- Divinity Original Sin Build Guide
- Divinity Original Sin 2 Builds
- Divinity Original Sin 2 Barbarian Build
- Divinity Original Sin 2 Barbarian Build Guide
- Divinity Original Sin 2 Barbarian Build
Tags are a dialog mechanic in Divinity: Original Sin 2. Tags determine how the environment interacts with your party members. Each playable character has a race, gender, profession and origin tag. Talking to characters with different party members will result in different dialog options according to their tags. Divinity Original Sin 2 allows you to choose from 14 predefined classes and 14 different groups of abilities that can be used during fights. This in turn allows you to create dozens of team combinations that can, with better or worse results, be effective during fights (and outside of them). Divinity Original Sin 2 Builds: Elusive Enchanter (Mage). 10 videos Play all DOS 2 Definitive Edition: Honour Builds sin tee Fallout 4's Biggest Secret is Finally Being Unraveled - Duration: 40:54. Most of the time, they possess a bonus of defense in their kit or a passive that gives them offense in function of the amount of defense they have. Fane Build 2. This is an alternate character build for Fane. This goes against his default setup and instead focuses on the fact he is a skeleton. Divinity: Original Sin II is an epic RPG with.
Sep 26, 2017
This guide is intended for scoundrels on tactician difficulty, whether lone wolf or not.
Other DOS 2 Guides:
- Beginner's Guide.
- Basic and Advanced Guide.
- Skill Book Combinations.
- How to Steal.
- List of Classes, Attributes, Talents and Starting Weapons.
- Puzzle Guide / Solutions.
Introduction
So you want to be an OP backstabbing badass? Look no further. While there is no question that the rogue does the most single target damage, you can find yourself in some sticky situations, which this guide will attempt to get you out of, regardless of difficulty or party composition. Preparation is key.
The main difficulties with the rogue are knockdowns and not being able to get behind your enemy. The former can be remedied by putting a point or two in strength, so that you can equip better armor for more physical shield, but this guide focuses on the latter. With a few utility deviations from scoundrel, we will be slaughtering our enemies in no time.
Stat Allocation
First off, pick human, so you have bonus initiative. Equip gear with initiative, even if other stats are inferior. You want to go first, so you can reduce the number of opponents you face. That being said, wits are a waste.
Go for finesse. No really, finesse. Actually, you may want one point in strength for better armor and a point or two eventually in memory for utility. If you have better armor from the point or two in strength, not only will you prevent knockdowns, but most likely, you won't need points in constitution. If you feel too squishy though, constitution doesn't hurt. Put as many points as possible in finesse though. If you find yourself with a tough choice, pick finesse anyway. Our strategy is to kill before we are killed, so +damage from finesse is key.
For skills, obviously intuitively, you'll want to dump everything in scoundrel for +crit damage. Max it -- no question. All of our attacks will be backstab crits, so increasing crit damage is key. However, that being said, at level two, you should have one point in huntsman and one point in warfare, in addition to your one point in scoundrel.
The point in warfare is for Battering Ram, so you can knockdown opponents you have weakened but can't kill that turn. As you level up, this will occur less and less frequently, but the skill is invaluable at low level. However, Battering Ram doubles as a movement skill, which is crucial, even at higher levels. Plus, every point in warfare increases damage, so you get bang for your buck.
The point in huntsman is for First Aid. Some sort of healing at the beginning is generally a good idea. That, and it removes crippled, which can be a serious detriment, if your movement skills are on cooldown, or if you want to save them. At level 4, you'll have access to tactical retreat, which requires two points in huntsman. Tactical retreat is really great for positioning your backstabs. A lone wolf will only need to put the one point in huntsman, since you get double.
This leads to talents. I'd recommend lone wolf, so your scoundrel really becomes OP. Also, as others have said, Executioner is really good. Definitely take Executioner. The extra AP is a godsend. Comeback kid is great also, but the point is to kill before getting killed, so only take it if you're dying a lot, which you should not with this build. For the other talents and civil abilities, take whatever you want.
The Cat (Minor Spoiler)
Make sure you save the cat. Wut? Yeah, that's right. Sure, the cat summon may seem useless, but the Swap Position skill the cat has is so great for the scoundrel, that it warrants it's own section in this guide.
Summon your cat each fight, so you have an extra movement ability. If you have initiative, which you should from human and items, you'll go first at the start of rounds. Delay your cat's turn, so he goes last. Jump him behind the enemy, which avoids attacks of opportunity, and then Swap Position with him. Then, when your turn starts, you're right where you need to be.
Strategy
Obviously, you'll want to dual wield the best daggers you can get your filthy scoundrel hands on, but you may consider starting with a bow. You're putting points in huntsman and finesse anyway at the beginning, so why not make your life easier while your damage is crap.
