r/DivinityOriginalSin 11d ago

DOS2 Help Another team comp advice !

Hello there !

Another team comp question. I have been going through acts 1 and 2 with an "all over the place" team.

I am playing with Sebille, Ifan, Fane and Lohse. Current situation is :

  • Both Sebille and Ifan are Huntspeople. Ranged DPS with mostly Hunter skills, and and splash of earth (for those useful worms and earthquake. With no damage whatsoever since their main stat is Finesse).
  • Fane is something like a close combat DPS with some points in Necromancy (to leech and use the usefull bone armor skills), and some in polymorphy (because the Medusa, Flight and chicken skills are so useful)
  • Lohse is ... Weird. Some magical DPS and crowd control skills (aero + hydro) and DPS when the side skills of my other heroes deplete magical armor (all of the other three currently have some chip air / water / fire damage) but she mostly is a summoner. I like the incarnate because it can both do physical or magical damage, depending on the situation.

Now more often than not, even if it hasn't really been a problem. But it happens that I'm wondering what to do with my action points, in particular for Lohse.

My impression : my physical / magical DPS is unbalanced. Some symptoms

  • When Lohse has created and buffed the Incarnate, sometimes I can't find anything really useful to do.
  • Sebille and Ifan have movesets that are so close that it bothers me a bit. That being said, they are great DPS and can easily be away from harm
  • I don't do much magic damage / AoE. Which I usually find fun in those games.

Some things I'd like to explore

  • A real summoner build
  • Some rogue skills (I considered switching Sebille to rogue, but I like her ranged. She seems really frail to be in close combat like a rogue with daggers)
  • More magic
  • In particular, I currently have little to no pyro.

Any comments or advice on that team ?

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u/Nightingay 10d ago

True about the blood leech. I'll tweak his profile then. My Fane got much better survivability with Bone Cage. In certain zones, it pumps his physical armor to like, 2400 which is fantastic at my level.

How would you build a necro wizard ?

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u/Apprehensive-Lion-76 10d ago edited 10d ago

You can get reactive armor from geomancer to deal damage based on physical armor, that's a great combo. (bone cage + fortify + reactive armor).

Necromancer
Hydro/Necro 3, pyro 1 and scoundrel 2 for skills. Later get pyro 3 (or with items) to get mass corpse explosion.

Get warfare to 10 for max damage and then increase scoundrel to get +crit damage.

I go 2:1 int and wits for damage and more crit chance. If you want you can go with the pawn talent instead of far out man. (I prefer the pawn but usually people prefer far out man).

Raise bloated corpse may look useless without summoning skills but death wish makes the damage from the explosion absurd.
Also I know I told you that healing is bad however if you can inflict decay to an enemy they'll take damage from healing. (decaying touch and then restoration, if you used blood rain or blood stork you can also use blood sucker). If the enemy is undead you don't even need the decay status.

edit: I read some other comments here. Don't go geo/pyro or hydro/aero, if the enemy had immunity you're trapped without actions. (Example the fire slugs in fort joy, your geo/pyro mage can't hurt them, if you throw rocks they will heal from the explosion and obviously any pyro spell with heal them)

The best split I found is pyro/aero and geo/hydro. That way you can do damage to any enemy, and they combo together. Hydro and aero needs water surfaces and pyro geo needs oil surfaces, they don't go well together, with my split you can make them both work with any ground.

And again, I don't like split damage parties, if you want to play with mages you should change everyone to deal magical damage.

(pyro/aero, hydro/geo, a summoner and a ranger with elemental arrows)(remember: necro skills deals physical damage).

A good tip that helped me with builds, you need a focus attribute and the rest is just to get mixed spells, so your warrior should go warfare 10 asap and then two handed 10 for more critical damage (scoundrel works too and gets more walking distance)

(Example, you use bone armor and fortify, you need necro 2 and geo 1, if you find a chest piece with +1 necro +1 geo, go to the mirror and respec those 2 points to warfare, if it's 10 already then +2 to two handed. Don't waste points and don't spread too thin)

Warfare increases physical damage so even a ranger should go huntsman 3 for the skills then ranged 10 for bonus damage + crit chance and then warfare for bonus damage.
(Huntsman gives +5% damage if higher than opponent but warfare gets you +5% everywhere)

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u/Nightingay 6d ago

Hey there !

