Below is a template for a variety of different builds if you're having trouble deciding what to play, don't know how to build a character, or just want to try something new. There are a ton more out there, but this is a good starting guide that offers an introduction to the popular archetypes as well as some more inventive creations.
Some notes:
- When runes are listed, the best versions of that rune are of course recommended. Where you put them should be determined based on the focus of the build (e.g. Intelligence, Crit Chance, etc).
- Attributes marked with an asterisk should be heavily favoured (put all of your points into them except as needed for other attributes, or in some cases, twice as much as the secondary attribute if the build encourages it).
- Skills or talents not listed may still be a very good fit for a given build or a variation on it; they're just not a core, essential skill or talent and as such aren't listed. Look to them once the core skills and talents are acquired.
Credit for these builds goes to zyocuh and ssfunfun. Disney infinity 3.0 pc download.
Melee Builds
Build | Description | Requirements | Skills | Gear |
---|---|---|---|---|
Two-Handed DPS | A generic warrior that focuses pretty much entirely on doing tons of damage with two-handed weapons. | Strength*, Memory, Scoundrel 1, Warfare 2, Two-Handed 10, Executioner, Living Armour, Hothead | Adrenaline, Battering Ram, Battle Stomp, Enrage, Whirlwind, Blitz Attack, Phoenix Dive, Overpower | Weapon: +Crit Chance or +Crit Chance +Cleave, Runes: Flame Rune, Rock Rune, Rune of Power |
DPS Ranger | A ranger with high critical chance. | Finesse*, Wits, Memory Warfare 10, Huntsman 5, Scoundrel 10, Aerotheurge 2 or Polymorph 1, Executioner, Hot Headed, All Skilled Up or Bigger and Better, Stench | Arrow Storm, Uncanny Evasion or Chameleon Cloak | Weapon: +Crit Chance, Armour: +Crit Chance, Runes: Flame Rune, Thunder Rune, Venom Rune, Masterwork Rune |
Rogue | Sneak behind enemies with various movement abilities and backstab them with dual daggers for huge damage. | Dual Wielding, Scoundrel 10, Warfare 10, Polymorph 1, Executioner, Living Armour, Opportunist, Stench | Backlash, Cloak and Dagger, Phoenix Dive, Blitz Attack, Adrenaline, Sawtooth Knife, Throwing Knife, Rupture Tendons, Battle Stomp, Crippling Blow, Whirlwind, Chameleon Cloak | Weapon: +DPS, +Cleave, Armour: +1 Necromancer, Runes: Thunder Rune, Venom Rune, Rune of Power |
Divinity: Original Sin 2 builds are incredibly varied thanks to the robust skill system found within the game. You aren’t restricted by anything other than your imagination, which can lead to. For a more in-depth look at the best and most viable Divinity: Original Sin 2 builds, check out our complete guide here. Picking a starting build with Battle Stomp. That's all the basics you need to know to get started with a killer Divinity: Original Sin 2 character build! Have any other character creation tips we should try out?
Magic Builds
Best Build In Divinity Original Sin 2
Divinity Original Sin 2 Best Archer Builds Top 3 When it comes to Divinity Original Sin II, building your character to be the ultimate brute force against all enemies is very, very important. Here, I will show you some of the best Archer Builds that will never fail you in the heat of battle. Textmate for mac free download. All powerful builds are hybrids, it's just a matter of how far you need to push the hybridization to be efficient. Be careful though, pushing too far into hybridization will make you weaker since you need to invest in 2 'class' attributes. It's better to supplement your build with skills from another class than trying to achieve a 50/50 hybrid.
