Divinity: Original Sin 2

Divinity: Original Sin 2

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Class/Skill guide with some tips and tricks!
By Noha
Guide about classes, synergies and skills etc.
If your goal is to be as efficient as possible, you might pick up a few things in my guide that hopefully is usefull for you.
   
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What am i looking at?
Hello there!

My nick is Noha and im mainly a theorycrafter and DOS2 activist ;)
This is my take on a guide for DOS2, focusing on "classes", synergies etc.
I will update the list whenever possible to keep it fresh and up to date. Will try to answer most questions in the comment section.
Closing in on 100hours of gameplay this far(includes EA), probably 200hours+ of DOS1 and probably 20h+ of bookworming as much facts/tips/tricks as possible.

Some of my content have been mentioned in others posts, therefore some parts might feel slightly repeated. But this is all according to my opinion and experience with the game this far.

Last point before i begin is that english isnt my native language, so you might find some terrible grammar mistakes down below (possibly above?).


EDIT 17-09-27:
Added some updated information about Rangers/Rogues.
Shoutout to the comment section for sharing their experience and knowledge.

Also updated my "Introduction" slightly. And clearified that my guide is mostly focused around running a party and not a single/duo Lonewolf. You can however get some ideas from this guide, but for more in-depth specifically about Lone Wolf playthroughs id refer to another guide.

Im soon starting my second playthrough which will be a duo Lonewolf setup with a Conjurer and perhaps a battlemage. Im not going to min/max during the run but its solely for testing out viability.
Content
This guide will feauture:
  • Classes with some basic builds and facts
  • Weapon guide
  • Skill guide
  • Gameplay guide (mindset, tips and tricks)

This guide is under construction and more content will be added.
"CLASSES" Introduction
My guide is primarly focused around running a party of 3-4, therefore not utilizing Lone Wolf.
You can still get some inspiration from my guide, but for more specific details around Lone Wolf setups alone id refer to someone elses guide.

When you start the game you dont have to mind the "names" of the classes too much. They are more starterkits than actual classes and i suggest you adjust these kits to make the role you want to play. I.E. You might want to play a Conjurer with daggers instead of a wand? Select a rogue/witch/Shadowblade and adjust the talents, attributes and startingskills you want.

Some general tips for selected "role" and roles/classes overall:

General classtips

1. A pure class will do more damage overall due to getting to focus more on chosen attributes and skillschools.
2. A pure class will situationally struggle vs resistance/armor/immunities.
3. If you have a party, which i recommend for your first playthrough experience my suggestion is that you cover as many aspects as possible with your setup. Example below:

*You want someone with alot of utility, a great example is a Wizard with buffs, debuffs and dislocation spells like teleport/netherswap.

*You really want one of your members to be a sneaky fellow with burst damage, like a rogue or ranger. Anyone can sneak but not as efficient due to scoundrel/huntsman brings alot of personal mobility skills/spells that doesnt put you in combat and/or reveal yourself.
Stealing is also amazing to up your econimics. And you will have problem with money if you dont know where to find it and are looking to gear up multiple members of your squad.

*A stereotypical knight/warrior type is great since strength increases your weight limit (i.e. you can carry more items). You also got spells like taunt and AoE physical damage & lockdowns that dont rely on flanking(rogue) or distance/height(ranger) for maximum effect.

4. A straight out Phys or magic damage dealing comp deals more damage overall during optimal conditions. But a mixed setup will cover eachothers weaknesses ex. Having the phys damage dealers kill of targets with low armor/high magicresistance and vice-versa. It can be harder to gear up 4 players of the same damagetype than if you have atleast 1-2 players of the other damagetype. You can ofcoarse steal your way to victory though.


ROGUE
We all know what the typical rogue is, and what we expect from that type of "class".
You typically want to use a rogue with Scoundrel as your main skillschool and equip daggers for your weapons due to daggers scaling with finess and alot of Scoundrel skills requires daggers to be equipped. After you reached a comfortable level of Scoundrel, dump your spare points into Dual-Wielding or Warfare for a flat damage boost.

Your rogue will deal amazing amounts of single target damage if you build him/her/it right.

What do you need to deal amazing amounts of damage you might ask?
I got you.

ATTRIBUTES: Finess, Wits, Memory.
Finess increases your overall damage. You need Wits to crit more often if you dont manage to flank/make use of backstab. And to make sure you start early in combat which is VERY important (prefer to be the first one in queue to make a move). Memory allows you to add more skills onto your skillbar. To only use scoundrel skills you really dont need that many points into memory.
- - -

TALENTS
My favourites this far is:
Executioner - Regain 2 AP if you land the killing blow on a target. You will land alot of killing blows.
Comeback Kid - once per "life", you defy a killing blow against you and return with 20%hp. Now this is great since you are at risk once you jumps in, and some mobs will almost 1shot you.
The Pawn - Pick either this or Excetutioner. If you reliably can kill enemies (maybe due to you focusing on upping your rogues gear first?) then id pick executioner. If not, this is still a good alternative due to extra movement.
- - -

SKILLS

Ill only list some of the most useful ones, and include some other skillschools that works great with the "Rogue".

