Rufous

Zyocuh's Build Guides! : r/DivinityOriginalSin

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{
  "post": {
    "title": "Zyocuh's Build Guides!",
    "selftext": "These are a couple of the fun builds I have thought up. You can use this as a guide or follow it to a T! If you have any suggestions or idea's let me know! I may update this here and there if I think of other really cool Builds  \n  \n#Generic 2H Beast\n\n###Basics\n\n* This is your generic 2H build focus on warfare and 2H weapons. This will work in 4 players, 2 lone wolves, 1 lone wolf, 2 players non-lonewolf. Start of combat will look something like this. \n\n\n1. Adrenaline> Enrage (Until you get around 80%+ Crit then no Enrage)  \n2. Whirlwind to get rid of armor  \n3. BattleStomp to knock down everything  \n4. Profit \n\n###Attributes\n\n* Strength is the only stat you need aside from Memory to get spells\n\n###Combat Abilities\n\n* Scoundrel (1) for Adrenaline  \n* Warfare (2) at the start to get your abilities. Battering Ram, Battle Stomp, Enrage, Whirlwind, Blitz Attack, and Phoenix Dive. When you hit 16 you can put 5 points to get, Overpower  \n* Two-Handed (10) Max this after getting your 1 point in Scoundrel and 2 points warfare. Thanks to /u/teesinz I learned that 2H is quite a bit stronger than warfare when you are criting. and with enrage every hit will be a crit  \n* Optional/ Recommened  \n* Polymorph (1) Tentacle Lash, Chicken Claw, Chameleon Cloak, Bull Horn are all amazing abilities and will probably get a ton of use through out the entire game. I wouldn't say they are needed but they will make your life a lot easier\n\n###Talents\n\n* Lone Wolf(optional if you want it)\n* Executioner - Extra 2 AP per turn for kills, with this build you SHOULD be killing at least 1 person a turn. \n* Living Armour - In your gear you should get some points in necromancer, with the healing from necromancer you will get magic armor since you will be lacking Magic for this build  \n* Hothead - 10% crit chance and with those necro points you should be at full health within a swing or 2.  \n* After that is up to you but I would say All Skilled Up, Bigger And Better, and Opportunist are all great options.\n\n###Gear and Defenses\n\n* Weapon - you want to try to upgrade every level AND have 20% crit chance 30% cleave IF POSSIBLE If you only find the Crit Chance take that over cleave.  \n* Armor - Armor is not THAT important, but try to keep it updated every level and find some rings with necromancer so you can heal from living armor.\n* Runes:   \nAmulet -Giant Flame Rune (Either frame works doesn't make a difference)   \nArmor - Mystical Giant Rock Rune +1 Warfare \nWeapon - Giant Masterwork Rune of Power. Give +3 Strength and 15% physical damage increase.  \n    \n--------------    \n  \n\n#SpellSword\n\n###Basics\n\n* This build is based off my post [here](https://www.reddit.com/r/DivinityOriginalSin/comments/7a79ro/looking_for_a_unique_build_that_isnt_the_standard/). Focused on dual wielding swords to maximize damage from Master of Sparks. Combat will look similar to this.\n\n\n1. If you can Peace of Mind + Haste out side of battle do so before you start if not ignore them.  \n2. Master of Sparks self   \n3. Adrenaline + Enrage  \n3. Whack away until all enemies around you burn to death!  \n  \n* Things to note Master of Sparks is NOT the same as Sparking Swings. Sparking Swings will Spark ONCE per hit, so for a dual wielder 1 auto attack it will spark 2 times. Master of Sparks will Spark 2 times per hit and each spark can fork off once more for half damage, so 1 auto attack can potentially be 8 sparks total.  \n* You will also get a MORE sparks if you have cleave on your blades and your cleave hits an enemy. For max damage ensure you have cleave on BOTH swords. \n\n###Attributes\n  \n* Strength put 1 point into this when ever you need to equip a weapon that require higher STR. \n* Intelligence is your main focus on this build, with memory just to get skills.\n\n###Combat Abilities\n  \n* Scoundrel (1) for Adrenaline  \n* Warfare (2) In order to get Master of Sparks you need 2 Warfare and 2 Pyro so this needs to be 2. Enrage is also pretty important. You can grab Battle Stomp and Battering Ram if you want. You won't be doing a lot of physical damage but if you have allies that are you can use yours as secondary CC and every enemy you hit with either spell will proc your sparks.  \n* Pyro (10) Pyro will increase the damage of Master of Sparks so maxing this is a must. Peace of Mind and Haste are also very useful. If you want you can get all the other fire spells since you can do normal damage with them   \n* Aero (2) Teleport is very useful in positioning 2 enemies on top of one another for the cleave damage. Uncanny Evasion is also useful since you will be in the middle of everything.  \n*Optional/ Recommended  \n* Huntsman (2) Tactical Retreat is the best Blink in the game PLUS you can get Evasive Aura.  \n* Polymorph (1) Chameleon Cloak is just so strong in keeping you alive.   \n\n\n###Talents\n\n* Lone Wolf(optional if you want it)\n* Executioner - Extra 2 AP per turn for kills, with this build you SHOULD be killing at least 1 person a turn.  \n* Savage Sortilege - This will allow your sparks to crit. When you enrage crits spark 100% of the time. \n* Living Armour - In your gear you should get some points in necromancer, with the healing from necromancer you will get magic armor since you will be lacking Magic for this build  \n* Hothead - 10% crit chance and with those necro points you should be at full health within a swing or 2.  \n* After that is up to you but I would say All Skilled Up, Bigger And Better, and Opportunist are all great options.\n\n###Gear and Defenses\n\n* Weapon - 2 One handed swords with 10% crit and any amount of cleave damage. Early on Cleave is more important than crit. If you find a weapon with both 10% crit and cleave you really don't have to upgrade it often.\n* Runes:   \nAmulet -Mystical Giant Flame Rune For the 12% crit chance and +1 Pyro   \nArmor - Giant Flame Rune of Power +3 Intel\nWeapon - Giant Flame Rune of Power. Give +3 Intel and 15% Fire Damage\n  \n--------------    \n\n\n#Cleric\n\n###Basics\n\n* This is going to be my interpretation of a cleric. Your focus is solely on healing and being a secondary CC for your team. You won't be doing much damage if any. This build is primarily a 4 player team build. Combat won't be very simple with this since there are many different things you can do\n\n###Attributes\n  \n* Strength put 1 point into this when ever you need to equip a weapon that require higher STR. \n* Constitution Will be your Point dump  \n* Memory you will have a ton of spells so you will be putting a ton of points here as well \n\n###Combat Abilities\n  \n* Warfare (1) Battle Stomp + Battering Ram to use when your allies are on CD. They are not for damage but for the Effect\n* Hydro (10) Your Hydro Spell list will be VERY long Armour of Frost, Healing Ritual,  Rain, Restoration, Steam Lance, Global Cooling, Soothing Cold, Cryogenic Stasis, Arcane Stitch, Mass Cryotherapy, Vampiric Hunger, Vampiric Hunger Aura, Healing Tears, Mass Cleanse Wounds, Cleanse Wounds  \n  \nBasically you will have a spell for all situations here. Mass Cryotherapy works pretty well with Rain + Global Cooling. Vampiric Hunger Aura and Healing Tears are useful at the start of a fight walk around healing and buffing your allies. Cryogenic Stasis is your \"OH SHIT\" button if someone is about to die or are completely surrounded.  \n\n* Aero (2) Teleport Extremely useful for moving enemies out the way  \n* Geomancer (2) Fortify and Mend Metal for the times you need armor   \n* Leadership (3) So with both leader ship and perseverance you want to be putting a few points into these early while you are waiting for all your Hydro spells to get unlocked. I have not done extensive testing but from what I have heard is if you have leadership aura the enemies will try to target you.\n* Perseverance (3) You will be a tank monster and if you are getting targeted like you should be with leadership then this will help keep you alive after you get stunned.\n\n###Talents\n\n* Living Armour (EVERY ONE IN PARTY NEEDS) - Living armour will heal your magic armor every time you get healed so you and all your allies need this, so your healing abilities are working over time.  \n* Duck Duck Goose - You will be in melee position for pretty much the entire fight this will let you run around healing without having to worry about getting hit even more.  \n* The Pawn - Since many of the skills are either Aura's or close range the pawn will help you stick on your allies who are moving around the battle field without wasting precious AP  \n* Mnemonic can be quite useful so you can save from putting so many points into memory early.  \n* All Skilled Up - will be useful to get an extra point if you need it.\n\n\n###Gear and Defenses\n\n* Weapon -Mace and Shield. You could technically have a sword or club but that doesn't feel like a cleric to me. You want the 1H melee weapon so you can use Battle Stomp and Battering Ram. The Shield will give you tons of Armor. You can also pick up Bouncing Shield if you are so inclined  \n*Armor - Basically if you find any armor that has more armor or leadership/ perseverance/ hydro upgrade. \n* Runes:   \nAmulet -Mystical Giant Masterwork Rune +3 Memory  \nArmor - Mystical Giant Frost rune +1 Leadership\nWeapon - Mystical Giant Venom Rune +1 Perseverance \n   \n--------------    \n \n  \n#Aura Summoner\n\n###Basics\n\n* This Summoner pairs REALLY well with my Spellsword build, but you can use this with any team comp that as a lot of melee damage. It will focus around getting your Summoning up quickly then using Aura Buffs on the summon to support your allies while you support from a distance\n\n###Attributes\n  \n* Memory for Spells  \n* Con. After you summon your incarnate you will want to stay near it and stay alive.\n\n###Combat Abilities\n  \n* Summoning (10) You want to try to get this to 10 points a quickly as possible. Your summons scale with summoning so the more you have here the better. Conjure Incarnate, Farsight Infusion, Power Infusion. Whirlwind will proc your sparks for each enemy hit. With incarnates huge range you should easily hit several targets  \n* Warfare (2) 2 Points here is mainly because you want to get Master of Sparks on this build so you cast it instead of the spellsword  \n* Pyro (2) Peace of Mind and Haste are great buffs to have. Fireball is useful to create Fire Incarnate as well.  \n* Scoundrel (2) This is so you can unlock 2 of the other Aura's below. Since Incarnate has ridiculous stats it can utilize these aura's really well.\n* Geo (2) Venomous Aura  \n* Hydro (2) Vampiric Hunger Aura and Mass Cleanse Wounds. **Cryogenic Stasis** You won't be really strong or tanky and this can save your life if things get a little bit risky. It also doesn't matter if you are frozen since you can still control incarnate.\n\n###Talents\n\n* All Skilled Up - You will need this to gain extra points as early as possible  \n* Stench - you really don't want to be getting hit yourself, this helps enemies try to avoid you  \n* The Pawn - Since you will have some of the aura's on yourself this will allow you to walk around giving them to your allies and incarnates. \n\n###Gear and Defenses\n\n* Weapon -I am not really sure what is best here, it honestly doesn't matter that much.\n*Armor - If you can find armor that has points in one of the off school, pyro, hydro, geo early to help get those skills as early as possible that would be best. \n* Runes:   \nAmulet -Mystical Giant Flame/Frost/Rock rune +1 Pyro/Hydro/Geo   \nArmor - Mystical Giant Venom Rune +1 Summoning \nWeapon - Mystical Giant Venom Rune +1 Perseverance Better than most of the other options.  \n  \n--------------    \n    \n\n#Aero Enchanter\n\n###Basics\n\n* aero is one of the strongest damage types in the game as you can see [here](https://docs.google.com/spreadsheets/d/1y9jdfyERUEE5v1IMXq6Ip1IIVdSL5nqtOuer1jN7qUI). This build will utilize all the power\n\n###Attributes\n  \n* Max INT. \n* dump rest into WITS. \n* Enough memory to unlock spells\n\n###Combat Abilities\n  \n* Aero(10) you want to focus on maxing this first to maximize your damage. You will be doing most if not all of your damage as Aero. Notable skills are Pressure spike, large AOE 1 AP and good amount of damage. It also does NOT require clouds to use. Closed circuit massive massive damage and gives you aero immunity for a turn. Super conductor hits a ton of enemies and huge range\n* Hydro(1) mainly for rain. When an enemy is wet they take 20 EXTRA aero damage. This will buff your damage massively.  You can grab armor of frost if you really want but it shouldn't be needed.   \n* Two-handed this will make your Crits hit harder for your spells and autos when you get savage sort. \n* Warfare(1) grab this for executioner and you can if you want put an extra point to get whirlwind, battle stomp, battering ram, crippling blow. When you use a staff and these skills they will scale off INT and their damage type so you want an aero staff.   \n* Huntsman (2) tactical retreat and evasive aura. These skills will allow you to get into position since many of the highest damage aero spells are close range. \n* Necro(2) for vacuum touch and vacuum aura. For 1 AP vacuum touch deals amazing single target damage plus the debuff is pretty decent. \n\n###Talents\n\n* Executioner you will be dealing a ton of damage so you should be getting many kills this will give you a Ton of AP. \n* Elemental affinity- reducing you AP costs are extremely important. Try to set up water on the battle field BEFORE fights start so you can shock it to gain the effects.  \n* Savage Sort. After you max int you will max WITS for the crit. \n* bigger and better and all skilled up are good choices as well. \n* stench is good since you will be in the middle of everything\n\n###Gear and Defenses\n\n* Weapon - Aero staff, until you get savage sort. It doesn't matter what the stats are, but after you get savage sort it needs 20% crit chance\n*Armor - 4% crit on gloves and belt are a must anything else is up to you \n* Runes:   \nAmulet -Mystical or power Giant Flame rune for the crit chance. Mystical will give 3 int but power will give +1 pyro for peace of mind and haste. Peace of mind scales really well and will give you more int   \nArmor- Giant Frost Rune of Power +3 int and 15% aero resistance. This means you will heal from aero damage after you use closed circuit \nWeapon - Giant Thunder rune- you don't need a frame on this since both options are shit   \n   \n--------------    \n \n  \n#Crit Ranger\n\n###Basics\n\n* Basic ranger build guide for 4 man party or lone wolf. You are aiming to get 100% crit chance on this build. You get get 63% without any points into wits or ranged. 5% human, 10% hothead, 20% from weapon, 8% from gloves and belt combo, 8% from base wits, 12% from Giant Flame Rune  \n\n###Attributes\n  \n* Max Finesse. \n* dump rest into WITS. \n* Enough memory to unlock spells\n\n###Combat Abilities\n  \n* Warfare(Max) Warfare will maximize your damage as a ranger.\n* Huntsman (5) Only reason to go to 5 on huntsman is if you want the over powered ArrowStorm skill if not just stop at 3  \n  \nAll of the huntsman damaging skills basically. You can go Elemental Arrowheads if you decide to go elf instead of human but if you go human no need to get Elemental Arrowheads.  \n  \nRicochet, Pin Down, Reactive Shot( If it is working properly), Barrage, Tactical Retreat although not a damage spell it is probably the best skill in the game, Ballistic Shot, Marksman's Fang, Sky Shot. You can get Arrow Spray and Arrow Storm if you want. I find Arrow Spray VERY hard to use and is fairly situational and Arrow Storm is Over powered.... Like seriously it will end the fight the first time you use it, even if all enemies are full health.  \n  \n   \n* Ranged / Scoundrel(10) After I max warfare I will max Ranged to get more crit chance, After my crit chance is 100% each time I level and add a point into wits I take one out of ranged and put it into scoundrel \n* Aero/poly (2/1) Either 2 points into aero for uncanny evasion or 1 point into poly for chamelon cloak \n   \n###Talents\n\n* Executioner- You shouldn't have to move after a fight starts so you don't need the pawn, you generally also deal more damage than most other classes so you should be getting the kills \n* Hot Headed for the 10% crit chance  \n* All skilled up / Bigger is better both server the same purpose and you can pick which ever one you want  \n* Stench is a decent talent so you don't get focused\n\n###Gear and Defenses\n\n* Weapon - 20% crit chance is a must and try to keep it upgraded every level  \n*Armor - 4% crit on gloves and belt are a must anything else is up to you \n* Runes:   \nAmulet-Giant Flame rune of Power for the crit chance. Power will give +1 pyro for peace of mind and haste. Peace of mind scales really well and will give you more Finesse/wits   \nArmor- Giant Thunder/venom Rune of Power +3 finesse \nWeapon - Mystical Giant Masterwork Rune +3 wits.   \n  \n--------------  \n  \n#Necromancer\n\n###Basics\n\n* This build will Focus on the MASSIVE AoE damage that a Necromancer is capable of putting out and can 1 turn multiple enemies in a fight. The rotation is a bit \"boring\" since you will have to do the same thing every fight but you will also not struggle after act 1 \n\n1) Use blood rain to put a pool of blood under as many enemies as possible BEFORE you get into combat. Also ensure you have blood under you either use blood rain twice or flesh sacrifice.  \n2) Adrenaline (6ap now)  \n3) Apotheosis (4 ap)  \n4) Blood Storm (1 ap)  \n5) Grasp of the Starved (0ap)  \n6) There is no way you didn't get a kill from this so +2 ap from Executioner   \n7) Skin Graft (0AP)  \nNext Turn  \n8) Adrenaline (4ap since you had the other adrenaline debuff)  \n9) Blood Storm (1ap) Should get a kill here too so (3AP)  \n10) Grasp if you can else just use your other ablities  \n\n###Attributes\n\n* Int and wits are extremely important here. You want to aim for 100% crit as quickly as possible I would go 2 int 1 wits until you get that crit\n\n###Combat Abilities\n\n* Scoundrel (1) for Adrenaline  \n* Warfare (Max) Warfare increase all physical damage done from your necro spells so you are just maxing this to max out your damage  \n* Necromancer (3) You only need enough points to get your main damage spells so 3 points is all you will need\n* Hydro (3) You need 3 to get blood storm and 1 to get blood rain. If you WANT you can get healing abilities to help when your spells are on CD I guess.\n* Polymorph (5) Apotheosis and Skin Graft. Before you are able to get Apotheosis, Skin Graft will help with you CD's since necromancer doesn't have many spells they can use  \n* Pyro (2) Early game you want to grab Corpse Explosion and Mass corpse Explosion, before you hit 16 these will be doing massive damage and will help you through the early game. \n\n\n###Talents\n\n* Executioner - Extra 2 AP per turn for kills, with this build you SHOULD be killing at least 1 person a turn.   \n* Savage Sort. - When your spells are able to crit the damage is massive  \n* Hothead - 10% crit chance and with those necro points you should be at full health within a swing or 2.  \n* Elemental Affinity - You don't need EA until around level 8 since you won't have many spells to use so using everything turn 1 will just make you feel useless the rest of the fight  \n* After that is up to you but I would say All Skilled Up and Bigger And Better\n\n###Gear and Defenses\n\n* Weapon - You can go single hand and Shield for Shield throw damage but once you get savage sort you want to have 20% crit from your weapons, either 2 single handed with 10% or a two handed with 20% Which ever one is up to you since you won't really be auto attacking ever\n* Armor - 4% Crit chance on belt and Gloves, aside from that try to find armor that gives you stats you want, warfare and scoundrel mainly.\n* Runes:   \nAmulet -Giant Flame Rune Either Frame works one gives +1 pyro so you can use that point in warfare instead the other gives +3 int which just gives more damage. I think later in the game you can drop pyro down to only 1 instead of 2 so having it in your amulet could be nice.\nArmor - Mystical Giant Rock Rune +1 Warfare \nWeapon - Mystical Giant Masterwork Rune 15% physical damage AND +3 wits couldn't ask for more, infact you may want to dual wield just so you can get this twice\n     \n  \n-----------------------------------------  \n  \n#Backstabbing Rogue\n\n###Basics\n\n* My view on rogues and how to maximize there damage! They are fairly simple to play as but positioning is very important. You want the 4 movement abilities, Backstab, Cloak and Dagger, Phoenix Dive, and Blitz Attack. Dual Daggers will also max your damage.