Divinity Original Sin 2 AbilitiesDivinity: Original Sin 2 hosts ten unique ability schools from which to draw forth powerful attacks and devastating magic. Some abilities are individually stronger than others, some work best when combined with other schools, and some require excellent foresight and tactical awareness.
1. AerotheurgeThe Aerotheurge school focuses, unsurprisingly, on air magic. As you advance through the twenty-four spells and abilities in this school, you will find yourself throwing a lot of lightning bolts, manipulating your movement speed, and blinding your enemies. Aerotheurge works extremely well in concert with Hydrosophist, as enemies who have had their magical armor stripped away and are standing in water, or have been given the status effect “wet” are susceptible to being stunned by the deadly bolts of electricity you will be hammering them with.
2. GeomancerGeomancer, again unsurprisingly, focuses on ground or earth magic. In this school you are going to find a considerable amount of oil and poison based abilities, armor fortification powers, and (to be honest) some of the worst Source skills in any school. That being said, Geomancer is extremely powerful in combination with the Pyromancer school. The ability to create oil pools and poison clouds which can then be set on fire or detonated in a deadly explosion, is one of the most visually pleasing and effective ways to dispatch your foes.
3. HuntsmanI am going to be completely honest here. While Huntsman is a powerful school, I am not particularly fond of archer based classes. I like my heroes to be firing magic or swinging melee weapons. That being said, Huntsman has some pretty good abilities even if you aren’t peppering your enemies with arrows. Let me just clarify that Huntsman is first and foremost a ranged combatant school. Most of the abilities revolve around dealing damage with, or causing status ailments with, arrows or quarrels. It is sometimes worth grabbing a point of huntsman to pick up some disengagement abilities like Tactical Retreat, but other than that unless you are an archer this school is not for you. Oh, and one more thing, it has one of the most powerful source abilities in the game against large creatures, so long as long as you are standing right next to it.
4. HydrosophistWhen most people hear water magic I imagine they think about torrential rains, floods, blades of ice, or protective spells. If you thought that too, you are only partially right. Hydrosophist is almost a requirement for the game. Most of the healing magics available are in this school, along with most of the magical armor fortification and protective spells, are only going to be available to you if you delve into this school. That’s not to say that this particular skill set doesn’t have a bite. You will also be hurling ice, making people wet and susceptible to lightning, and causing them to slip and fall. This school pairs extremely well with Aerotheurge.
5. NecromancerNormally when I see that a game has Necromantic Magic I am 100% going to play that class. Unfortunately this school is a little bit underwhelming in the whole “evil undead army” department of gameplay that many associate with Necromancers. This school does offer some neat bonuses, like the ability to steal life when attacking, summoning a mosquito swarm, raising a corpse bomb, and even making a giant bone spider. Unfortunately these abilities are largely overshadowed by the abilities of other schools. Summoner does summoning better, Geomancer/Pyrokinetic does explosions better, and relying on life leeching in melee combat is very risky. This is honestly a school that you should only delve into if you absolutely must be a necromancer, or if you need the relatively important Blood Rain spell. It also has a spell called bone cage which can be very effective in fortifying your defenses as long as there are bodies around.
6. PolymorphHave you ever wanted to be a shape-shifter? I think most of us have at some point, unfortunately your dreams will not be made today. Polymorph in this game does allow a few parts of your anatomy to change, but you won’t be running around in bear form or singing broadway songs as a weird anthropomorphic nightmare feline. What you will be doing is smacking people with fairly lethal tentacle arms, turning people into chickens, giving yourself wings, and a wide array of other cool support abilities. It is also notable that for every point you put into polymorph, you get an additional attribute point to put into strength or whatever you choose. It is an extremely versatile and powerful school and pairs well with scoundrel or warfare.