Scoundrel:
The passive for scoundrel is kind of good, the movement part is better than the minor crit amplifier. After getting the abilities you want from this tree, either dump your points into Warfare/dual wield for the flat damage boost.

Adrenaline - Absolutely great. This is a must. Since you most likely get the first turn in combat this allows you to kill an enemy with 1 combo when you got some gear. Making the rest of the fight alot easier.
Backlash - Lets you enter combat by putting you excatly where you want to be. Behind the enemy. Only cost ONE(!?) Ap.
Sawtooth Knife - great damage that ignores armor. great for finishing someone off that might have bumped up the armor while being close to death. Also great additional damage if target has no armor.
Rupture Tendons - Amazing skill. Applies the debuff even if the target has armor. Deals piercing damage when the target moves - and they will always try to get away from you.
Cloak and Dagger - Great to reposition. very cheap to use but very long cooldown. Important for non-combat though since it doesnt break stealth.
- - -

Necromancy:
The passive lifesteal you gain from necro is great with the amount of damage you deal. Its better in a Lone Wolf setup due to the amount of damage you will deal, not necissary if you have a "support" in your squad.

Shackles of Pain - Thies skill is amazing because the enemies will drop alot of interest in attacking you since it hurts one of them to do so.
Living on the edge - if you really find yourself in a sticky situation, this skill will guarantee your surviveability for 2 turns.
Bone Cage - Restores great amounts of armor, more armor per corpse around your target.
- - -

Polymorph:
Passive is great since you can put vital points into one of your main attributes ex. finess - and therfor increasing all your damage.

Spread your Wings - Best mobility spell ingame. Costs 1Ap to activate and 1Ap to use. So better use this one instead of Cloak and dagger if you expect to jump around alot in the next coming turns.
Chameleon Cloak - cheap stealth, long cooldown.
Chicken Claw - great disable - works wonders with scoundrel skill ->Rupture tendons since they will be running around.
Heart of steel - Great extra armor if you are in dire need of it.
Skin Graft - great ability once you reliably can gain source - i.e. middle of act 2.
Forced Exchange - Works amazing when you got low hp/near death and switches it out with an enemy who got tons.
- - -

Aerotheurge:
Useless passive for you. Most skills dont synergize well due to dealing magic damage. but a few great skills exist in the skillschool for you. Its best if you can unlock these abilities through items though.

Teleport - arguably the single most efficient skill in the game. Great for every character.
Uncanny Evasion - 100% dodge and 20%mov speed for 1 turn, enough said.
- - -

Warfare:
Amazing Passive, Either dump spare points into Warfare or Dual-Wielding for the flat damage.

Battle Stomp - Great AoE/Cone knockdown. Also clears dangerous fields if you are in a pinch.
Battering Ram - Great Knockdown and for extra mobility.
Blitz Attack - Great innitiation, extra damage and mobility.
Phoenix Dive - Cheap, additional mobility spell. Firefield is worthless for you.
Crippling Blow - Great damage and control. Dont combine with Rupture Tendons (From scoundrel)
Whirlwind - Flat out AoE damage.

WARRIOR / KNIGHT
Warrior/Knight and similar strength based frontliners keep a strong position in most games, including this one! You have the greatest variation of available weapons, you primarly deal heavy AoE physical damage and physical based control (cc) effects.

ATTRIBUTES: Strength, Constitution, Memory
Strength is to maximize your damage output while having strength based weapons equipped.
Strength also increases the amount of items you can carry.
Constitution for obvious reasons - you are not as slipperly as a rogue/hunter due to the nature of a "warrior/knight" build. So you need to be tough.
Memory Is mandatory to put a point in every now and then. Relying on Warfare and autos wont get you that far so you need room for more spells.
- - -

TALENTS:
My favourites this far:
Comeback Kid - Instead of dieing - you restore 20% of your max health. Since you got alot of health due to all that constitution, the flat percentage restored is even greater for you than a more fragile class.
Oppertunist - You prefer to be surrounded by enemies so you can lock them down and damage as many of the as possible. Oppertunist adds to the damage part. Everytime someone close to you tries to move, you strike them.
- - -

SKILLS:
Ill list what i find being useful, and im not only listing Warfare skills.