\n\n###Attributes\n\n* Finesse is the only important stat, after you max finesse you can go con if you want some extra survivablity or wits if you want more initiate. You don't need wits for crit chance since you will get crits from back stab. Spells can also backstab so keep that in mind   \n* Memory just enough to get spells\n\n###Combat Abilities\n\n* Scoundrel (2 then max second) Adrenaline, Sawtooth Knife, Throwing Knife, Backlash, Cloak and Dagger, Rupture Tendons are the main spells. You can get other spells like Chloroform early if you have a split team but they aren't that great and your auto's are already very efficient  \n* Warfare (Max First) Battering Ram, Battle Stomp(Remember this can crit from backstabs) Crippling blow, Whirlwind, Blitz Attack, Phoenix Dive, these are all very strong skill, you can probably take out battering ram if you feel you don't use it enough but you should enough attribute points to splurge on memory\n* Polymorph (1) Chameleon Cloak and MAYBE Chicken Claw + Rupture tendons is a fun combo, for me though if you already have their armor gone, which is needed to chicken claw, then for 4 ap you can kill them.\n* Optional I don't recommend these for non-lone wolf but if you REALLY want to I guess you can, you will be losing out on a TON of damage for a little bit of utility. \n* Aero (2) Teleportation, Uncanny Evasion  \n* Huntsman (2) Tactical Retreat, Evasive Aura  \n\n###Talents\n\n* Lone Wolf(optional if you want it)\n* Executioner - Extra 2 AP per turn for kills, with this build you SHOULD be killing at least 1 person a turn. \n* Living Armour - In your gear you should get some points in necromancer, with the healing from necromancer you will get magic armor since you will be lacking Magic for this build  \n* Opportunist - You will be in melee range and if someone tries to attack someone else you can get big damage off   \n* Stentch - This works really well with opportunist since melee will want to avoid attacking you  \n* Mnemonic, Bigger and Better and All skilled up are good last options. If you are non-lonewolf get Mnemonic before bigger and better, it is just better but if you are lone wolf swap it.\n\n###Gear and Defenses\n\n* Weapon - Upgrade to the highest damage every level, if you can find cleave on them prioritize that.  \n* Armor - Finesse armor really sucks. But try to get armor that gives you necro points as well as any other positive attribute\n* Runes:   \nAmulet -Giant Thunder Rune of Power Or Venom for +3 Finesse (Thunder gives dodging and Venom gives Accuracy) \nArmor - Giant Thunder Rune of Power Or Venom for +3 Finesse \nWeapon - Giant Masterwork Rune of Power. Give +3 Strength and 15% physical damage increase.  You can use that +3 Strength and place 1 extra point in strength to allow you to wear STR gear which is much better than Fin. gear.****  \n  \n-------------    \n\n#Acid Crusader\n\n###Basics\n\n* Tank warrior focusing on acid spells and melee attacks. Corrosive touch and spray ~~don't scale off INT~~ They do scale with int go 2:1 STR/INT.\n###Attributes\n  \n* Strength max for damage  \n* Int. for the corrosive skills to scale  \n* Wits for crit  \n* Memory to unlock spells\n\n###Combat Abilities\n  \n* Warfare (10) All of the good warfare skills, battle stomp, battering ram, P. Dive, Blitz Attack .\n* Geo (2) Corrosive Touch and Corrosive Spray as well as Acid Spores. You may want to go 2 warfare 1 Geo. You can also pick up the defensive spells like Fortify and Mend Metal \n* Necro (2) for healing and to unlock Corrosive touch and Spray  \n* Polymorph (As much as possible) This will let you get more Attribute points since you will be splitting \n\n\n\n###Talents\n\n* Executioner for more AP when you get kills  \n* Living Armour to heal your Magic Armor with your necro.    \n* All Skilled up to help with Skills  \n* Hot headed for 10% crit   \n* Savage Sort so your spells can crit\n* Mnemonic to take points out of memory into wits\n\n###Gear and Defenses\n\n* Weapon - 2 Handed Weapon will help maximize your damage  \n* Armor - As long as you're upgrading when you can armor doesn't really matter  \n* Runes:   \nAmulet -Giant Flame Rune of Power for the crit and extra int will help out a little, the alternative is +1 pyro which can be useful if you want to grab Peace of Mind and Haste\nArmor - Mystical Giant Rock Rune +1 Warfare more damge is always nice \nWeapon - Giant Masterwork Rune of Power or Mystical Giant Masterwork Rune. One giver +3 Strength the other +3 Wits both are good choices.  \n  \n  \n-----------  \n  \n  \n#Pyromancer\n\n###Basics\n\n* This is my view on a pyromancer what they should focus/ do. Pyromancer is VERY flexibile so if you want to change things up you can do that    \n\n###Attributes\n\n* INT This will be your main attribute place all points into this.  \n* Memory Basically when you need to add a spell put one point into this  \n* Wits after you max INT start placing points here\n\n###Combat Abilities\n\n* Pyro (Max) - Haste (until you get Tactical retreate), Peace of mind (The buff is just too strong to not use), [Fire damage spells](http://divinityoriginalsin2.wiki.fextralife.com/Pyrokinetic+Skills) Most of them are good, I have a [spread sheet here with damage numbers.](https://docs.google.com/spreadsheets/d/1y9jdfyERUEE5v1IMXq6Ip1IIVdSL5nqtOuer1jN7qUI/edit?usp=sharing) Pick the ones you like the most and use em. The main ones I really like though are Mass Deploy trap and Deploy trap. Use your traps then case Impalement or Fossil Strike right over top of the traps to set them off and get massive damage.\n* Huntsman (2) - This is for Deploy Trap and Mass Deploy Trap, but since you already have 2 here might as well grab tactical retreat  \n* Geo (2) - Fossil Strike and Impalement to set off explosions for your fire spells. You can grab earthquake if you have a split team so after your teammates remove physical armor you use EQ to knock them down.  \n* Warfare (1) - to get executioner  \n* Scoundrel (2nd max) after you finish putting points into pyro and your other schools dump the rest here for crit damage.  \n* Optional  \n* Aero (2) - Teleport, I personally don't like it on this build since pyro skills have such huge range already that it isn't needed but if you want to use it you can\n\n###Talents\n\n* Lone Wolf(optional if you want it)\n* Executioner(need 1 warfare) - Extra 2 AP per turn for kills, with this build you SHOULD be killing at least 1 person a turn. \n* Elemental Affinity - Reduce spell AP is HUGE and there will always be fire everywhere  \n* Savage Sort. - The ability for your spells to crit is what makes late game a breeze    \n* Hothead - 10% crit chance is extremely important later in the game  \n\n\n###Gear and Defenses\n\n* Weapon - You want 20% crit on your weapons. You can do 2 wands with 10% each or 1 staff with 20%. You don't need to keep them up to date since you wont be using them to attack with, but if you find one with better attribute stats then upgrade as long as it has crit chance.