Divinity: Original Sin 2

Divinity: Original Sin 2

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Advanced Class Building
By Eliof Astora
Advanced Class Building will help you understand the most effective and efficient way to empower your character in all aspects. This guide will cover unique techniques on how to make a character both strong, agile, and tough in the heat of any battle.
   
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Introduction




Godwoken,

I assume that you have already understood the basics of class building. It is a heavy pre-requisite that you must learn each attribute, talent, and combat abilities before you proceed. If not, then you may check my basic guide that shall cover them all.

Basic Class Building

You may use this as a reference to what you are looking for. Just use (CTRL+F) to find its keywords.
Choosing your Path
Choosing path is made simple. I have deducted and organized 3 paths that relates to the 3 main attributes. Why? Investing in only one of them will ensure that you will deal the most effective damage in the game. But investing in two main stats such as FINESSE and then STRENGTH isn't viable. These two stats do not work together in damage calculation. Let me explain further, but don't worry, each path will branch out to your likings.


STRENGTH

The strength path focuses on high strength as it is. Most of the STR skills are melee ranged. But there are some STR base skills that deal magic damage. Let's first take a look at your weapon:


Weapon:

  • One-Handed Sword
  • One-Handed Axe
  • One-Handed Mace
  • Two-Handed Sword
  • Two-Handed Axe
  • Two-Handed Mace

Now that you have an overview of what weapon you will be using, be reminded of what weapon scaling is:

Originally posted by author:
Warfare and Scoundrel combat abilities scales with your weapon type. (ex. Two-Handed Sword will make your warfare skills be amplified by STR. While Daggers (FIN weapons) will make your warfare skills be amplified by FIN).

ALTHOUGH, there is a limit on scoundrel skills. Since most of the scoundrel skills will require a dagger, lets say you have a two-handed sword equipped and you wanted to see if you can use sawtooth knife, the information will still scale with what weapon you're using so its STR. But you cannot use that skill because of the requirements (dagger).


Combat Abilities that STR can amplify:
  • Polymorph
  • Warfare (Must have STR based weapon)
  • Scoundrel (Must have STR based weapon)
  • One-Handed (Must have STR based weapon)
  • Two-Handed (Must have STR based weapon)
  • Dual-Wielding (Must have STR based weapon)


Note that polymorph skills are STR based. Yes, they are STR based and there are magic skills that deal magic damage but are scaled on STR. One of them is my favourite:

Flay Skin (3 AP - 5 Turns Cooldown) - Destroy [X] Magic Armour on target character. Set status that halves elemental resistances for 2 turns.


STR Armor

Now let's discuss a little bit about STR type armor. Builds are not builds without equipment planning. STR type armours will give more Physical armour than Magic armour. These armours will grant you additional stats (mostly beneficial for STR type stats) such as +STR, +Warfare, +Two-Handed / +Dual-Wielding / +Single-Handed. It's RNG and this is why STR armours should be worn by STR users. Because most of the STR armours will give good bonus combo for STR users!




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FINESSE

The finesse path is very similar to STR. Except they have a different set of weapons and skill set.
Let's take a look at your weapons that scales with FINESSE.

Weapon

  • Daggers
  • Two-Handed Spears
  • Bows
  • Crossbows

Now that you have an overview of weapon types in FINESSE path, you are still able to use warfare skills. Most of the warfare skill will require a melee weapon, so bows and crossbows does not work on warfare warfare skills that require melee weapons.

Originally posted by author:
Bows and Crossbows may benefit from Warfare Physical Damage bonus


Combat Abilities that FIN can amplify

  • Warfare (Must have FIN based weapon)
  • Scoundrel (Must have FIN based weapon)
  • One-Handed (Must have FIN based weapon)
  • Two-Handed (Must have FIN based weapon)
  • Dual-Wielding (Must have FIN based weapon(s))
  • Ranged (Must have Bow or Crossbow)
  • Huntsman

Note that Huntsman is included in the list but it is not directly amplified by FIN. It makes sense that it should be on the list because Huntsman skills will require a ranged weapon. And Ranged weapons are all finesse based.


FIN Armor

Finesse type armor will offer balanced magic armor and physical armor. Most of these armor parts will provide finesse bonus combo such as +FIN, +Ranged, +Scoundrel, +Two-Handed, etc.


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INTELLIGENCE

Finally, the Intelligence path has the most amount of skillset in the game. Let's take a look at your weapons that scales with INT.