Warfare:
Every point into warfare increases your phys damage by 5%. And thats great!
I personally prefer the early available skills more than the highest tier ones for this school


Battering Ram - Great mobility with a knockdown, Long cooldown. If possible i wouldnt charge in with this ability in the start of a fight, but use it after ive withered down the enemies armor so you can utilize its CC.
Battle Stomp - Same rules apply as for Battering Ram. Mostly used for CC. Be careful so you dont ruin a potential fiel of effect that an allied caster is intending to make use of. Ex. dont extinguish the fire the enemy is standing on if you intend to curse those flames afterward.
Crippling Blow/Whirlwind - Flat out AoE Damage.
Phoenix Dive - Great for mobility. only 1AP cost and 4turns CD. Firefield isnt interesting.
Blitz Attack - Great first skill in the start of a fight. Fair AP cost, gets you ish where you want to be.
Bouncing Shield - Great ONLY if you have found a shield with high armor stats. Damage depends on shield, but low AP cost and low cooldown.
Onslaught - Deals massive amounts of damage to a single target. Great pickup. Probably your most damaging skill.
Overpower - great if you really need to set physical CC effects on a dangerous target, works especially well if you have a shield since you naturally get alot more armor - and the skill requires you to have more armor than the enemy to be worth the memory slot.
- - -

Necromancy:
The passive is great. Every point gives you 10% lifesteal.

Bone Cage - Great when in need of armor, especially if you are playing without a shield and therefore lack "Shields up"
Living on the edge - Great skill if you end up in a tough spot/near death scenatio and fear you will die within the coming few turns.
Decaying Touch - All damaging abilities on cooldown? Enemies armor shredded? Deny them any heals. Or perhaps you want to heal the enemy yourself now that it damages instead of heals them..?
- - -

Hydrosophist:
The passive doesnt do much for you.

Armour of Frost - Unless you already have a reliable way to gain magic resist, you need to get one. You dont want to be stuck in electrified water for years to come, nor any other hard CC effects for that matter.
- - -

Aerotheurge:
Not the best passive for you.

Teleportation - Its just that good. If you dont have it, someone/several else in your party needs to have teleport available.
Nether Swap - Great for an instant swap with a fragile backline enemy into your team, whilst you pop up behind the rest of the fresh meat.
- - -

Polymorph:
Always good to get an extra attribute.

Spread your wings - Best mobility spell in game. Use when you think you have several turns in a row where you might need to move around a bit.
Heart of Steel - Armor buff, always good.
Spider Legs - locking down enemies is kind of your job. A good option or "filler skill"!
Chicken Claw - Great for lockdown, but mind you the enemy will run away from you during their turns as a chicken.




WIZARD / ENCHANTER
Wizard and Enchanter is really the same deal but with different starting kits.
Make sure to pick the starterkit you prefer and adjust starting talents/skills as you want.
Ill refer to both as simply Wizard.
Wizards are the utility and backbone of a team due to the wide variations of spells available that get amplified by having hight intellect.
Wands/wand+shield or staff is your weapons of choice.

ATTRIBUTES: Intellect, Memory, Constitution (Or Wits)
Intelligence increases the damage of most of the "magical" skills in the game.
But it will not benefit most necromancy/conjurer spells for example, so keep that in mind.
Memory is mandatory since you will fill out more than 1 skillbar at the later stages of the game, and you need room for all those spells and buffs.
Constitution is the only relevant final option UNLESS you want to go for Wits, which increases your crit chance - Can spells crit you might ask? No - not without the talent Savage Sortilege.
- - -

TALENTS:
My favourites this far:
Far Out Man - The extra range is amazing, it will really make a difference when targeting enemies on high ground, or just to save AP by not having to move around half game.
Torturer - Makes your effects like burning or stun last longer. 100% Amazing, however, ive read reports on players not getting the talent to work right now. Works fine for me though.
Mnemonic - A great early pick. saves you the trouble of spending too many attributes into memory early on.
- - -

SKILLS:
I wont list every single skill due to the massive amount of skills that are useful in certain situations.
But ill mention a few in every relevant skillschool that i find particularly usefull in most scenarios.

Aerotheurge:
Great passive.

Teleportation - Its just that good. If you dont have it, someone/several else in your party needs to have teleport available.
Nether Swap - Another niche teleportation-like spell. Example of use is to swap one of the enemies squishy backliners for one of your "tankier" characters so the rest of your team can focus down the squishy enemy - whilst your melee character is in great position to aggrevate the enemies from behind.
Electric Discharge - Great point and click stun if the enemy lack magic resistance.
Chain Lightning - Deals insane amounts of damage if more than 2 or more enemies are close to eachother. sometimes it can shredd all the magic resistance of 2-3 targets and still have enough punch to damage their health and stun them.
- - -

Polymorph:
Always good to get an extra attribute.

Spread your wings - Best mobility spell in game. Use when you think you have several turns in a row where you might need to move around a bit.
Terrain Transmutation - You are a master of area effects. Why not amplify that by being able to ex. switch out that necrofire that the enemy cast under your feet for that wet surface over there so you can put out your flames and burn the enemy in one move?
- - -

Geomancy:
Not only does it increase your damage, it also increases your armor buffs, and you will be buffing alot

Impalement - An upgraded version of Fossil Strike. More damage + applies cripple and both leaves an oil puddle.
Acid Spored - Upgrade of Poison Dart. Bigger area of impact, more damage.
Fortify/Mend metal - Armor buffs. Fortify only applies to one target but grants a bigger burst of armor. Mend Metal applies to all allies within a medium range and grants you a smaller bump of armor for 3 turns.
Worm Tremor - Incredible skill if you have shredded multiple clumped up enemies magic resistance and hit all of them with the ability. makes them unable to move for 2 turns.
I recommend picking this up if you have more than 1 magic damage dealer in your party - otherwise its hard to set it up right.
Summon Artillery Plant - even without any points into summoner - this "pet" deals huge amounts of magic damage with its "All in" attack!
- - -

Pyromancy:
Flat increase for your fire damage. always great, your fireskills deal alot!

