Best Build Divinity 2
Death KnightUse and Skills to overwhelm your enemies while you heal yourself through damage. I am looking for two lonewolf builds for a tactcian play and I am hesitating between battlemage/summoner of sparks and stormchaser/glacian gardian.
The best builds in The Division 2. Before you can really start to get into the meat of The Division 2’s metagame and optimise your build for raids and high end play, you need to raise your Gear.
Which duo is the funniest to play and the most powerful? In the moment, I'm playing a tactician play with battlemage/sumommer of sparks/tectonic sage/elementary ranger/ I love the synergy with those choices. Fire dps is great: master of sparks on my invo and battlemage, explosive traps, flaming tongues.(but the CC is poor) ty for your answers:). I made a build that looks like a cross between Sparksummoner and Duelist. Before you judge, check it out: Battlemaster: Beast High Strength and Wits, then Con and Memory as needed.
Skills: Dual Weild 4, Aero 2, Huntsman 2, Scoundrel 1, Poly 2 then the rest into Warfare and Pyro. Opportunist, Parry Master, Savage Sort, Torturer.will also have Sturdy.
Main skills: Adrenolyn, Sparking Swings/Master of Sparks, Deploy Traps/Mass Traps, Bull Horns, Teleport, Nether swap, Erratic Whisp, Uncanny Evasion/Evasive Aura, Whirlwind, Battering Ram, Tentacle Lash. With all this combined, this build is a highly efficient support in: 1.
Setting up the battlefield/Maintaining control over enemies and allies. Dealing crit damage via sparks/Hitting multiple at a time. (Sparking swings + Erratic Whisp= Pretty cool) 3. Beast Pirate Lord Theme: As a captain hes a leader and battle master, so setting traps and turning the tides seemed fitting. Let me know what you think and if theres something you think I could add or take away. Current level 13, hes doing well so far.
I’ve been experimenting with different build combinations and I came across one that I thought was a very powerful lone wolf build. I’m still working on the play through with the build so I don’t know how it’ll work in late game yet. Build: Ice Assassin Concept: great CC, Magic/physical Armor destruction (depending on enemy isolate the weaker armore and destroy the enemy) Build: primarily focus finesse as enemies like to close in on you and need to build to ensure they don’t kill you. Focus wits second for increase of Crit and intelligence third for magic damage. Take memory when it’s needed but focus it last. Spells will pile up quickly but using the CC from ice spells such as hail strike, winter blast, ice fan is a great way to prevent ranged targets from picking you off while dealing with melee units. Always use rain to ensure targets freeze; I know it takes up an ap point but the CC benefit in lone wolf is great.
Focus on getting scoundrel skills to help close the distance between targets such as backlash, and cloak and dagger. Make sure to get the other scoundrel skills such as sawtooth knife, throwing knife, corrupted blade, sleeping arms, gag order, and terrifying cruelty. Also put points into warfare and dual wielding to increase physical damage and to grab warfare abilities such as battering ram, blitz attack, battle stomp, and whirlwind.
Supplement more warfare abilities if you feel you use them more. One of the first spells you can craft in fort joy is vampiric hunger which will great increase survivability. Start with lone wolf, or excutioner then pick opportunist third. Start with Shadowblade remove the point from poly then place it in hydro. Start with backlash, chloroform (for starter CC) and hail strike (damage, range, and CC).
Build up from there and enjoy the mayhem. Build: Summoning/healbot Summoning is completely overpowered and having a character with a bunch of healing spells really helps out so you can more properly focus your other characters. I give mine a bow or crossbow for extra ranged damage early in the game when it doesn't have skills. I usually go human for encourage but an elf would work just fine too.
Attributes: Don't technically matter outside of wits, constitution and memory as needed because you don't take any skills that scale off of primary stats. Your healing scales with hydro and level, summon power with summoning and level. Put a few points in finesse early to get a small damage boost on your bow early and to have balanced armour values. Memory is not something to focus on, though a few points will be required if you want all the trimmings with things like soul mate and lesser used skills.
Talents: Living Armor and Comeback kid for survivability, it's a good candidate for pet pal as it doesn't need much else. The Pawn is an option if you want to take the point in scoundrel later on, otherwise all skilled up and bigger and better just to get something. Abilities: Maximum investment into summoning, though you'll want 2 points in huntsman early on for some damage skills and you'll use tactical retreat and first aid throughout the game. After that it's hydrophist for healing abilities. Put a point in scoundrel for the pawn if you want after 3 points in hydrophist.
You can also put 2 in aerothurge if you want another teleporter, it can be useful. 1 in pyrokinetic for peace of mind can be a nice 1 point wonder too. Skills: Summon incarnate, power infusion, farsight infusion is the most important, I'd use it even if it was just those 3 skills.
Summon elemental totem is useful for some more damage, Rallying Cry, Soul Mate and for more magic damage parties Dominate Mind. First Aid, Tactical Retreat from huntsman, healing ritual, restoration, armor of frost, soothing cold.
Bless can be useful, if you went 2 in aerothurge get teleport and netherswap. After that fill out with whatever huntsman skills you prefer, personal preference is sky shot and marksman's fang, though ricochet is great early on.
Tips: Summon incarnate on a surface to get the infusion bonus, then either double infusion or encourage infusion. Try to keep an elf character having higher wits than this character to reliably create a blood surface to summon on. After that it's about staying safe and out of the way of enemies because if you die, so does your incarnate and totems. Use healing spells as needed, slap a totem down if you've got 2AP left after everything you wanted to do. Use tactical retreat to get out of there if something gets in your face and you can't deal with it. Possible changes: Find 2 points in necromancy for bone cage. Put more points in memory and use steam lance.