Weapon:

  • Wand
  • Staff

Notice that Intelligence type has the least weapon choices, they also have the least concern when it comes to weapon damage. Because your weapon damage will not amplify your skill damage. Being in the path of Intelligence is to be a caster. Thus, there is only one thing you should look for in a weapon:

Bonuses such as + INT, + Pyrokinetic, a Rune slot

Wands are One-Handed weapons, which means you can equip a shield to make yourself tough in the heat of battle. If you're looking for a bit more damage, you can also dual wield wands and benefit from two wands giving you more +INT / +Pyrokinetic / Rune slot bonuses.

The staff on the other hand, is a two-handed melee weapon that may give you higher amount of bonuses compared to wands. They have high weapon damage (elemental) so you can use it with warfare. Yes, you can be an INT based stick wielding warrior beating the hell out of everyone with magic damage. But warfare skills are physical damage based to begin with, and their statuses will only work if you deplete enemy physical armor.


Combat Abilities that INT can amplify


  • Aerotheurge
  • Geomancer
  • Hydrosophist
  • Necromancer
  • Pyrokinetic
  • Scoundrel
  • Warfare
  • Single-Handed (must have INT weapon)
  • Two-Handed (must have INT weapon)
  • Dual-Wielding (must have INT weapon(s))


Note that warfare is on the list, it has the least benefit in terms of skills used when choosing the path of Intelligence. Majority of these skillset will come from casting. Here's a short overview of the combat abilities' school:


School
Description
Aerotheurge
  • Deals air damage
  • Has Evasion boost skills
  • Has utility skills for positioning (Teleportation, Nether swap)
  • Has high potential to slow and disable enemies (Shocked / Stunned)
Geomancer
  • Deals Earth / Poison Damage
  • Has Physical Armor reinforcement skills (Fortify / Mend Metal)
  • Has high potential to slow and disable enemies (Slowed / Crippled / Entangled / Knockdown)
Hydrosophist
  • Deals water damage
  • Has Health Healing and Magic armor recovery skills
  • Has high potential to slow and disable enemies (Chilled / Frozen)
Pyrokinetic
  • Deals fire damage
  • Has Haste and Peace of Mind (Extremely useful buffs)
  • Has fair potential to disable enemies (Blinded / Smoke cloud)
Necromancer
  • Deals Physical, Magical and Pure damage
  • Has plenty of potential to disable enemies (Crippled, Blinded, Suffocating, Bleeding, Silenced, Diseased, Decaying)
  • Has the ability to heal the character, summon allies, and debuff enemies


INT Armor
Intelligence type armor will offer very little amount of physical armor but should give you plenty of magic armor. This is why having a shield equipped is highly reccomended for that missing physical armor. As usual, INT type armor will often provide INT based boost such as + INT / +Geomancer / etc.,

Combat Abilities Overview
Now that we understand the path, and I assume you have chosen one. Let me explain which combat ability school best pairs with. The real difficulty in class building is simply not knowing where to put your points into.

If your goal was lets say, a Two-Handed STR type. Then you should be investing your points into

  • Warfare
  • Two-Handed

But there comes the part that you have maximized both, and you dont know where to put the points when you leveled up more. Now this is where the tertiary class comes in. The tertiary class or the 3rd class offers one of the most essential class building element. The tertiary class is simply used for its

  • Buffs
  • Utility Skills
  • Restoration Skills

That means, you are expected to input some points in lets say, Pyromancy (Haste and Peace of Mind). You only need 2 points to get those two useful skills for your warrior and you already have an extremely useful buff without needing a dedicated pyrokinetic character.



Multi-element Wizard

There is such thing as Multi-Class Wizard. This wizard masters all the elements without ever maximizing them. Lets say, I put around 5 points each in Pyrokinetic, Hydrosophist, Aerotheurge, Necromancer. This allows me to use all these skills and still do decent amount of damage. You have a LOT of options although you will require a lot of memory to use these skills as well.

STRENGTH Section
This section will focus on STR based combat abilities combinations.