Haste - Great buff for melee characters. More movement per turn and 1 extra AP per turn.
Peace of mind - Flat stat boost. great to keep this one up on your main physical damage dealer.
Fireball - Upgrade from Searing Daggers, bigger area of effect and more damage - but you cant manually chose 3 smaller locations like you can with Searing Daggers.
Epidemic of Fire - deals massive amounts of damage if there is 2 or more enemies within a close vicinity of eachother. a great pickup!
Meteor Shower - Deals alot of damage if there are alot of clumped up enemies - otherwise its not worth the 3 points of Source cost. Worth to learn the skill, but not always have it occupy a memory slot.
- - -

Hydrosophist:
This passive is amazing. Increases your heal and magic armor AND your damage with hydro spells.

Armour of frost/Soothing Cold - You need both of these in your life. Armour of frost gives a big bump to the magic armor of one target, Soothing cold grants a smaller bump over 3 turns to all targets within a medium range.
Rain - You need rain to put out fires and to set up some shock-combos together with Aero.
Winter blast/Hail Strike - Pretty much the same ability. Great for setting up frozen surfaces since enemies (and allies!!!) can slip even if they have magic resist up.
Restoration - heal over time. The most reliable way to heal a player in your team. You can also damage an enemy with Decay (like Decaying touch from necromancy, or simply an undead enemy)
Healing ritual - heals multiple allies. great skill unless you have an undead in your team.
BATTLEMAGE P1
Battlemage can be played in many ways, but the one most are referring to is a melee magic damage dealer than swings a bloodied weapon. And it works kind of well in this game, but takes more levels and talents before it kicks off properly, so be patient! Also there are ALOT of useful skills for a battlemage, so dont get crazy and buy everything at once. You wont even be able to equip all skills at once since it would cost too much memory. Learn as much as possible and switch out abilites to synch with your team / counter the enemy.

ATTRIBUTES: Intellect, Strength/Memory, Constitution
You can either swap out your focus and prio strength over intellect, but i prefer to focus on dealing magic damage. You need a few points into strength every now and then to be able to equip heavy armor and strength based weapons, but dont overdo it. Memory is very importortant to put a point into when its needed so you can cover all the spells you need.
Constitution is great since you will be in the middle of combat most of the time, and actually sometimes manage to damage yourself.
- - -

TALENTS:
There are alot of great options, but you cant get your hands on all of them, Id pick from the following:
Elemental Affinity - great skill since you will be standing on your own elemental fields alot. reduces cost of all abilities of the same element.
Leech - Leech is useful if you are focusing on your physical attacks over magical attack since phys damage causes more blood splatter overall.
Living Armor - You will need support. either from teammates or by your own hand. Living armor makes it easier to not get stunlocked/burnt to death by infusing you with a small amount of magic armor everytime you heal/get healed.
Oppertunist - Swinging your melee weapon everytime a close-by enemy tries to move is great IF you actually deal decent damage with your regular attacks. Keep that in mind before picking the talent. works better if you are focusing on physical damage.
Comeback Kid - Always great if you are playing a fragile and/or frontline character. Some enemies can 1shot you, this talent gives you a chance to react.
Mnemonic - Great early pick so you can save attribute points for int/str/con. Grants you 3 memory points/lets you distribute your attributes easier early in the game.
Torturer - You will apply alot of status effects to your enemies. Not a mandatory pick early on, but can be useful in the later stages in the game of you focus alot on magic effects.
- - -

SKILLS:
I wont list every single skill due to the massive amount of skills that are useful in certain situations.
But ill mention a few in every relevant skillschool that i find particularly usefull in most scenarios

Aerotheurge:
Great passive for you, especially if you focus more on int than str.

Teleportation - Its just that good. If you dont have it, someone/several else in your party needs to have teleport available.
Nether Swap - Great for an instant swap with a fragile backline enemy into your team, whilst you pop up behind the rest of the fresh meat.
Shocking touch/Electric Discharge - Id pick Electric Discharge over Shocking touch. Exactly the same cost/cd and effect length. Only difference is that Electric Discharge have a longer range. It might be great to pick both if you want to focus primarly on Aero damage though and want to stun more than 1 enemy - or if the enemy is weak to Aero. Learn both, and equip both if the enemy is weak to Aero.
Blinding Radiance - Blinding enemies without magic resistance, deals a decent amount of damage to enemies in a medium range and doesnt cost much at all. Great pickup.
Vacuum Touch - Deals decent damage but most importantly - only cost 1AP for a silence for 1 turn. Great to have available. Long cooldown though and requires 1 point in necro.
Uncanny Evasion - 100%dodge and 20% movespeed for 1 turn for only 1AP. Great if you find yourself in a tough spot and expect incoming physical attacks.
Superconductor - perfect spell for a battlemage. Electricity forks out from you hitting all enemies in a medium range. You are in the middle of the fray? Check. You like magic damage? Check.
- - -

