting maxed out damage on the bow attacks. However, duo summoners are going to get boring really fast, I'd suggest something else. I was never a fan of archers of any form tbh, just never was my style in any RPGs.
Killme View Profile View Posts. Archers are the best, because special arrows let them do anything.Divinity Original Sin 2 Builds - Druid (Mage/Summoner)
They also don't require anything other than Finesse to get damage, as they don't need many abilities to do their job. But that is getting off topic. For duo summoners, you will end up doing a lot of the same stuff fight in and out, so while it is cool early, you kinda cap out. You should try to invest in some magic abilities to create surfaces to summon on, so that you don't have to blow SP on infusing EVERY fight.
You don't have to max them out. Since they changed LW, you will now still cap at 10 so 5 levels in if you rush itso you really do need a secondary.
Necro is cool, and most of its skills scale with int, leading you down the other magic trees much easier. If you are doing it for bloated corpse or spider though, they are simply inferior to your incarnate, and you can't have two non-totem summons at the same time. Summoning doesn't scale with any stat other than summoning, so you can really do whatever you want else with it.
I do suggest you move away from full summoning on tactician or honor though, as even with buffs stuff can just one round your summon shortly after Reaper's Eye, and you are SOL if you went all in on it. Last edited by Killme ; 10 Oct, pm.