Build | Description | Requirements | Skills | Gear |
---|---|---|---|---|
Cleric | A mage with high survivability that focuses mostly on healing, with some crowd control to boot. Be sure to give Living Armour to all party members to maximize this build. | Constitution*, Memory, Strength, Warfare 1, Hydrosophist 10, Geomancer 2, Aerotheurge 2, Leadership 3, Perseverance 3, Duck Duck Goose, Living Armour, The Pawn, Mnemonic, All Skilled Up | Basically every Hydro skill, Battle Stomp, Battering Ram, Teleport, Fortify, Mend Metal | Weapon: Mace or Sword, Shield, Armour: +Armour, +Leadership, +Perseverance, +Hydrosophist, Runes: Masterwork Rune, Frost Rune, Venom Rune |
Aura Summoner | A supportive summoner that pairs very well with a Spellsword. | Memory*, Constitution, Summoning 10, Warfare 2, Pyrokinetic 2, Scoundrel 2, Geomancer 2, Hydrosophist 2, All Skilled Up, Stench, The Pawn | Conjure Incarnate, Farsight Infusion, Power Infusion, Whirlwind, Master of Sparks, Peace of Mind, Haste, Fireball, Venomous Aura, Vampiric Hunger Aura, Mass Cleanse Wounds, Cryogenic Stasis | Weapon: Whatever, Armour: +Pyrokinetic, +Hydrosophist, +Geomancer, Runes: Flame Rune, Frost Rune, Rock Rune, Venom Rune |
Aero Enchanter | A damage-focused Aero build that fights at close range. | Intelligence*, Wits, Memory, Aerotheurge 10, Hydrosophist 1, Two-Handed, Warfare 1, Huntsman 2, Necromancer 2, Executioner, Elemental Affinity, Savage Sortilege, Bigger and Better, Stench | Pressure Spike, Closed Circuit, Super Conductor, Rain, Tactical Retreat, Evasive Aura, Vacuum Touch, Vacuum Aura | Weapon: Aerotheurge staff, +Crit Chance, Armour: +Crit Chance, Runes: Flame Rune, Frost Rune, Thunder Rune |
Necromancer | A linear but extremely effective magic build that synergizes with melee builds. | Intelligence*, Wits, Scoundrel 1, Warfare 10, Necromancer 3, Hydrosophist 3, Polymorph 5, Pyrokinetic 2, Executioner, Savage Sortilege, Hothead, Elemental Affinity | Corpse Explosion, Mass Corpse Explosion, Blood Rain, Flesh Sacrifice, Adrenaline, Apotheosis, Blood Storm, Grasp of the Starved, Skin Graft | Weapon: Wands, +Crit Chance, Armour: +Crit Chance, Runes: Flame Rune, Rock Rune, Masterwork Rune |
Hybrid Builds
Build | Description | Requirements | Skills | Gear |
---|---|---|---|---|
Spellsword | A fire-enhanced melee build that sees you murdering enemies as you light them on fire. | Intelligence*, Strength, Scoundrel 1, Warfare 2, Pyrokinetic 10, Aerotheurge 2, Executioner, Savage Sortilege, Living Armour, Hothead | Adrenaline, Enrage, Master of Sparks | Weapon: Two one-handed swords with +Crit (and +Cleave if possible), Runes: Flame Rune, Rune of Power |
Acid Crusader | A tank build with a focus on acid spells and melee damage. | Strength*, Intelligence, Wits, Memory, Warfare 10, Geomancer 2, Necromancer 2, Polymorph 10, Executioner, Living Armour, All Skilled Up, Hot Headed, Savage Sortilege, Mnemonic | Battle Stomp, Battering Ram, Phoenix Dive, Blitz Attack, Corrosive Touch, Corrosive Spray, Acid Spores | Weapon: Two-handed melee, Runes: Flame Rune, Rock Rune, Masterwork Rune |
Melee Deathwish Pyromancer | A suicide build that sees you deal more damage than others but at the expense of damage to yourself. Not to worry: it's all part of the plan. | Intelligence*, Wits, Strength, Elemental Affinity, The Pawn, Glass Cannon, What A Rush, Savage Sortilege, Pyrokinetic 10, Warfare 2, Necromancer 2, Scoundrel 1, Polymorph 5, Huntsman 2 | All Pyrokinetic skills, Living On the Edge, Death Wish, Skin Graft, Phoenix Dive, Adrenaline, Flesh Sacrifice, Throw Explosive Trap, Deploy Mass Traps, Apotheosis | Armour: Plate Armour |
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).
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