Hydrosophist:
Great passive, magic resistance is way more important than armor for you since you are a beacon of elemental fields

Armour of Frost - You NEED a reliable way to gain magic resist. This spell is mandatory.
Soothing Cold - Preferably if someone else can pick this up since you have alot of spells to pick up as a battlemage. If not, then its fine, you need Soothing Cold in your party.
Cryogenic Stasis - Great panicbutton. Close to death alot? pick this up.
Global Cooling - Perfect for battlemage. Freezes all surfaces around you within a decent range. Enemies can slip even if they have magic resistance left. Deals ok damage. This skill is more for utility/support than actual damage.
- - -

Geomancy:
Great passive for you since you gain more armor from buffs and geodamage for every point.

Contamination/Poison Wave - Poison Wave is an upgrade of Contamination. Great skills since it hits all enemies and surfaces within a medium range from you. Poison Wave also makes you immune to earth/poison damage for 1 turn. Mind that if you pick an undead and expect to heal from the poison.
Fortify - Mandatory armor buff.
Pyroclastic Eruption - Deals earth damage to all enemies around you within a medium range. leaves oilpuddles beneath enemies affected. Great to combo with ex. Fire and to slow down enemies.
Corrosive Touch/Corrosive Spray - destroys physical armor and applies Acid for 2 turns.(Acid destroys additional armor per turn). Damage scales with intellect. Corrosive spray is an upgraded hits all targets in a cone and also applies Atrophy ( target cant use weapon or weapon based attacks). Requires points into necromancy.
Venom Coating - Requires 1 point in Scoundrel, preferably if you get the point from armor. Makes your melee attacks deal poison damage for 2 turns. Its great to have learned and equip to your bar if you face enemies weak to poison.
Earthquake - Deals earth damage around you and creates puddles of oil. Make use of those puddles ;)
- - -

Pyrokinetic:
Passive gives a flat increase in damage.

Ignition/Supernova - You burst out firedamage around you in a medium range radius. Supernova is an upgrade with more cost/cooldown and damage.
Flaming Crescendo - deals great but delayed firedamage to chosen enemy.
Firebrand - Very cheap, adds firedamage to your and your allies auto attacks for 2 turns. Great to have available incase you face alot of enemies weak to fire.
Sparking Swings/Master of sparks - Decent and situational. Good if the enemy consists of a stronger enemy with alot of weak minions. Makes your attack on a target send a spark to an additional enemy - you basically hit 2 targets with 1 strike. Master of sparks in an upgrade that also applies the "buff" to your allies. Requires points into Warfare.
Flaming Tongues - Perfect skill for a battlemage. Enemies that move close to you will get hit by firedamage. It works kind of like the talent "oppertunist".
- - -

Polymorph:
Always good to get an extra attribute point.

Spread Your Wings - Best mobility skill ingame. Allows you to move through surfaces untouched.
Medusa Head - great addition to your partys crowdcontrol.turns close enemies without magicresistance to "stone". last for 2 turns.
BATTLEMAGE P2
All Skin Spells - Skin Spells like Jellyfish Skin makes you immune to their element and aditionally you "bleed" that element. Great if you find yourself losing alot of your Magic resistance quickly and need to avoid getting ex. stunlocked if you are sitting in electrified water. Also great if you face an enemy that deals great amounts of a certain elements damage.
Forced Exchange - Great skill if you reliably can deplete an enemys armor and find yourself dropping quickly. Costs 2source - so use it wisely. Switches your healthbar with your enemy.
- - -

Warfare:
Every point increases your physical damage. If you have leftover points and feel you had enough magical skills - dump the rest into either polymorph or Warfare for additional physical damage or whichever attribute you wish in the case of polymorph.

Phoenix Dive - Great for mobility.
Blitz Attack - Great opener to get into position. Hits 2 targets and placer you behind the latter.
Battering Ram - Great innitiation, preferrably used when the enemies got no armor for the knockdown.
Battle Stomp - Great knockdown if the enemy lack armor, otherwise can be used to clear a path through dangerous surfaces.
Crippling Blow/Whirlwind - AoE Physical attacks. Good damage the more strength/warfare you got.
- - -

Thats it for my Battlemage guide.
There is ALOT of skills mentioned, but that is because you want to learn as many skills as possible and adapt to your encounters.
You will obviously not be able to equip all skills to your bar.
Intelligence is in my opinion the better option to go for instead of pushing too much into strength.
Otherwise you might aswell play a knight/warrior with a touch of elemental skills.

There is a hard balance between attributes for the battlemage, alot will get better once you gear up and recieve alot of stats from gear and weapons.

