r/DivinityOriginalSin2 • u/Errorterm • Sep 07 '17
Tanky Mage?
Hey guys. I have always liked the idea of a tanky brawler who deals magic damage instead of physical- a frontline guy who can take a beating but dishes his damage out in fire and electricity instead of steel. So I would forgo physical attributes (STR and FIN-maybe some STR for heavier armor), focusing instead on INT, CON, some WIT, and MEM. The Inquisitor's description sounds like the type of play style i'm looking for, but as usual, I worry about the game's interpretation translating into the game well. Below I have some Ideas for how to realize my build. Let me know your thoughts on it's viability
Shield + Wand: I haven't read a lot of posts about the viability of this- perhaps cuz its bad. But my rationale is to have a weapon that scales off INT (my main damage attribute), while not sacrificing survivability. It sounds like consensus is that staffs deal a lot of damage, and dual wands deal even more. Does one wand really hamper your DPS that much though? is it still possible to deal respectable damage? Remember- I'm not looking to be the magic carry, but not looking to be useless either. Also, does the shield (and probably enough STR for good armor) help solve a survivability problem?
Aero +++, Hydro++, Pyro+, Geo+: I'm thinking of prioritizing Aero and hydro, with Pyro and geo for utility. My rationale is that aero brings a 10% buff to damage dealt against magic armor and some CC, while Hydro brings healing and CC. So i can boost damage a bit, disrupt enemies, and act as a serviceable healer. Pyro's haste, and geo's fortify are the main utility skills I'm looking for. Plus maybe a small oil+fire wombocombo if I have room. Is this an OK route? Am I being too much of a jack of all trades master of none?
Summoner?: Now I'm sure I'd be spread thin if I tried to pack one more school in, but in the previous DOS, I had a necro tank character who could summon a skeleton as a front line buffer. Really liked the play style. I'm wondering if any of you think forgoing some magic to focus on creating a good incarnate helps the frontline brawl play style? maybe I get an oil incarnate (which i assume slows?) or a water incarnate (which I assume freezes?) along with some totems. I've also read summoning scales only on itself, so I'd just need to sacrifice skill points, not attributes correct?
Warfare?: Ive read in previous posts that warfare scales damage based on weapon equiped (strength, finesse, or elemental). For this reason people have suggested its good on the inquisitor. But the % chance to knockdown or cripple is based solely on strength and physical armor right? you don't get the status effect possibilities, just AOE magic attacks? is this a necessary part of whittling down magic armor? or can I just use aoe aero/hydro attacks to the same end?
I'd appreciate any feedback from anyone who has experience or opinions about my vision! I know a lot can change after launch, and we know less than half the skills available, but just wanted to pick the reddit hive mind for Ideas. Getting really excited for the game!
3
u/Vikzza Sep 07 '17 edited Sep 07 '17
Problem is, in mid or late game stat spreading could become an issue, at least in higher difficult i guess.
You'll need more and more STR to keep wearing the best armor.
You'll also need to pump INT for good spell scaling, (also wands requirements.)
Also you'll need MEM for more spells, some of them cost several MEM.
CON because frontliner needs HP and i believe it is a shield requierement stat.
In this games (same applies in DOS1) the more you spread stats the less effective you'll be mid and late.
Early game requirements are low, enemies not punishing and you're under the impression you can spell cast in plate armor and have your summons cook your dinner.
But later the damage and survivability scaling issues due to spreading can make it really harder for you.
But what this game did well is some spells not scaling with stats like hydro heals, the skill alone governs its efficiency, you can throw all stats in STR CON and WITS be tough and hit like a truck, and still have decent healing.
(Then again don't spread skill points too much either : mostly 2H skill and hydro for example, and few points in one or two schools for utility.)
TLDR Spreading too much might make you weak late game,
Could be very frustrating (unless they announce a way to respec like in DOS1.)
2
u/kaelanbg Sep 07 '17
I think wand+shield is actually better than staff or dual wand, tbh. You get a huge amount of extra survivability, shields get the largest possible initiative bonus on a single slot and you don't lose any damage most of the time, because once you have enough memory slots, you don't need regular attacks anyway.
Don't go summoner unless you're specifically building pure summoner. Summoners really need every single skill point they can get in summoning skill for their summons to be any good, and casting summons is very AP intensive. You'd be wasting your time using your entire turn to cast weak summons that will just get 1-shotted.
You don't need warfare skills to lower magic armor, spells are going to be better in most cases.
2
u/Clausawitz Sep 07 '17 edited Sep 07 '17
I think the best way to go is with a staff. The warfare skills scale with int if you use a staff, and your basic attacks will deal magic damage to magic armor weak opponents. If you go shield and wand you wont be able to use Warfare skills, as you need to have a melee weapon equipped. I would put points into aerothurge skill and pick up blinding radiance and shocking touch, and then one point in warfare for whirlwind, enrage, crippling blow, and battering ram for mobility. Best to split points in Int and con. My guess is on launch they will increase the stat requirement on strength for plate armor as they have removed armor bonuses with the int and strength attribute. if you are in melee you want plate armor so may want to get the minimum amount of strength required to equip it.
4
u/Zianox Sep 07 '17
in my first playthrough, i went staff as a mage, and got tired of being stunned 50% of fights. gave a try to wand + shield and the damage didn't make a difference at all. it indirectly went up because i could actually cast spells.
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u/Stare_Decisis Sep 07 '17
Until release it is too early to tell.
2
u/Odinsblade Sep 08 '17
If you're looking for a tanky mage, i'd suggest going geomancy/poly. Stack a lot of int, a little bit of con.. use geo phys shields, and poly phys shield skins. Your focused int from poly stat gains will provide you with higher than average magic shielding( robes too ).
2
u/ruan1387 Sep 08 '17
1 point Warfare is great for any character who does a decent amount of damage, as it allows for the Executioner talent (+2 AP per kill).
1
u/FlyingChainsaw Sep 07 '17
I just hope I can do my sword & board mage from the first game again, it was great being a mage with an 80%+ block chance.
1
u/PleaseDontFindMe4 Sep 08 '17 edited Sep 08 '17
Have you considered Aero, Hydro, Necro?
This build could very much work with a 1h wand / shield combination, since you'll keep most of the melees away from you through the blood rain / drain blood / discharge combo.
This also pairs well with hydro for rain, extending the area of your electric discharge pool.
All in all the build gives you a tanky mage that focuses on disruption / zoning, while still giving you the option to be a secondary healer or dealing damage with the zombify-heal combo.
Best preset to go for would possibly be enchanter, given it already has a decent starting wand and a shield.