Primary
Secondary
Weapon
Outcome
Warfare
Two-Handed
Two-Handed Sword / Axe / Mace
  • High crit multiplier (good for enrage combo)
  • Can deal the highest physical damage in the game
Warfare
Single-Handed
One-Handed Sword / Axe / Mace
  • Decent damage, High Accuracy
  • Good with shield equipped, can create a decent tank w/ defensive skills as well
  • Shield Bounce alone can deal a lot of damage
Warfare
Dual-Wielding
Dual-Wielding Sword / Axe / Mace
  • Can compete basic damage with Two-Handed
  • Offers dodging (good for dwarves)
  • Onslaught does not perform well with Dual-Wielding
Warfare
Polymorph
Any STR type weapon
  • Deals heavy damage with polymorph skills
  • Has plenty of utility skills
  • Can deal magic damage
  • Will deal less damage with weapon skills compared to other warfare builds
FINESSE Section
This section focuses on FIN type combat abilities and their good combinations.

Primary
Secondary
Weapon
Outcome
Scoundrel
Warfare
One-Handed Dagger / Dual-Wielding Dagger
  • Expandable rogue that can utilize warfare skills as well
  • May require more memory than usual
Scoundrel
One-Handed
One-Handed Dagger
  • May equip a shield for a bit more armor
  • May utilize grenades / scroll talents
  • Can still do decent damage
Scoundrel
Dual-Wielding Dagger
Dual-Wielding Dagger
  • Can compete damage with warfare + scoundrel
  • Offers dodging
Warfare
Two-Handed
Two-Handed Spear
  • Offers high crit-multiplier
  • Can compete with Two-Handed STR type warfare
  • Has better melee range than other melee weapons
Ranged
Huntsman
Bow / Crossbow
  • Basic and yet powerful ranger build
  • Should always utilize high ground bonuses
  • High Ground = Longer range as well, your Ballistic shot will deal tons of damage
Ranged
Summoning
Bow / Crossbow
  • Summoning will only be amplified through increasing Summoning combat ability, so FIN is okay
  • Take huntsman as tertiary combat ability to utilize your ranged capabilities
INTELLIGENCE Section
The INT section offers plenty amount of combinations according to your needs.

Primary
Secondary
Weapon
Outcome
Geomancer
Pyrokinetic
Wand / Staff
  • Spell combination for Oil + Fire = Explosion
  • Has both physical armor enhancement AND haste + peace of mind
  • Most powerful burst damage combination
Aerotheurge
Hydrosophist
Wand / Staff
  • Spell combination for Water + Electricity = Electrified water (DPS)
  • Has both Magic Armor + Health Restoration AND Evasion buffs
  • Most powerful damage over time combination and disable abilities
Necromancer
Summoning
Wand / Staff
  • Necromancer buffs and Summoning can overpower your summon
  • Has both defensive / offensive abilities
  • Can pair well with an ally that has "Thick of the Fight"
Aerotheurge
Geomancer
Wand / Staff
  • Has both slow / and disable abilities
  • Deals same damage, but performs no elemental combination
  • Ideal for centre fight combo even if you're flanked: Pyroclastic Eruption + Superconductor + Earthquake + more.
  • Has both Evasion buff + Physical armor buff
Aerotheurge
Pyrokinetic
Wand / Staff
  • Deals same damage, but performs no elemental combination
  • Ideal for passive ranged combo: Thunderstorm + Meteorstorm
  • Has both Evasion buff + Haste and Peace of Mind
Hydrosophist
Pyrokinetic
Wand / Staff
  • Deals same damage, but statuses will counterpart each other
  • Ideal for passive ranged combo: Meteorstorm + Hailstorm
  • Has both Magic Armor + Health Restoration and Haste + Peace of Mind
Hydrosophist
Geomancer
Wand / Staff
  • Deals same damage, but performs no combination
  • Both ability school can slow enemies (Chilled + Slowed)
  • May contest to have the most disable abilities in the game
  • Has both Magic Armor + Health Restoration and Physical Armor restoration
Summoning
Any element (Geo, Pyro, Hydro, Aero)
Wand / Staff
  • Can produce elemental incarnations depending on your element
  • Can utilize buffs for your incarnation (depending on your elemental school)
  • Best combined with Aerotheurge or Pyrokinetic. Summoning infusions can provide physical armor / magic armor to your summon. So you only need haste + pom or put yourself / summon in a better positoin
Necromancer
Any element (Geo, Pyro, Hydro, Aero)
Wand / Staff
  • Best combined with Aerotheurge or Hydrosophist. Aerotheurge can electrify blood surfaces while hydrosophist can provide you magic armor + health restoration when your necromancer skill can provide you physical armor and health lifesteal as well.
  • Similar to summoning, you can utilize buffs to your summons
Tertiary Combat Ability
The Tertiary combat ability will only require points in order to get that skill. Some skills are amplified by increasing that combat ability. For example:

Hydrosophist skill : Armor of Frost
Amplified by : Increasing Hydrosophist and Character Level


The combat ability school is still INT based, but armor of frost value does not increase by int. Instead, it is increased by the amount of points you invest in Hydrosophist. Even though hydrosophist is not maxed, it is still VERY USEFUL to all types of class who needs it. Because it does not only get amplified by increasing hydrosophist, but also your level. So a STR based character can still get decent magic armor from this skill with only 2 points in Hydrosophist.