Dont put unnescessary points into a specific elemental skillschool, just make sure you cover the required points to equip most skills (3points cover almost all skills in a skillschool).
Its better to put your spare points into Polymorph so you get an attribute point instead.
Since your damage is so spread across multiple elements you therefore increase ALL magic damage by upping your intelligence instead of a single elements damage that you get from increasing your skillscholls rank.
If you are satisfied with your magical damage, keep putting points into Polymorph so you are free to put those points into strength instead as it allows you to equip higher level armor, increases carry weight and overall physical damage.


RANGER
We all recognize a ranger when we see one.
They stay true to their stereotype in this game if thats what you prefer. Probably the "better" role if you are looking for a "clean/pure" class due to several reasons. Will explain abit more below.
After you reached a comfortable level with huntsman, dump spare points into WARFARE or Ranged weapon for a flat out damageboost.

ATTRIBUTES: Finess, Wits, Memory.
Finess increases your overall damage. You need Wits to up your critical chance (which is great together with damage bonus from high ground). Also influenses your turn in combat - and you will want to be one of the earliest characters to make your move so you can position safely.
You wont need as much memory as other classes. Its mainly to allow you to add a few buffs/utility spells.
- - -

TALENTS
My favourites this far is:
Executioner - Regain 2 AP if you land the killing blow on a target. You will land alot of killing blows.
Comeback Kid - once per "life", you defy a killing blow against you and return with 20%hp. This will save you alot, especially against tougher opponents that focuses you down early in combat.
Stench - If you got another character for dialogue with NPCs and can stand the roleplaying part of it - then this skill is amazing.
Elemental Ranger - Great choice for additional damage. CAN backfire though if you fight enemies that consistently apply fields that benefits them/possibly heals them.
Glass Cannon - Best class for glass cannon, synergizes great with Stench. Without stench its actually hard since enemies will get attracted to you due to no resistances = application of damage and statuses will affect you ->every.zucchini.time<-. Dont pick glass cannon too early in the game. If you feel you are able to stay alive at the later stages, then you are free to go for it.
Guerilla - Great if you want to oneshot targets together with Assassinate + sneak. Make sure you also make use of your high ground damage bonus. Guerilla is a Niche talent.
- - -

SKILLS

Ill only list some of my favourites. Pick up all huntsman skills since there arent that many out there, and you can easily fill out your bar with all of them and still have room for buffs/special arrows/granades.

Huntsman:
Great passive since you want high ground 90% of the time. Not better than a point in finess/ranged/Warfare since the fixed condition required for your damageboost (high ground) isnt always available. Rank it up until you got the skills you want. Then dump your spare points into Warfare/Ranged for maximum damage.

First Aid - Having a heal is always great, especially since you dont have to switch schools to bring out some support.
Glitter Dust - Great to have available to safely hit a slipperly target in dire need. Only cost 1AP to use.
Elemental Arrowheads - great bit of extra damage.
Marksmans Fang - Situational but great skill. Pierces armor and hits all targets in its path. Not better than shredding the targets armor so you and your party reliably can use your crowdcontrol though. Exemplary use is if the target is low on health but recently recieved an armor buff. Or you can damage multiple weaker targets that line-up.
[bRicochet[/b] - Decent fillerskill early/midgame. A simple bouncing attack.
Assassinate - great opening skill if you start from stealth. Also stacks with the talent Guerilla if you want to cheese a bit for additional damage. One shots alot of targets with decent gear.
Pin Down - great filler skill. Keeps an enemy from moving for 1 turn.
Ballistic Shot - Amazing damage at max range. (stacks with damage buff from height advantage)
Reactive shot - Situational zoning skill. Enemies will try to not get affected by it by either skipping a turn, switching target or using up extra AP to move around it.
Barrage - Decent damage. Mainly used for ex. if you want to finish off a low health target and/or explode a barrel at the same cost and time(2AP) instead of wasting several regular attacks. Allows you to target 3 targets. Being a good multitasker is always great.
Sky shot - allows you to utilize your height damage bonus even if you havent managed to reach high ground yet. Decent for extra burst when you cant afford to move to high ground.
Tactical Retreat - Great mobility spell that also grants you haste for additional movment.
Prefer to use Netherswap to steal a great spot from an enemy as my first option though.
- - -

Aerotheurge:
You really dont make use of the passive that much.

Teleportation - Multiple reasons to take this spell. Endless amounts of uses.
Netherswap - Great for positioning yourself, allies or enemies.
Uncanny Evasion - 100% dodge for 1 turn along with 20% movspeed. Great in every way and only cost 1AP.
- - -

Polymorph:
Passive is great since you can put additional points into one of your main attributes ex. finess/wits - and therfore increasing all your damage.

Spread your Wings - Best mobility spell ingame. Costs 1Ap to activate and 1Ap to use. Best to use if you know you will be moving around a bit in the next coming turns.
Chameleon Cloak - cheap stealth, long cooldown. Great Panic button.
Heart of steel - Great extra armor if you are in dire need of it.
- - -

Geomancy:
Passive isnt interesting for you.