\n* Armor - You want to try to keep armor up to date with good runes. Any thing with \"Fire resistance\" you want to keep since you will most likely be standing in fire every fight\n* Runes:   \nAmulet -Mystical Giant Flame Rune 12% crit chance and +1 pyro yes please  \nArmor - Giant Flame Rune of Power 15% fire resistance and +3 int  \nWeapon - Giant Flame Rune of Power +9% fire damage and +3 int. This is where you might want to have 2 wands instead of a staff so you can have 2 runes here.  \n  \n  \n-----------  \n  \n  \n#Geo Mage\n\n###Basics\n\n* This is what I have done on my most recent play through as a \"pure\" Geo mage. There are some aero abilities which are important for act 1 but less so afterwards.\n\n###Attributes\n\n* INT This will be your main attribute place all points into this.  \n* Memory Basically when you need to add a spell put one point into this, no more than 20 memory should be needed even at end game \n* Wits after you max INT start placing points here\n\n###Combat Abilities\n\n* Huntsman (2) - Throw Dust in act 1 and tactical retreat. Put 1 point in at level 3 and the second point at level 4. Once you get source abilities Dust Blast will be your most used ability. It hits all targets in a HUGE AoE around you, and each target it hits has an AoE around them that can hit other targets. If you stack 2 or 3 people together they will be dead in 1 hit\n* Geo (Max) - Fossil Strike and Impalement are a must in the early game. I like Contamination as well to make blood/water into poison so you get Elemental Affinity(EA), and for 1 AP it does a good amount of damage. Poison Dart is a decently strong 2 ap skill REALLY strong 1 AP with EA. Fortify/Mend Metal are musts as well. Mages have very low physical armor so this well help offset that by a lot. Acid Spores - Once you get 3 source points you can use dust blast and Acid Spores in the same turn and it feels great. By this point everything dies when it is your turn (as long as they are within your reach)  \n  \nOptional: Earthquake - Decent if you have physical members on your team so you can help CC after they strip there armor. It does good amount of damage in a large area but costs a little bit too much  \n\n* Warfare (1) - to get executioner (level 1 for non-lone wolf level 2 or 3 for lonewolf)\n* Scoundrel (2nd max) after you finish putting points into Geo and your other schools dump the rest here for crit damage.  \n* Optional/highly recommended   \n* Aero (2) - Teleport is NEEDED so not optional but the other aero spells are. You needed teleport to group enemies so your AoE spells can hit multiple enemies at once. You start a battle with 4 AP. If you are standing on oil or poison before the fight starts you can teleport an enemy together for 2 ap. Then use impalement and fossil strike since they will both cost 1 AP. Most likely the enemy will be dead and you will get your executioner AP back.  \n  \nThese are mainly used in Act 1 since you will have turns where you cant do anything with elemental affinity. Electric Discharge, Shocking Touch, Vacuum Aura/ touch. You get an aero source spell book in Act 1 so you can make this pretty early and does pretty good damage.\n\n###Talents\n\n* Lone Wolf(optional if you want it)\n* Executioner(need 1 warfare) - Extra 2 AP per turn for kills, with this build you SHOULD be killing at least 1 person a turn. \n* Elemental Affinity - Reduce spell AP is HUGE and there will always be fire everywhere  \n* Savage Sort. - The ability for your spells to crit is what makes late game a breeze    \n* Hothead - 10% crit chance is extremely important later in the game  \n* Living Armor - With a few points in necro in gear you can heal your Magic Armor with your attacks  \n\n\n###Gear and Defenses\n\n* Weapon - You want 20% crit on your weapons. You can do 2 wands with 10% each or 1 staff with 20%. You don't need to keep them up to date since you wont be using them to attack with, but if you find one with better attribute stats then upgrade as long as it has crit chance.\n* Armor - You want to try to keep armor up to date with good runes. Any thing with \"Fire resistance\" you want to keep since you will most likely be standing in fire every fight\n* Runes:   \nAmulet -Giant Flame Rune of Power 12% crit chance and +3 INT  \nArmor - Giant Flame/Frost Rune of Power 15% fire/Hydro resistance and +3 int  \nWeapon - Mystical Giant Masterwork Rune - Wits: +3. If you go 2 wands you will get an extra + 3 wits which I think may be worth it.",
    "url": "https://www.reddit.com/r/DivinityOriginalSin/comments/7dnwuq/zyocuhs_build_guides/"
  },
  "comments": [
    {
      "body": "More. GIMME ME MORE BUILDS. lol",
      "replies": [
        {
          "body": "I have added 2 more Aero Enchanter and Crit Ranger",
          "replies": [
            {
              "body": "EVEN MORE. I NEED MORE."
            },
            {
              "body": "About the aero build, if you have weapon rune slots, you can get mystical Mastercraft runes, it gives +3 wits, better than adding elemental damage, since you're not autoattacking anyway.\n\nAlso, there is a legendary 1 hand sword at the beginning of nameless island (eternal stormblade) that gives +15% crit, +3 memory and 6 initiative.\n(requires 14 str, no rune slot, but it's worth it.)\n\nSo with this sword and another weapon that has a rune slot, you can have +28% crit from weapons alone.",
              "replies": [
                {
                  "body": "My aero build does use warfare skills to attack so the elemental damage does help, but +3 to wits is nice as well. If you aren't using the warfare skills then go +3 wits",
                  "replies": [
                    {
                      "body": "I hear you man, tho I found it extremely inconsistent as levels go up, to keep upgrading a a staff (needs to have +20% crit, or at least 10% and has to match your element..)\n\nTried a freeze lich build, It's fun early, when hand-made water staves are good enough, but starting in act 2 you want some crits, and you basically need luck to upgrade your weapon :( \n\n(figuratively and litterally :p I maxed luck, still not enough to have it upgraded regularly..)",
                      "replies": [
                        {
                          "body": "I do use the trader refresh mod now a days so I dont mind getting a good staff, but in a normal play through I 100% agree with you the wits is more consistent. "
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "I've seen you post your spellsword build before, I plan on giving that a go once I finish my current honor run. Looks like fun.\n\nAlso, for the 2 hander build, I gotta say... I accidentally ended up with medusa head on my toolbar, and that thing is GREAT when you're fighting things with low or no magic armor. The fight on the boat between act 1 and 2, i popped this next to Malady and had half the enemies locked down while I just used knockdowns on the other half. May be less useful later on and definitely situational, but it surprised me with its utility even on an all physical team."