7. PyrokineticPyrokinetic is one of the most important schools to put a point or two into, no matter what class you decide to go with. The reason for this is its two buffs, peace of mind, and haste, both of which are pretty vital in a lot of situations. Haste, as its name would imply, provides more AP each round of combat, which means you get to do more things and therefore dish out more damage or crowd control. Peace of Mind protects and clears things like blindness, madness, enrage, charmed, and terrified. Other than those buffs, Pyro will allow you to hurl around fire like a boss. You will be hammering the enemy with fire lasers, fireballs, fire daggers, fire whips, you know… fire related things. This school pairs extremely well with geomancy.
8. ScoundrelRogues are among my favorite Divinity Original Sin 2 classes to play in any setting. Scoundrel offers you the rogue experience in Divinity, but I should caution that a little more care needs to be observed. Scoundrels can dish out a lot of damage really fast, but their damage really relies on proper positioning and careful rationing of AP to ensure they can either hide or withdraw after their attack run. Scoundrel’s have a habit of getting turned into a fine red mist regularly. That being said, if you can master this school you can cripple your enemies and deal a lot of damage. This school pairs extremely well with warfare and polymorph.
9. SummoningBy far the most overpowered school in the game. If I were to suggest a school to new players looking for the easy button, this would be it. Summoning is not tied to any particular stat, which means you can pair it with literally anything. You can also summon totems that match any element you can target or physical totems if you target the ground or blood. You will also be able to summon an incarnate, which becomes a ludicrously powerful death machine as soon as you get to level 10 in summoning. I could not recommend this school more for any player.
10. WarfareWarfare is basically the fighter school of skills. Putting points into this school increases your physical damage, and all of its skills are built around physical damage or physical crowd control. It is a very powerful school, especially when it comes to taking down characters with high magical armor, but low physical armor. The battle stomp and battering ram skills will be a staple of your crowd control rotation, and, if you use a shield, bouncing shield will allow you to Captain America your enemies to death. This school pairs well with Polymorph.
All Divinity Original Sin 2 Classes
What Should You Pick?I decided to include this section in order to showcase which class fits into which role. I am also going to note any edits I feel are important to make those classes function better than the pre-chosen attributes, abilities, and skills. The Divinity Original Sin 2 classes that don’t really need editing simply won’t have changes noted
- Sword and Board: If you want to stand on the front line, choose the Fighter. Lose geomancy and pick up polymorph. Put the extra point into strength and take Battle Stomp, Bouncing Shield, and Tentacle Lash.
- Two-Weapon Fighter: The Knight fills this role pretty well. There are no real edits necessary for this particular class.
- Two-Handed Fighter: Interestingly, the Knight can almost fill this role as well. Simply drop two-handed weapon for dual-wielding and jam a weapon into your offhand.
- Backstab: I am going to tentatively say that Shadowblade is better than rogue for this role. Definitely lose the points in wits and put an extra point into finesse and one into constitution. You can honestly leave the ability and skills alone because they are pretty well chosen.
- Ranged: The Ranger is the best ranged damage class by far. The best thing you could do is lose elemental arrows for haste and don’t put any more points into pyro as you level up. Otherwise it is a pretty solid class.
- Crowd Control Magic: The Enchanter is the best choice for early game crowd control. Its ability to do pretty significant water and lightning damage, combined with the chance to make enemies slip or be stunned are pretty great.
- Damaging Magic: The Wizard is the best choice for raw magical damage. Geomancy and Pyrokinetic magics work really well together and they are generally higher in terms of raw damage than Hydrosophist and Aerotheurge spells. I would get rid of Ignition for Haste at least initially. You should be able to buy the spell book for ignition in Fort Joy anyway.
- Healing: The Enchanter is actually a great choice for healing. As it already has high intelligence and Hydrosophist points you can simply swap out Rain for Restoration. Nothing else really needs to change.
- Summoning: The Conjurer is the obvious choice for a summoner, but needs a few edits to really shine. First of all drop leadership and put your second point into summoning. Then you are going to want to drop Dimensional Bolt and take Farsight Infusion. Summon an Incarnate, give it farsight infusion, and then spend your time summoning countless totems to ruin the lives of your enemies.
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