The importance of Tertiary Combat abilities is to get those certain skills that come in handy in the heat of battle. You should only invest certain points for the requiements. Below is a list of utility skills that can come in handy whatever your stats may be along with their requirements.

Combat Ability
Utility Skills
Pyrokinetic (at least 1 point needed to get all)
Haste - +1 AP per turn, Increased movespeed, clears slowed / crippled. (1 point requirement)
Peace of Mind - Increases STR / FIN / INT by (x) and WITS by (x) (1 point requirement)
Geomancer (at least 2 points needed to get all)
Fortify - Provides physical armor, clears poison / bleeding / burning / acid / decaying. Cannot be teleported (1 point requirement)
Mend Metal - Recovers Physical Armor for 3 turns for you and your allies near you. (2 point requirement)
Aerotheurge (at least 2 points needed to get all)
Uncanny Evasion - Provides 90% evasion and 20% movespeed for 1 turn (2 point requirement)
Teleportation - Teleport a target from one place to another (2 point requirement)
Nether Swap - Swap places of two target character (can target yourself) (2 point requirement)
Favourable Wind - Increases movespeed of you and your allies near you for 3 turns
Huntsman (at least 3 points needed to get all)
Tactical Retreat - Jump from one place to another, also applies haste to yourself for 1 turn. (2 point requirement)
Glitter Dust - Target is marked, preventing them from goind invisible and reducing its evasion by 100%. (3 point requirement)
First Aid - Heals target for [x] Health and cures crippled, knocked down, blind, silenced, bleeding, burning, poisoned, diseased (1 point requirement)
Hydrosophist (at least 2 points needed to get all)
Armor of Frost - Provide [x] Magic armor. Cures burning, poisoned, stunned, frozen, suffocating, and petrified. Applies Magic shell (1 point requirement)
Soothing Cold - Regenerate [x] Magic Armor to yourself and all allies near you for 3 turns
Restoration - Restore [x] Health of target character for 2 turns. Cures poisoned and bleeding. (1 point requirement)
Healing Ritual - Shoots a bolt of healing energy that will jump on allies and undead enemy characters. Restores [x] health (Will jump to your undead character / allies). (2 points requirement)
Cryogenic Stasis - Target ally gets disabled, immune to all damage, and heals over time for 1 turn. (2 points requirement)
Rain - Creates spreading water surface and applies wet (1 turn) to characters in an area. (1 point requirement)
Necromancer (at least 3 points needed to get all)
Shackles of Pain - Link the damage you take to deal to a target character as well for 3 turns. (2 points requirement)
Silencing Stare - Silence enemies in a cone in front of you for 1 turn. (3 points requirement)
Black Shroud - Produce a cursed smoke in an area, setting Suffocating and Blind to all characters affected. (3 points requirement)
Bone Cage - Increase Physical Armor by [x] and another [x] for every corpse around you. (2 points requirement)
Last Rites - Revive an ally to maximum health. Deals [x] piercing damage to you (around 90% of your max health as damage). (3 points requirement)
Death Wish - Target character gains damage boost based on their missing health for 2 turns. They will also take [x] piercing damage each turn. (2 points requirement).
Living on the Edge Target character cannot die below 1 health for 2 turns. If target is a summon, their summon duration is prolonged until this effect wears off. (2 points requirement).
Polymorph (at least 3 points needed to get all)
Chicken Claw - Turn target into a chicken for 2 turns. (1 point requirement)
Chameleon Cloak - Grants invisibility to yourself for 2 turns (1 point requirement)
Spread your wings - Grants wings, giving you ability to fly and float around surface and ignore them. Not compatible with spidere legs. (2 points requirement)
Spider Legs - Grants Spider legs, giving you ability to spawn webs and enweb enemies. Standing on web surfaces will grant you haste instead. (2 points requirement)
Medusa Head - Grants medusa head, giving you an aura that petrifies enemies. Also grants petrifying visage that will deal [x] earth damage and petrify enemies around you.(2 points requirement)
Heart of Steel - Regenerates [x] physical armor for 4 turns. (2 points requirement)
Terrain Transmutation - Swap two target surfaces and clouds. (2 points requirement)
Equalise - Vitality and armor percentages of characters in an area are summed up and distributed equally. (3 points requirement)
Skin Graft - Reset all cooldowns, Removes burning, necrofire, poisoned, and bleeding [1 SP](3 points requirement)
Scoundrel (at least 1 point needed to get all)
Adrenaline - Immediately gain 2 AP but lose 2 AP for your next turn. AP over maximum capacity are lost. (1 point requirement)
Chloroform - Destroys [x] Magic armor and inflicts sleeping (FIN based) (1 point requirement)
Summoning (at least 3 points needed to get all)
Planar Gateway - Conjure two linked gateways to allow any character to travel between them. (3 points requirement)
Soulmate - Target character recieves half of the health and armor restoration you recieve. Clears frozen, stunned, knocked down, and petrified. (2 points requirement)
Dominate Mind - Charm target non-allied character to fight by yourside for 2 turns. (2 points requirement)
Warfare (at least 3 points needed to get all)
Phoenix Dive - Jump and land to a target position, creating a fire surface around you upon landing. (2 points requirement)
Provoke - Taunt enemies around you so that they may target you instead. 1 turn duration (2 points requirement)
Enrage - Target yourself or allied character to recieve 100% Critical Chance with basic attack and weapon skills. You cannot cast spells but weapon skills. Clears Taunted, Terrified, Charmed, and Clear-Minded. (2 points requirement)
Guardian Angel - Allies in melee range redirect 50% of the damage they recieve to you. 2 turns duration (3 points requirement)
Challenge - Challenge an enemy, if they in the next 3 turns (rolls through the caster and the target), you are healed and recieve damage + armor bonuses for 1 turn. Otherwise, if the target survives, the caster will recieve damage and the target will be healed to full health. (3 points requirement)