    },
    {
      "body": "How much are you really gaining from that necromancer+living armor combo? \n\nBecause you are taking a percentage of a percentage I feel the little points you invest in Necro could be better off somewhere else",
      "replies": [
        {
          "body": "It's actually quite strong. I used it in most fights and would go from close to 0 MR to full in 1 turn."
        }
      ]
    },
    {
      "body": "Siiiiiiiiiiidebar",
      "replies": [
        {
          "body": "I'm not sure I understand what you're saying. ",
          "replies": [
            {
              "body": "They should add your post to the sidebar area for guides and stuff.",
              "replies": [
                {
                  "body": "Ah, thanks! I appreciate it. Maybe they will."
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Which class do you use for your spellsword character ? Battlemage ? Sorry if my question sounds dumb but I'm new to the game and not playing in english, and \"spellsword\" does not show up over the DoS2 wiki :/\nI can't wait to test this build ! :P\n",
      "replies": [
        {
          "body": "The only thing the starting class dictates is the weapons you first get on the ship. You can pick any starting class and change your skills how ever you want. I normally start with mage for my spell sword since Sparks isnt strong until act 2",
          "replies": [
            {
              "body": "wow such a rapid answer thank you ! I'll try it with mage then ! "
            }
          ]
        }
      ]
    },
    {
      "body": "You can do some nifty things with smoke cloud and blessed smoke cloud for the melee build. I would add them there. Throw them down and you are basically god as every enemy runs near you then proceeds to do nothing.",
      "replies": [
        {
          "body": "Very true those are pretty great. "
        }
      ]
    },
    {
      "body": "Any reason not to use firebrand on the spellsword build? Also any reason not to use daggers instead of swords? Possibly the weapon range I suppose but how would master of Sparks interact with say fan of knives?",
      "replies": [
        {
          "body": "The scaling on it is REALLY bad, you can use it if you really want. If you have an ally cast Master of Sparks on you so you don't have to waste the AP on that, then it could be better.",
          "replies": [
            {
              "body": "So I was testing out the spellsword build earlier today, it seemed really amazing in ideal circumstances, pretty good in an average fight but almost worthless against single targets. Not to mention the issue with fire immune enemies. Any idea how to mitigate the problems against single targets at least?",
              "replies": [
                {
                  "body": "Allies helping. You can also just use fire spells if they aren't immune. It's not the perfect build and it's really hard to play solo, impossible vs all the fire immune enemies. ",
                  "replies": [
                    {
                      "body": "This may sound counter-intuitive, but I think a good idea for this build would be to invest a couple of points into Hydrosophist, and learn damage dealing/CC spells from this school. When you know you'll face fire-resistant enemies (and you should almost always know, one way or the other), you can simply memorize hydro spells instead of your usual stuff. Fire-resistant enemies are usually very weak against water, and since this is an INT build, spells should do a respectable damage. So you won't be completely useless in a fight. \n\nHaven't tested it myself, but plan to do it, sounds fun",
                      "replies": [
                        {
                          "body": "When I was playing this solo this is what I did but I completely Respec at the end of an act and delt with everything fire immune in one go. "
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Perfect. Thanks for the reply. \n\nI guess I will just go pyro mage for act one then till I can finalise the build. \n"
    },
    {
      "body": "A couple of questions:\n\n- Do Opportunist hits proc sparks?\n- If you use Whirlwind with dual swords, will you strike twice as often (and proc twice as many sparks) as you would using a staff/2hander?\n- (edit): also, do sparks proc from Flaming Tongues attacks?",
      "replies": [
        {
          "body": "* It does   \n* Only proc once per enemy   \n* No it doesn't",
          "replies": [
            {
              "body": "Can you confirm for me that Onslaught only procs sparks once, rather than 5 times (for each of the five hits of Onslaught)? That's my impression from testing it, but it is hard to tell.\n\nI've been trying out mod abilities from the Elemental Warfare mod to see how they interface with sparks. The fire version of blitz attack hits 5 enemies, but only triggers sparks from the first hit of the 5."
            },
            {
              "body": "Lots of questions here: Any way of incorporating Venom Coating/Venomous Aura into your SpellSword? Are they good? Do they stack? Do they scale with Geomancer? Do they do similar damage to Master of Sparks/Sparking Swings? Do Master of Sparks and Sparking Swings stack?\n\nSORRY for so many questions, I just had this idea pop into my head!",
              "replies": [
                {
                  "body": "You can use both, it doesn't do explosion damage but it is pretty decent.   \n  \nOne thing about those is it only scales with either INT or Geo I don't remember which one though at this time.   \n  \nThey don't do similar damage but it is pretty decent.   \n  \nMaster of swing and Sparking Swings do not stack",
                  "replies": [
                    {
                      "body": "Thanks for the immediate reply! Saved me some testing!"
                    },
                    {
                      "body": "Going to do some testing when I get the chance to see whether Venom Coating/Venomous Aura with high Geo plus the usual Master of Sparks does more damage than just Master of Sparks on its own with points in Scoundrel for crit damage. Your build has me fascinated!"
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Is this a silly question but how does the necromancer replenish source points?",
      "replies": [
        {
          "body": "There are 2(3) ways to easily replenish source points for any character. In act 1, 2 and 4 there is a source fountain, when you get access to the teleport pyramids in act 2 you can drop one in front of the fountain and just port back when you need it. Also in act 2 you get Source Vampirism which lets you drain source from enemies."
        }
      ]
    },
    {
      "body": "Can you explain how the aura summoner works? Can the incarnate be the centerpoint of the auras (despite the fact that the auras are supposed to be centered on the caster)? Or is the summoner supposed to stay close to the melee and be the centerpoint of the auras?",
      "replies": [
        {
          "body": "Some aura you can cast on the summon others are self cast so you need to star by the summon "
        }
      ]
    },
    {
      "body": "I've been playing something similar to your acid crusader but focusing on Intelligence with enough points in strength to wear high physical armor. I run 1 point in Poly, 1 in Pyro, 1 in Scoundrel, 3 in Necromancer, 2 in Huntsman, Max Warfare, and the rest in Geomancer. Between the corrosion spells, corpse explosion spells, necromancer spells, reactive armor, bouncing shield, and overpower I have a lot of ways to deal physical damage that scale off armor or intelligence, and since Geomancer and Intelligence will both be maxed the build also deals respectable earth damage if needed.",
      "replies": [
        {
          "body": "Nice, that particular one I made for another user so it is pretty experimental. I like your use of necro though makes a lot of sense."