Fortify - Armor is always good. Either pick up armor from Geo or Necro.
- - -

Hydrosophist:
Passive isnt interesting for you.

Cryogenic Stasis - Decent panicbutton.
Restoration - Additional heal. Optional pick. Cant really go wrong.
Armour of frost - Magic armor. Unless your team reliably can support you with magic armor, its almost a must to be able to reliably apply it to yourself.
- - -

Necromancy:
Great passive for you since you deal plenty of damage.

Shackles of pain - Great pickup since enemies will find you less attractive to attack.
Bone Cage - Armor buff, gets stronger per nearby corpse (you wont really be close enough to utilize the additional armor from neaby corpses though) If you get this you can skip Picking Geomancy for the armor buff.
Living on the edge - Great panic button. Secures your surviveability for 2 turns.
- - -

Pyrokinetic:
Passive isnt that interesting for you.

Haste - Great buff for either you or an ally if you have a spare AP.
Peace of mind - Great stat buff for either you or an ally if you have a spare AP.
Corpse Explosion - Decent filler damage. 1AP.
Throw Explosive trap - Decent filler damage and zoning smaller areas like the path to a ladder. 1AP. Enemies tries to avoid "unnecissary" damage.
- - -

Warfare:
Amazing passive along with the "Ranged" weapon rankup. Flat damage boost. Its better to dump spare points into Ranger/Warfare for damage than to max out Huntsman. Especially for the later stages of the game.

Enrage
- Guaranteed Crit. Situational.
Phoenix Dive - Additional mobility spell.


- - -
Final words about ranger:
Rangers is just like Rogues, but with safer damage output due to being ranged, but lacks a bit of "natural" utility from its main skillschool Huntsman. Instead of relying on Backstab like the rogue, you really rely on height advantage for your damage boost.
CONJURER
Conjurer is not a class on its own. As a conjurer your job is to bring the most adaptable character to the table while you need to fit into either cathegory of your own (Rogue/Ranger/Warrior/Wizard).
You can find more about the other classes in the rest of my guide, take your time and read up on what "class" YOU want to play, whilst bringing a monstrous pet to the party!

As a conjurer you really want every single ability that is available to you except for Dimensional Bolt & Ethereal storm since they are way too unreliable and can heal foes/damage you based on the diceroll of the ability.

ATTRIBUTES: Memory, Strength/Intelligence/Finess, Constitution/Wits
You need a good amount of Memory, you can slow down after you get about 20points of memory.
Dont go nuts though because you need to balance it out with your damage attribute (str/int/fin).
Keep a good balance and try to put 1 point every level or so, based onhow many skills you unlock.
Summoning alone have plenty of skills, and that together with chosen "class" you want to resemble will lead to alot of skills you will want available.
If you want a finess based character you will want some Wits so you get more critchance(especially if you want to be a ranger). A Warrior or Wizard kind of character wants some additional points into Constitution instead of witz since you will not bring as much damage to the table with your character alone (excluding pet) even if you focus on wits+strength (because you need alot of memory early on). Better to stay healthy.
- - -

TALENTS:
For talents you want to check up on my other "Classes" to give you a sense of what you want to resemble out except for being a summoner, talents that benefits a summoner you can have a look down below, also note. the attribute/combat talent points are not that necissarily if you play with lonewofl:

Mnemonic - 3 free memorypoints at the cost of a talent. You need alot of memory.
Bigger and better - 2 extra attributes is great for you since you will be starving attributes until you have a decent score or memory + whatever class you want to resemble.
All skilled up - Same reason as Bigger and better. you will be starving for points in the beginning of your game. Although these arent attributes, extra combat/social points are never bad.
Comeback Kid - always great. some enemies can 1shot you. You are not only responsible for your own life as a summoner ;)
Stench - Making you less attractive as a target is great, especially if you are playing a role that doesnt want to attract focus. Mind though that Stench doesnt work great with persuasion.. and it hurts the roleplaying soul of mine..
- - -

SKILLS:
I will primarly list skills that are useful for the base summoner, i suggest you have a read about what other "Class" you wish to resemble in the rest of my content (i.e. Warrior/rogue/ranger/wizard):

Summoning:
This stat alone together with your level will determine the strength of your pet. You want a minimum of 10 points into summoning.