-Must Have Shield equipped-

Bouncing Shield - Throw your shield for [x] physical damage and will bounce to another enemy within 5m range of the target. (Damage scales with the armor rating of your shield) (1 point requirement)
Deflective Barrier - Reflects direct projectiles back to the caster. Provides [x] Physical Armor.
Conclusion
FAQ:

Why cant there be WITS focused or CON focused class?

I have personally tried it myself and I find it sensible why it was neglected. I once finished a game with Dual-Wielding warrior and a tank with maxed leadership for elemental resistance and dodge rate. It will only take more time and resource to finish a fight. Building a class in Divinity should both concern damage and your rate of survival. Everyone must be able to do damage while being able to take care of each other. In that case, a full support and tank is not as decent as it offers. Instead, while everyone can basically pick up a tertiary class, you are able to provide a decent amount of support compared to someone with full support build. I highly reccomend that your party would have both magic armor and physical armor recovery. Those two best skills (Fortify / Armor of Frost) will not only provide armor values, but also remove or prevent negative statuses as well.


Why is there no Warrior + Mage type?

The three main stats do not work together. This means, having a physical weapon and improving it with a fire buff will scale on its own. If you're a STR based character, you would most likely deal physical damage. Dealing both magic and and physical damage is only effective if you deplete both the magic armor and physical armor of your target. And it's very rare that you encounter enemies that have no armor values at all.

So to be efficient and effective, boost one damage type and focus on that. That's why an attribute focused build will prove to be one.

You can only enhance your mage type (Pyro, Geo, Aero, Hydro, Necro) damage by increasing INT. Although there are skill trees that deal magic damage as STR type which is polymorphing. Same goes with FIN type, scoundrel skills have magic damage skills as well. Battlemages in Divinity is not viable at the moment. It will be useful when the time comes where elemental buffs may scale with your main stats as well.







That concludes our advanced lesson in class building Godwoken. I hope you learned how to utilize your skill points properly. Experience out there is a limited resource. You can only be too careful when choosing the right path for your character.


If you have any questions / feedbacks, feel free to comment below.

