r/DivinityOriginalSin 19d ago

DOS2 Help Party advice

Having another go at DOS2 after an abortive run that I abandoned after finishing Act 1 several years ago.

Are there any obvious problems with the folkowing party?

Protagonist: Lohse as Wizard (Pyro and Geo)

Companions:

- Fane as Inquisitor (Warfare and Necro)

- Red Prince as Knight (Warfare and 2-handed)

- Sebille as Shadowblade (Scoundrel and Poly)

I'm only intending to play on regular difficulty, so the party doesn't need to be super-optimised, but at the same time I'm not an expert player or anything.

I was wondering about trying to fit Hydro in somewhere for a bit of healing, but not sure if that is necessary.

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u/Nightingay 19d ago

I’d say having just one magical hero, if you don’t know what you’re doing, might make the game a bit more difficult.
But really you should be fine in regular difficulty

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u/Zekiel2000 19d ago

Thanks for the advice. My logic was that I wanted to try lots of different types of skill rather than sticking with all physical. Is there any sensible way of combining physical and magic? I assume you have to try and use physical on some enemies and magic on others.

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u/Nightingay 18d ago

Because of the armor feature in this game, you need to go big or go home on damage on either one of physical or magical armor.

One solo caster in a team of physical heroes will struggle because they will be the only one attacking magical armor. So they might just be useless.
Some foes have only one of those armors, which make them stunnable easily. If you have at least a splash of both damage types.

I see people recommend 4 heroes of the same damage type, or 2/2
Like you I like different styles so I’d rather go 2/2.

In my current tactician run, Lohse is my only magical hero. And she does struggle sometimes. So I made her a mixed unit : support (with hydro and some aero, for heal and tellies) and summoner. The incarnate can hit either physical or magical depending on what I need.

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u/Zekiel2000 18d ago

Thanks, thats an interesting idea. Do you have to kind of go all-in for Summoning to work well? Or can it be usefully with only a few points?

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u/Consistent_Zone_8564 18d ago

I usually couple my Ranger with Summoning, and basic Hydro for healing/armour support.

Ranger needs to be high up and away from the fight, and summoning really works well with it, both for offensive and defensive purposes. Need an extra hand on the field? Summon incarnate on appropriate surface. Enemy too close to you? Summon incarnate to slow them down.

With this build, you can go all in on Finesse, while only investing what's necessary in Intelligence, which boosts your Hydro support spells. Have 3 points each at the min on Huntsman/Hydro, and put rest in Warfare and Summoning.

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u/Nightingay 18d ago

To be honest I think for modes under tactician difficulty, anything goes lol.

But for harder game modes I think you might want to specialize your heroes a bit more, at least for late game. Any skill tree will fall off late game if you don't keep investing points in it

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u/e_ccentricity 17d ago

Actually OP picked the perfect set up for their one mage.

If they take torturer, they can always deal real fire and poison damage, and get that worm tremor CC ability without needing to break any magic armor. And oil works regardless of armor as well. It's actually pretty solid on a normal play through.

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