Conjure Incarnate - This is your baby, your life, your damage, your tank. Watch it grow up and be proud of your offspring.
Elemental Totem - Great damage that adapts to the surface its spawned on. Think of it as filler damage. you can reliably have an upkeep of 3 totems active if you place them safely.
All Infusions - infusions are pure buffs to your incarnate. Infusions is what makes it so incredibly adaptable. Unlocking skills and sets its damagetype acording to the chosen infusion.
Dominate mind -Charm is situationally one of the most broken skills in the game. Ive had "semi"bosses slaughter their own minions during the 2 turns they are under the effect. Dominate mind is incredible. Make sure you "examine" the target you are about to charm to make sure they arent immune to the effect first.
Soulmate - Sharing half of your recieved armorbuffs and healing with an additional target is never bad. especially since it only costs 1AP!
Cannibalize - If you are in a pinch and really need some healing, preferrably used as a last resort since you are gimping your damage by sacrificing a pet/totem.
Door to eternity - Allows your summons to be invincible 2 turns. Situational ability, if you really need your summons a littlebit longer for damage it works fine, nothing too amazing nor nothing to scoff at.
Supercharger - Makes your pet hit like a truck, but then it dies. Think of it as an all or nothing ability. If the enemy dodges the attacks you just wasted your pet. Otherwise it can be amazingly gamechanging if you are in a pinch, because your pet HITS HARD.
Planar Gateway - 1Source and 2AP, you create a portal between 2 points that lasts for 10 turns. Its situationally great, but nothing to brag about since the enemy can use the portal aswell (allthough i havent experienced enemies utilizing the gate myself, probably because all my toons got other mobilityoptions). Nothing too useful but can be great for mobility/utility if thats what you are lacking.
- - -

Aerotheurge:
Great passive if you are going for the wizard route. Otherwise, utility is king.

Teleportation - Its just that good. If you dont have it, someone/several else in your party needs to have teleport available.
Nether Swap - Being able to swap 2 targets (allied and/or enemies) is great. you need that highground that the enemy ranger has? swap. Switch your tanky pets place with the enemy glasscannon? swap.
- - -

Polymorph:
Always good to get an extra attribute, not too early for you though since you want combat points into summoner until you reach a minimum of 10points. Note that can skip poly if you already picked up some mobility options from other "classes"

Spread your wings - Best mobility spell in game. Use when you think you have several turns in a row where you might need to move around a bit.
- - -

Hydrosophist:
Amazing passive for additional heal/buff. Not that well utilized unless you dedicate to it though

Armour of frost/Soothing Cold - You need both of these in your life. Armour of frost gives a big bump to the magic armor of one target, Soothing cold grants a smaller bump over 3 turns to all targets within a medium range. If no one else in your setup reliably distribute magic armor, then someone has to.
Restoration - heal over time. The most reliable way to heal a player in your team. (or pet)
- - -

Geomancy:
Great damaging passive if you want to focus on geodamage. otherwise increases your armorbuff

Fortify/Mend metal - Armor buffs. Fortify only applies to one target but grants a bigger burst of armor. Mend Metal applies to all allies within a medium range and grants you a smaller bump of armor for 3 turns. You need someone in your team to reliably apply armor, if no one else is up for the task, it comes down to you.
- - -


FINAL WORDS

Conjurer/Summoner is really mainly an addition to a "Class". Since you wont be as efficient as possible if you only go 100% summoner skills.
It is however, an amazing addition. Your pet is the most adaptable member of your team due to being able to switch element and "role" at the cost of a single AP. It also deals huge amounts of damage once you rank it up a bit.

My favourite this far is to weild a shield when i play my summoner, so i can ensure my own survival while supporting my teammates. (think of a Warrior with summoner. deals less personal damage but my pet does great work, all while i keep my team alive and the enemy crowdcontrolled.)





POLYMORPH
To Be Continued, Work in progress.
Ill update/keep working this guide as fast as i possibly can.
79 Comments
WhitleyTheMagicianTTV 19 Mar, 2023 @ 12:48am 
I've been messing around with a summoner with hydrosopist and geomancy for support and setting up as many different elemental surfaces as possible. its very fun especially when theres explosives barrels littered around.
MK Black 11 Sep, 2019 @ 2:43pm 
v
Sic.bn 8 May, 2019 @ 12:45am 
"To Be Continued, Work in progress."

Lol my ass
KalkiKrosah [6RCN] 17 Sep, 2018 @ 12:01am 
You missed one of the greatest abilities a warrior can have in their arsenal: Tentacle Lash. It is a polymorph skill. Atrophy is ok but the pure damage and range on the ability is superb when you max out strength and buff up warfare. Don't underestimate that one!
Yuuha 29 Oct, 2017 @ 9:45am 
Hi Noha, I really want to know if you will do the Polymorph section soon, because I'm waiting this for begin my new Lone Wolves game with a Battlemage and a Summoner/Shapeshifter
Yuuha 17 Oct, 2017 @ 3:55pm 
Hi, first of all, thanks for the guide, it's the best I find on web! The only thing that could be better is the Polymorph section, will you do it soon?
Noha  [author] 8 Oct, 2017 @ 1:21am 
@Master of Suicide™ thx mate :)
RanDan 7 Oct, 2017 @ 11:44am 
really nice guide, gave me quite some things to think about for my tactician playthrough^^
I do highly appreciate al the time that went into this one :D
G7 6 Oct, 2017 @ 7:19am 
Spider legs in the ranger is so good, avoid warrior to get close and its only one 1ap.
Noha  [author] 1 Oct, 2017 @ 8:50am 
@Andreamit I will probably continue it, but taking a break for a little while. Quite busy with work and kids :)