Once you have your major movement skills -- Backlash, Cloak and Dagger, Battering Ram, Tactical Retreat, and Swap Position (from the cat), you will have a movement skill every turn. With executioner, you may be using more than one movement skill per turn anyway, so be mindful how you use these. However, your strategy is simple -- use skills to get behind your enemies while avoiding attacks of opportunity and avoiding using AP for movement. You want all of that AP to be used for killing enemies. Either use basic attacks, flurry (you are dual-wielding, right?), or scoundrel damage abilities to kill your enemies -- simple.
Backlash, Cloak and Dagger, and Tactical Retreat are fairly straightforward, and cat strat is covered above, but I'd like to comment on Battering Ram. It may be better to save this one for when you're up against an enemy you can't kill that turn. Take his armor down, and take the armor down of another enemy closeby, if possible. Then, knockdown as many enemies as possible with Battering Ram. This will really be your only CC.
Those teleport gloves are really good, especially if you are soloing or duoing. Teleport tanks far away, or teleport pesky archers/mages toward you, so you can kill them. Really, this doubles as another movement skill. I can't stress enough that you want as much positioning/mobility as possible.
One last note -- save adrenaline for when you need it, i.e., when it means the difference between a kill and no kill.
My skill loadout looks something like the following:
- Adrenaline
- Backlash
- Cloak and Dagger
- Sawtooth Knife
- Daggers Drawn
- Mortal Blow
- First Aid (Huntsman)
- Battering Ram (Warfare)
- Tactical Retreat (Huntsman)
- Teleport (item)
- Haste (item)
I typed this up pretty quickly, and I'm sure it could be improved, but this build works really well for me in a duo with a friend (both lone wolves on tactician).
Recommended for You:
- All Divinity Original Sin 2 Guides!
![Barbarian Barbarian](https://gaelpubnyc.com/img/472799fd29dd77f0b1e44284b9cc016f.jpg)
You May Also Like:
Divinity Original Sin Build Guide
Divinity Original Sin 2 Builds
Divinity: Original Sin 2 builds are key to a succesful adventure, and thankfully the game’s character system is one of the most versatile out there. It allows for a huge amount of creativity: rather than being locked into class roles, you allocate skills however you want, creating your own builds and classes.
Related: the ultimate battle – Divinity: Original Sin 2 vs tabletop RPGs.
If that wasn’t enough, the Lady Vengeance – your character’s nautical base of operations – houses an infinitely usable magical mirror that lets you reallocate your party’s skill points. We have been doing just that, playing around with the Magic Respec Mirror in the lower deck for what must be hours. As a result, we offer you some interesting Divinity Original Sin 2 build ideas for your next playthrough of this brilliant RPG.
The Weather Machine
- Attribute priority – Intelligence, Memory, Constitution, Wits
- Main skill categories – Hydrosophist and Aerotheurge
- Key skills – Rain, Hail Strike/Global Cooling, Electrical Discharge, Pressure Spike,
Learning how to use status effects is a direct path to success in Divinity 2. The Weather Machine build is specifically designed to keep your opponents struggling to mobilise with lingering ailments, most prominently Frozen and Stunned.
Use Rain to get your enemies moist, then use Global Cooling or Electrical Discharge to either freeze them solid or zap them into submission. Pressure Spike provides cheap and useful AoE damage and a way to keep fires under control. Picking up some healing and shielding skills, like Restoration and Armour of Frost, will help keep your teammates safe from your status storms. Consider spending some points into Polymorph and Geomancy as well for some extra survivability.
Ranged teams with good magic armour and magic armour regeneration do well with this build in their lineup, as they can resist and avoid the harsh AoE status effects. Also consider taking a Pyromancer along to neutralise the deadly pools of electrified water and ice with a fireball once you are finished with them.
Divinity Original Sin 2 Barbarian Build
Late-game additions – Ice Breaker adds an extra step to your freezing combo, exploding icy surfaces to deal extra damage, and Closed Circuit creates electrified clouds in a circle around you, giving you more resources to play with.
The Armoured Masochist
- Attribute priority – Constitution, Strength, Memory, Intelligence
- Main skill categories – Warfare and Necromancer
- Key skills – Shackles of Pain, Death Wish, Provoke, Guardian Angel
Why hurt your enemies when they can hurt themselves… by hurting you? It makes sense when you try it, believe us. Shackles of Pain is the X-factor here – it marks a target, causing it to take all the damage that you do. Charge in, mark the biggest, nastiest foes, then use Provoke to get its attention – every meaty strike it lands takes a chunk out of its own vitality.
Guardian Angel boosts this even more, as allies redirect their damage onto you, which gets redirected again onto your marked target. Death Wish makes use of your subsequent lost health with a massive damage boost.