Eliof Astora
24 Comments
Jimi 18 Feb, 2022 @ 4:22am 
I'm very late to the party but please know your guides are still helping people enjoying this game more. Thank you so much!
girlcum sommelier 3 Nov, 2019 @ 8:40am 
Warfare is multiplicative, which gives a bigger effective bonus than Ranged unless you have an unusually high critical modifier. My recommendation for dedicated archers is 2, 3, or 5 points into Huntsman (depending on which skills you want) then going max warfare and max archery.
Nachzehrer 2 Nov, 2019 @ 10:07pm 
@LGS Why would ranged after warfare matter on an archer? Wouldn't ranged be better since each point ups DMG and CRIT%. while warfare only ups DMG? (serious question, and for DOS2:DE)
Eliof Astora  [author] 2 Jul, 2019 @ 7:16am 
UPDATE 7/2/2019,

Since the release of Divinity Original Sin 2 : Definitive Edition, i've started to comeback to this game today and found out that the current buffs, balances, and nerfs has led me into an interest back in the game. Especially that there are new content in the game, I may also be exploring on the Lore. I really think that a content about Lore of the game would be VERY interesting as for instances that we players may encounter on questlines that have other branches of possibilities.
I'd love your feedback on this guide, and it motivates me to do more inputs on this game :)

Thank you and have a nice day Godwoken
JWASTER 15 Dec, 2018 @ 1:53pm 
As for the Mage+Warrior. Anyone who wants to build it will have to decide on one thing. If you think you are going to deal magic spells and hit them up close, your gonna be useless. For a mage+warrior you ideally want your damage from your Staff/Dual hand Str by Sparks. The sparks scale off Int, lvl, and pyro. Use a staff if you want focused magic damage on enemies, if that is not the case and you want slightly less damage but more spread out, go for Dual Handed Swords. For each melee hit a spark it will trigger sparks. Take Sparking Swings as soon as possible. Build your skills like a kinght: Whirlwind, Onslaught, Blitz attack, etc. When you use weapon skills, those hits count as melee and will proc the sparks. When enemies are bunched up and you proc multiple sparks, they go down pretty quickly. I've seen people just destroy the Roost Anlon battle just because they are so huddled together. I reccomend 13 str in early and the rest into int.
JWASTER 15 Dec, 2018 @ 1:51pm 
I personally think that if your going to build any Physical Damage Dealer for your party, you will want to max out on warfare while only hitting other stats for the minimum requirement needed for utility&damage. Warfare is the only non-conditional stat that increases your damage and crit. I've maxed it out always with any physical build such as Necro, Kinght, Ranger, etc.

Also as a ranger you want to max out Warfare->Ranged in this order. Why not huntsman? because it's only applied when you have the high ground. Again, conditional. You do not always have the situation where you have the high ground to burst 2-3 immediately. Most noticeable in the battle with Roost Alon
Eliof Astora  [author] 26 Mar, 2018 @ 5:23am 
@LeanderNZ Battlemage stat distribution is split into two. Which means you will lose ability damage because you're both investing in Dual-Wielding / Warfare. Sure you can do 5 points each elemental school and get all the skills you need. But doing Dual-Wielding / Warfare for the sake of having close-range potential, you may as well just go like this:

Invest in the elemental schools you wish to get. Do not invest in Dual-Wielding and Warfare but instead utilize what you mentioned (Supernova / Blinding Radiance) as close range skills. Prioritize in giving your mages armor and shield first before your close range warriors. Or just outplay the enemy and keep your mages away from trouble.

Tertiary skill set is a good option to get fortify / invisibility if you must.
LeanderNZ 24 Mar, 2018 @ 8:13pm 
I wonder if I put attribute points in intelligence and constitution, use combat points in the desired
elements only to the requirements for certain skills (for example 5 pyrokinetics, or 5 areotheurge) and after that focus on the maxing either a weapon skill (for example dual-wielding) or simply warfare. Would this be viable for a battlemage (or inqusitor if you chose 5 necromancy)? Or would you have to use the staff with two handed combat points to get the full potential of maxing only intelligence? Just tired of being a fragile mage sitting in the back of the fight shotin fireballs when you have areotheurge skills such as "blinding radiance" or pyrokinetics "supernova". And when you are close to the enemies u could might as well give them some hits with two axes or a big hammer. Anyway very nice and helpful guide :)
Skatters 20 Mar, 2018 @ 3:51pm 
Excellent guide.
Eliof Astora  [author] 26 Jan, 2018 @ 6:33pm 
dm sent