        },
        {
          "body": "I'm trying to make a very similar build, how did this end up working out for you? I want to run it next to a melee necro, a ranger and a fire/geo mage. ",
          "replies": [
            {
              "body": "It's working great, buddy and I took a bit of a break so we haven't finished the game up yet, but I really like having the geomancy to go along with the necromancy. Looking at your group composition though: melee necro, ranger, geo/pyro wizard, I would recommend either a traditional Hydro/Aero build or a Hydro or Aero + Summoner build. The reason is if you have 3 people who focus on physical damage and one person exclusively doing magic damage, that person doing magic damage will have a tough time breaking armor on their own, where as with two mages you can divide and conquer. ",
              "replies": [
                {
                  "body": "It felt like the Acid Crusader you posted about could be a hybrid where you've got the necro/shield toss/melee for phys and geo/posion/envenom wep for magic.     \nRanger is going to be doing elemental arrows/special arrows as well and ofc the mage.     \nNecro is physical focused but if that becomes a problem i'll switch him to a spellsword",
                  "replies": [
                    {
                      "body": "It is a good hybrid, but it doesn't bring the magic based CC that Hydro/Aero does in the form of freezing/stunning. You could switch the geo/pyro to hydro/aero to trade raw damage for more CC.",
                      "replies": [
                        {
                          "body": "EDIT - sorry mis read your post. Yeah i was initially going to run an Aero/Hydo mage along with one or the other acid crusader/necro but really wanted to try both. Maybe i'll just choose one and stick to aero/hydro. Just wasn't sure if that would have anti-synergy with the geo/pyro mage due to me wanted to drop rain on everything     \n      \nParty comp aside, the acid crusader build worked well?",
                          "replies": [
                            {
                              "body": "Yeah, very well. I don't remember if I mentioned it in my post, but I am putting 4 points in to strength so I can wear high physical armor to pair with Reactive Armor or Overpower. Also, if you pair it with a Hydro/Aero make sure you use Poison or Earth depending on whether or not you're freezing or stunning the guy. IIRC Earth does reduced damage to a shocked/stunned guy and Poison does reduced damage to a chilled/frozen guy.",
                              "replies": [
                                {
                                  "body": "Awesome, thanks for the insight. Will let you know how it goes!"
                                }
                              ]
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "At your **Crit Ranger** section, you mentioned this:     \n> Amulet-Giant Flame rune of Power for the crit chance. Power will give +1 pyro     \n\nDon't you mean **Mystical** Giant Flame Rune instead of Giant Flame Rune of **Power**? Because according to this [link](http://divinityoriginalsin2.wiki.fextralife.com/Runes), Mystical Giant Flame Rune is the one that gives the Pyrokinetic bonus. However, the wiki could be totally wrong, so I request you to please clarify.",
      "replies": [
        {
          "body": "Wiki is right i was wrong",
          "replies": [
            {
              "body": "I see. Thank you, man. I really appreciate the very informative and organized guide you made here. "
            }
          ]
        }
      ]
    },
    {
      "body": "Fantastic guid, thank you!"
    },
    {
      "body": "I know I'm a bit late to the party but I recently started playing this game and have been trying to find some builds to help me out and I really like the look of the SpellSword you have and want to try it out. I am purely pyro right now (still in act 1) but am thinking that it would be an easy transition into that build. My question is what would be a really solid companion build to do for lone wolf with that build? ",
      "replies": [
        {
          "body": "Anything else that can do a bit of magic damage.",
          "replies": [
            {
              "body": "Cool, I will look into a few things for that. Thanks for the quick reply! "
            }
          ]
        }
      ]
    },
    {
      "body": "Im aware this is an old post, but i just wanna comment to say thanks for putting the effort into these. Ive been using some of these builds to try new playstyles with my friends recently. This guide is still helping people 5 years later!"
    },
    {
      "body": "I love the idea of the spellsword but I’m just staring out, what’s the earliest I can get master of sparks?\n\nIf you run out of source is the build then useless? (Sorry don’t know how source works)\n\nThanks ",
      "replies": [
        {
          "body": "With no mods the earliest you can get it is at the start of act 2. You can get sparking swings in act 1 but it is not nearly as good.  \n  \nIn act 2 and 4 there are source fountains that you can use an unlimited amount of times and some time during act 2 you get an ability that lets you regen source after every battle, so source shouldn't be any issue.  \n  \nIf you don't have any source for some reason though, you can always just use normal fire spells like fire ball or laser ray just fine."
        }
      ]
    },
    {
      "body": "[removed]",
      "replies": [
        {
          "body": "Actually any of these works in a 4 man party. Pick any 4 aside from cleric + summoner and you should do fine. ",
          "replies": [
            {
              "body": "[removed]",
              "replies": [
                {
                  "body": "They just don't do enough damage. "
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "I'm you going use these in a 4 man party(2h, Rogue, Ranger & Acid Crusader). But does executioner have diminishing returns when it's on multiple PCs or is it always worth picking up? \nP.s. Cheers for the guide!",
      "replies": [
        {
          "body": "I think it is always worth picking up as long as you seem to be getting a kill every time it's your turn.",
          "replies": [
            {
              "body": "Right ok. I've just stuck it on my 2H for now, if I notice everyone getting kills I will respec them to it as well."
            }
          ]
        }
      ]
    },
    {
      "body": "Are you sure about scoundrel vs warfare for Backstabbing rogue? \n\nIt's true that the tooltip numbers with warfare maxing are better, but that doesn't take into account 100% crit from backstab and therefore the higher crit multiplier giving more damage. ",
      "replies": [
        {
          "body": "Yes.  \n  \n>Damage = (Base Damage) x (1 + Elemental Bonus%) x (1 + Attribute Bonus% + Weapon Skill Bonus% + Misc Bonuses% [if attack]) x (1 + High Ground Bonus% + Crit Bonus%) x ( 1 x Misc Bonus% [if spell])\n\n>Does not calc crit chance, dodge or resistances  \nMisc Bonus are things like Flash Sacrifice  \n  \nWe will take level 9 for example    \n  \nFin 27  \nScoundrel 10\n  \nBase Damage x | Elemental x | Att+Weap x | High ground + Crit Damage x | =Non-Crit| =Crit \n---|---|----|----|---- |----\n100| 1 | 135% | 100% | 235 | 470   \n  \n  \nFin 27  \nScoundrel 2  \nWarfare 7\n  \nBase Damage x | Elemental x | Att+Weap x | High ground + Crit Damage x | =Non-Crit| =Crit \n---|---|----|----|---- |----\n100| 35% | 135% | 60% | **317.25** | **507**    \n  \nAs you can see with warfare both crit and non-crit damage is higher.  \n  \nI have already included the 50% base damage crit in this calculation.  \n  \n[edit] The only time when you dont want to only level warfare is when warfare percent is the same as your crit damage. So with 12 points into warfare you will start distributing between warfare + scoundrel evenly. This is mainly for lone wolf",
          "replies": [
            {
              "body": "Cool, thanks for the response. Strange that it works like that for sure, but good to know. \n\nDo you have a similar excel that you made for the elemental damage but for physical skills? (which I do realise would be more varied due to weapons)",
              "replies": [
                {
                  "body": "I dont have anything like that since physical weapon skills dont have a \"Base\" damage. They are all dependent on what weapon you currently have equipped [I did make a damage calculator here](https://www.reddit.com/r/DivinityOriginalSin/comments/7ebna0/work_in_progress_damage_calculator/)"
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Thanks for the effort!",
      "replies": [
        {
          "body": "Hope they were able to help out in some way!"