For increased survivability, pick up Living on the Edge (you can’t be killed for two turns) and Blood Sucker (blood surfaces heal you – this can be made even better by picking up Raining Blood, which does what you would expect). Also consider throwing some points into Geomancer, Hydrosophist, or Polymorph for extra healing and armour regeneration.
The Armoured Masochist is best in a lineup of mostly ranged characters, so that it can command the attention of enemy melee units unopposed.
Late-game additions – Last Rites provides a last-ditch resurrection spell at the cost of a chunk of your vitality, and Overpower allows you to strip an opponent of their physical armour.
The One Mage Army
- Attribute priority – Intelligence, Memory, Strength, Wits
- Main skill categories – Summoning, and a bit of Necro, Geo, Hydro, Pyro, and Aero
- Key skills – Conjure Incarnate, Elemental Totem, Dominate Mind, Rallying Cry
This Divinity Original Sin 2 build gets by with a little help from its friends. One character suddenly becomes five, as Conjure Incarnate, Elemental Totem, and Raise Bloated Corpse create a small army of handy minions. Add in Dominate Mind to turn one of your enemies into an ally for a while and you have quite the devastating force.
Conjure Incarnate and Elemental Totem get an extra skill and elemental damage if you summon them in a corresponding surface, so picking up at least one skill from each elemental magic school gives you a great deal of versatility. Rallying Cry and Cannibalise allow the mage to heal themselves using their nearby minions, so a close-range melee build works well here.
With a finger in every magic school, it is well worth picking up useful low-level skills. Favourable Wind (Aero) and Haste (Pyro) help close the distance and increase your AP pool. Restoration and Armour of Frost (Hydro) increase survivability, as does Fortify (Geo).
This build is effective in pretty much any party composition – in fact, a full team of summoners can command an absurd number of loyal magical foot soldiers.
Late-game additions – Door to Eternity prevents your creations from dying for a full two turns, and Totems of the Necromancer spawns a new minion with physical ranged attacks next to every enemy (living or dead).
The Master Trapper
- Attribute priority – Finesse, Constitution, Memory, Wits
- Main skill categories – Huntsman and Geomancer
- Key skills – Pin Down, Reactive Shot, Impalement, Worm Tremor
This Divinity build specialises in controlling a specific area, shutting down movement and dealing damage to all foes within it. Impalement and Worm Tremor keep your foes confined to a specific area of the map by either Crippling or Entangling them, and Reactive Shot lets you take automatic shots at any enemies rude enough to leave that area. Pin Down is a high-damage, single-target movement shutdown that’s handy when a melee enemy is causing problems.
For close-range survivability, Earthquake is the ultimate last ditch escape tool. It knocks down surrounding enemies and creates pools of slowing oil. Tactical Retreat is a quick and easy escape teleport, and applies haste to boot, increasing your AP on the next turn.
Helps to identify developmental difficulties in very young children. Gessell Assessment Tool. Birth to Six Years. This tool was first developed in 1940 and then revised in 1980. Measures motor, adap-tive, language, and personal and social behavior. Denver Developmental Screening Test. Birth to Six Years. This tool was developed in 1967. Denver developmental screening test pdf.
This build works well in almost any team comp, but you will need to be careful when applying your area control – the pools of oil they leave behind do slow your party down.
Late-game additions – Arrow Storm provides an AoE damage follow-up to your area control, and Living Wall can shut off enemy paths, forcing them to walk through your dangerous AoE effects.
The Neutraliser
- Attribute priority – Finesse, Wits, Constitution, Memory
- Main skill categories – Scoundrel and Polymorph
- Key skills – Tentacle Lash, Chicken Claw, Gag Order, Sleeping Arms
This build is all about shutting down your enemies’ offence. Tentacle Lash and Sleeping Arms apply Atrophy, which prevents foes from using their weapons. Gag Order destroys Magic Armour and applies Silence, preventing mages from casting spells. Chicken Claw turns your adversary into a chicken, which is as funny as it is useful.
Manoeuvrability and stealth are vital for this build, so make sure to take Chameleon Skin (gives invisibility), Spider Legs/Spread Your Wings, and Cloak and Dagger.
Divinity Original Sin 2 Barbarian Build Guide
Late-game additions – Mortal Blow provides good old-fashioned massive damage, Flay Skin destroys Magic Armour and slashes resistances, and Apotheosis massively reduces the cost of Source magic. A powerful Divinity Original Sin 2 build, we are sure you will agree.
Divinity Original Sin 2 Barbarian Build
Those are our picks of the best Divinity: Original Sin 2 builds. Resident evil 1 remake pc download. Got any other ideas? Let us know what Divinity classes and builds you’ve used in the comments.