Vampire Build (flexible) Start with: Fane/Undead Human for the extra damage boost (Healed by poison and immune to bleeding) Lone Wolf Necromancer (up to about 10 for 100% life drain healing works with any damage to enemy vitality) Attributes in whatever damage type matches the second skill you want to use: Intelligence, Strength, or Finesse (geomancer is a good option since it has poison to heal with and earth damage, but you can use this build with any of them. Some things i've used extensively: First of all, the must have is probly to give the scoundrel skill Adrenaline to each one of your characters and start a fight with it, it will give you the possibility to burst and kill an enemy or more in the first round (depends on your initiative obviously). Can be good with the talent Hothead which gives +crit chance when your health is max. You'll then be able to reuse it multiples times in a long fight to burst more. It is really how i take care of things.
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With scoundrel, i've given chloroform to multiple characters, the sleeping effect is so damn good for crowd control and the range is excellent. I did tend to give Teleportation, Clear-minded, Armour of frost and Fortify to all my characters too. Same thing for First Aid and Restoration.
Basically it demands only one point in each skill tree involved like Pyrokinetic, Hydrosophist, Geomancer or Hunstman and you may often have these points just by stats from your gear without investing directly in them. Meaning everyone in my group is able to heal or give armor considering the situation. There is no reason to die cause your main 'healer' is permanently stunned.
If you have no heal skill available, don't forget the heal potions, the giant ones may be better than your heal skills anyway. If you have a rogue character, use atrophy extensively, i've combined mine from the scoundrel skill sleeping arms with the atrophy coming from the tentacle polymorph skill to have a double atrophy. You may disable most characters ine one or two turns with adrenaline/rupture tendons/corrupted blade/terrifying cruelty/sleeping arms with the physicial armor and chloroform is well used when the magic armor is busted. To move quickly on the battlefield, i've given Phoenix dive to multiple characters too which usually prevents me to use action points to walk. It is one point and save many AP's when you use it. It's particularly useful for physical close combat characters who have to be close to the enemy asap. And obviously use your resurection scrolls in combat, it is 3AP, you may come back in a fight multiples times with them (it is how i succeeded doing the third wave of demonists/ the dream arena in the Lizard Consulate/ the fight against Isbeilt in Arx).
I use a full warfare two-handed, a warfare/scoundrel/polymorph with two daggers, a ranged hunter/summoner and a pyrokinetic/hydrosophist caster with a staff. Ech one having some spells from other treelines. One of my main probs in the game is to be able to heal Fane, except Poison Dart and poison potions i can't really help him from regular healing spells quite the opposite. I've issues too to deal with massive curses. I will probly lack time but i consider a run with double wands or one-hand and shields for the extra stats and protection. I'm running a 'Warlock' (whatever you want to call it). So I'm all in on summoning and necromancy, using summoning from both as damage.
Primary stats are intelligence and constitution. The death knight build listed out above is nothing like my build-out for my solo-playthrough, and I killed Braccus/Kraken first time around. Max Necro and Warfare, throw like 4 into Hydro, maybe 4-6 in one-handed (or two-handed). I prefer one-handed because deflective barrier and shield bounce are amazing. I added 2 points to every attribute and everything else went solely into intelligence and strength. Keep in mind, using Lone Wolf boosts all of these points 2x.
You don't need much consitution because your armor is going to be through the roof with Deflective Barrier, Shields Up, and Bone Armor. I could heal my entire HP bar with one shield bounce. The biggest hitter for me was reflective armor (via item). Deflective Barrier - shield bounce - shackles - reflective barrier - enemy dead first turn.
You can basicly add polymorph in all charackters if you are dmg oriented, you get 1 free attribut for every point in polymorph (2 with lone wolf), that means u get the same 5% you would get by puting ur point in warfare for example, if u put this 1 (2) points in Str. It goes best with Str builds, becaurse all polymorph skills that scal scaling with Str, but do to skills like apotheosis or spread your wings makes polymorph good for every build. Keep in mind, if u useing Picture of Health u need to put the points in warfare to get this 3% vitality and u need to make the requirement for each skill u wanna use. If u have problems with your HP u can allways put 2-5 points in necromancer (10% dmg into HP per point), it also works with living armour (35% of all healing you receive is added to your magic armour). I recommend putting 3 in necromancer for the revive 'combo' Last Rites and Living on the Edge, sometimes you not even need Living on the Edge. Summoning goes in every build, becaurse it scales with your level and your summoning ability itself, i recommend not useing it in weapondmg oriented build. I also recommend only going physical-dmg or magic-dmg, not both.
You will simply lose 50% of your dmg if you go 1/2 Int 1/2 Str. What i learned from a LW game on classic was that, you need combat skills, the ones that your character mainly uses as damage, ex warfare and 2 handed, or fire and earth. The other skills you can add on for utility to increase survivability and adaptability to each situation, ex hydro to heal and wet, aero for mobility. In my game of being a LW, mobility and restricting mobility for my archmage to nuke is extremely important.
Aero was almost the most used skill in every battle to teleport people to the correct places for a big nuke while the fighter takes care of the stranglers. While playing another archer and summoner combo, aero helps place the archer in the right places and teleport people to the summon to tank. Water heals and buffs the magic armor which helps when the whole arena is lit up.