        }
      ]
    },
    {
      "body": "Do the spellsword and aero enchanter go well together? Im planning to do an all magic lonewolf playthrough on tactician because my first playthrough ended up to be pure physical.",
      "replies": [
        {
          "body": "Yeah they work really well together."
        }
      ]
    },
    {
      "body": "[deleted]",
      "replies": [
        {
          "body": "Summoner doesn't scale, after act 1 every offensive build will do more damage than summoner. Even during act 1 some of these still out DPS a summoner.",
          "replies": [
            {
              "body": "Deleted my comment as I read you actually had a summoner build up there. So it's useless now?.. Wow. I'm in act 3 and still have a summoner. Going to have to do some serious pick pocketing / skill book buying and changing my summoner so... I fell like a dumbass now thinking my summoner was so cool haha.",
              "replies": [
                {
                  "body": "Summoner is still usable, but all other damage classes will do more damage. You can 100% beat the game with a summoner. Even on tactician, if you enjoy that play style don't let anyone tell you other wise. But it isn't the strongest \"stat wise\"",
                  "replies": [
                    {
                      "body": "Ah I'm getting a bit bored with the game so I think changing my dudes up is a good way to go. Summoner was pretty boring I suppose anyway. Although I want to try the necro build which looks more boring lol. "
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "[deleted]",
      "replies": [
        {
          "body": "I maybe didn't word it properly  \n  \n>1) Use blood rain to put a pool of blood under as many enemies as possible BEFORE you get into combat. Also ensure you have blood under you either use blood rain twice or flesh sacrifice.  \n2) Adrenaline (6ap now)  \n3) Apotheosis (4 ap)  \n4) Blood Storm (1 ap)  \n5) Grasp of the Starved (0ap)  \n6) There is no way you didn't get a kill from this so +2 ap from Executioner  \n7) Skin Graft (0AP)  \nNext Turn  \n8) Adrenaline (4ap since you had the other adrenaline debuff)  \n9) Blood Storm (1ap) Should get a kill here too so (3AP)  \n10) Grasp if you can else just use your other ablities  \n\nThe \"AP\" is total AP you have left over. With step 2 as you can see after you use adrenaline you now have 6 AP. Then you use apotheosis you have 4 ap and after you use Blood Storm WHILE standing in blood with elemental affinity you have 1 AP left."
        }
      ]
    },
    {
      "body": "What would be a good duo for the Aero Enchanter on heroic?",
      "replies": [
        {
          "body": "Anything magical should be fine. If you are playing on lone wolf you can basically pick anything as a good duo.",
          "replies": [
            {
              "body": "That response time on a post this old! Thanks. Would blood rain from a necro build instead of regular rain affect the aero damage much?",
              "replies": [
                {
                  "body": "Blood rain doesn't apply the Wet rebuff but aero is strong even without it. You would be taking about a 20% damage nerf by using blood rain. "
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Maybe I am too late on this, but just got the game and have put 30 hours into it without playing the first and on tactician dificulty and for a person who loves to min/max the game its so good and adictive.\n\nThanks for all the compresed info, it really got me thinking about bunch of ways to switch the builds, playstyles. I've been searching for the past 3-4 days for something like this. Great guides. I don't get why this is not on the sidebar, it definetly should be.",
      "replies": [
        {
          "body": "My pleasure, if you have any questions feel free to ask. I know a few things can be a bit confusing, stats/ initiative / runes etc."
        }
      ]
    },
    {
      "body": "If you were making a party of 4, which of these 4 do you think would be the most synergistic?\n\n",
      "replies": [
        {
          "body": "I think any 4 would do well together. Pick what ever seems most fun to you :)"
        }
      ]
    },
    {
      "body": "Are you gonna add more builds?",
      "replies": [
        {
          "body": "Probably not any time soon. After close to 200 hours and many different play through's I am a bit burnt out. Unless they add an expansion or some massive update."
        }
      ]
    },
    {
      "body": "Just a brilliant post for the archives. I'm coming to this game for the first time in June ‘24 and these have proved invaluable in helping not only make some solid choices but to learn about the game’s combat system in efficient and easy to understand manner.\n\nThank you zyocuh; you're a legend."
    },
    {
      "body": "How would you build a 2/2 mix team around the aero mage as the main character?"
    },
    {
      "body": "What would you combine the aero enchanter with?\nI'm planning my first playthrough, my main will be an aero mage. Was thinking that I would complement it with a ranger/summoner, a 2h warfare and another mage. How should I build that mage to complement the aero?\n\nAlso, is there a smart way to give the 2h warrior some magic damage? Feels like in a mixed party, everyone benefits from being able to cause both types of damage."
    },
    {
      "body": "I know its been a long time so maybe things have changed, but how are you able to use so many source skills in one fight on the necro build?",
      "replies": [
        {
          "body": "I know this was 2 years ago so you probably know or don't care by now, but apotheosis (available at level 16+) makes all of your source skills cost 3 less, effectively making them all free",
          "replies": [
            {
              "body": "You're right, lol, I honestly wasn't even sure which game this was about when I first read your comment, but thanks for the reply!"
            }
          ]
        },
        {
          "body": "I honestly don't remember. This was not for the DE. So it could be different now.",
          "replies": [
            {
              "body": "Understood. I know I'm way late on this game. Nice guide btw, im using 4 of the builds. Thanks for taking the time."
            }
          ]
        }
      ]
    },
    {
      "body": "Thank you kind person! Just wanted to let you know that after all these years your post is still exceptionally helpful for new players like me who are completely overwhelmed by the sheer amount of possibilities.\n\nI used your builds as inspiration and a sort of \"guideline\" to help me narrow down my 4 character's builds a bit so they're fun to play but still perfectly viable!  \n\n\n10/10 post",
      "replies": [
        {
          "body": "I’m happy to help! This one one of the best games I played. Glad to see I can be of some help to others even now :)"
        }
      ]
    }
  ]
}