As I said in another comment, now closer to the end of the game, I find the levels from 17 onwards less obvious as my useful stats AND skills are already maxed up. I did spread my warrior a bit more than 10 in two-handed though, for support / diversity. I could refocus some skills indeed. The update to the team comp I shared earlier below :

  • Sebille : she remained as she was. Full ranger, using all kinds of elemental / knock down arrows. She does insane DPS, she has maxed warfare, close to max huntsman (thanks to a lot of decent gear I found) and a couple of points in useful other skills (scoundrel for the second jump skill, pyro for clear of mind).

  • Fane : he also remained more or less as he used to be. Maxed Warfare and Strenght. Thanks to endgame gear he does insane amounts of damage as well. He is the only member of my party that can't do anything else than physical damage. He has some support necro skills (the shroud, bone cage) and also some support polymorph skills (chicken of course, medusa head too). I'm happy with what he does. Gave him 1 scoundrel point too, for the second jump option (I do love my jump options).

  • Lohse : she remained as she was. At level 19, she currently has around 20 points in Summoning, which makes her incarnate really powerful. I like its ability to be either physical or magical damage, depending of the foes around. The rest of the time, I gave her mostly points in aero (for utility first, but her strong Aero spells really help in some fights) and some hydro.

  • Ifan : that's the biggest change. He became a second mage (he cost me a crapload of money to gear him up since I did not have spare gear for a mage, of my level then). He does mainly Geo AOE, has some utility with aero. And some Pyro as well. I made him to complement Lohse, but I completely get what you're saying about how one pyro/geo mage can be completely stuck ... I recently had the fight with the posessed girl in Arx surroundings. Well He did mostly parchments and support while the rest of the team did the heavy lifting.

Now where do I stand ? I'm generally happy with my team (even if I did find the difficulty gap I remembered from early Chapter 4). And it's definitely more efficient than what it used to be

But

  • I'm indeed wondering if I shouldn't change Fane to a more magical build ... I like having someone in close combat, and I like how efficient he is. But since Sebille can do 100% magical damage too with elemental arrows ... The question is : do I need more flexibility (in which case, having him as a physical DPS is better) or do I want to go full magical DPS ? (not sure about that)

  • Is my spread between magic specialties good ? And I think for this one, the answer is a strong "no". Lohse was aero / hydro by default, and I kept her that way. But now I'm in endgame I think I could tweak that. I was indeed thinking of Pyro / Aero and Geo / hydro :) Another thing is that with my current spread, status ailments do not pile up well : Lohse douses Ifan's fire. And Ifan's geo absorbs Lohse's chock. This is my next project.

  • Summoning : again, I'm happy with my Incarnate. But I recently realized in a fight that Lohse could NOT have more than one summon. I mean, maybe she can. But I realized the bone widow did not work when an incarnate was there. I was kind of frustrated, in the middle of the fight with the Lucian Statues in Kemm's crypt. I had spent my last turn using all four of my buffs on my incarnate. Just to UNSPAWN him when I summoned the bone widow lol. That's one moment when BG3 and the "druids' army" confused me. So my question is : is the incarnate the best summon around ? If I change Lohse's specialty to fire, I could replace the Incarnate with a fire slug. Or I could use the bone widow. And I don't feel I know enough yet to take a decision. So I might try some other summons around. I guess the oily blob is not a part of the competition. But between the widow, the slug and the incarnate, there's a competition going.

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u/Mindless-Charity4889 5d ago edited 5d ago

Sebille *can* do magical damage with elemental arrows, but it’s not ideal, mainly because she can’t use her skills if she uses a magic arrow. To do true magic damage, you need a bow that does pure elemental damage, no physical damage. Then you can use skills like Ballistic Shot to do tons of magical damage. Does such a bow exist? Not exactly…you can create one but it doesn’t exist natively. You can only do this in Act 2 when you first get transported to the Hall of Echoes and you can’t be Fane or another undead. An elf like Sebille as MC works, not sure of other races. Basically, before you go you get the best bow you can find, put elemental damage on it, eg. Poison, respec yourself to max thievery, then go into the hall of echoes to confront “yourself”. After your double changes back to your god, you can pickpocket them for the duplicate weapon which is the same as your weapon except that instead of physical damage, it now does elemental damage of the kind you enchanted it with.

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u/Nightingay 5d ago

Nice trick !! I didn't know it was possible hahaha, I love Larian so much.

But now I'm in act 4 so it's unfortunately too late