Divinity: Original Sin 2

Divinity: Original Sin 2

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Honour Build - Crimson Queen (Necromancer)
By Lost Sinner
★ Build made for any Elf, Human or Undead Human. This build is meant for 4-man party experience.

♦ My other works:
• Definitive Honour Builds: link
• Honour Walkthrough: link

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✖ Artwork by: ♦️ Zeronis ♦️
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★ Showcase Video
✎ Stats Progression
  • Level 1: 13 INT, 1 Warfare, 1 Necromancer, Executioner
  • Level 2: 15 INT, 1 Pyro
  • Level 3: 17 INT, 2 Necromancer, Glass Cannon
  • Level 4: 19 INT, 1 Aero
  • Level 5: 21 INT, 2 Aero
  • Level 6: 23 INT, 11 Memory, 1 Poly
  • Level 7: 25 INT, 1 Huntsman
  • Level 8: 27 INT, 2 Huntsman, Elemental Affinity
  • Level 9: 28 INT, 12 Memory, 2 Pyro
  • Level 10: 30 INT, 13 Memory, 2 Poly
  • Level 11: 31 INT, 15 Memory, 3 Poly
  • Level 12: 32 INT, 16 Memory, 1 Hydro
  • Level 13: 18 Memory, 3 Necromancer, Savage Sortilege
  • Level 14: 34 INT, 1 Scoundrel
  • Level 15: 37 INT, 4 Poly
  • Level 16: 39 INT, 19 Memory, 5 Poly
  • Level 17: 40 INT, 11 WIT, 2 Hydro
  • Level 18: 21 Memory, 12 WIT, 3 Hydro, Hothead
  • Level 19: 13 WIT, 2 Warfare
  • Level 20: 15 WIT, 3 Warfare
  • Level 21: 17 WIT, 4 Warfare
If the requirements already met with the help of your gear, respec the attributes or combat skills and relocate them elsewhere where it could yield more benefits like getting more Warfare and Scoundrel in the end.

♦ Academy Lessons:
  • Lesson of INT: +5 INT / -5 FIN

♦ Spider Kiss Talent:
  • Dragon: +2 WIT -2 CON

♦ Civil:
  • Thievery 1st → Sneaking 2nd
✎ Equipment
Gears:
  • Look out for gear with +Warfare, +Scoundrel, +INT or Wits. Belt with 2% or 4% Critchance.

  • Gear that has side stats for the build skill requirements such as Huntsman, Aero, Hydro or Pyro are also appreciated so you can respec and relocate more base points into Warfare for more damage output.

  • Keep and use unique Ring of Intelligence that has a rune slot:
    +1 Intelligence, +10% Poison Resistance
    → Which can be plugged with a Power Frame Flame Rune for another +3 Intelligence and +6% Critchance.

  • Weapons for early game, use these unique 1H-weapons and any leveled shields throughout early to mid game:
    Viper Tongue: +1 STR, +1 Warfare

    Fang of Winter Dragon: +1 STR, +1 INT, +1 Warfare, +1 Hydro, +10% Critchance

  • At late game, swap out the shield and dual-wielding these two unique 1H for their bonuses:
    Eternal Stormblade: +3 Memory, +6 Initiative, +15% Critchance.

    Rancour (Dagger): +3 Wits, +3 Finesse, +25% Critchance

    → You will need to swap out some Wits into Finesse to carry the Rancour dagger, take +3 Finesse from the weapon into account too, as character only need enough 14 Finesse to carry it. Potentially trading 3-4 points of attributes for 28% Critchance worth of 28 Wits. Do the same for Eternal Stormblade.

  • In Arx, use these uniques:
    Soft Touch (Gloves): +5 Intelligence, +5 Memory, Set Atrophy, Set Healing Tears.

    Luronta Temva (Legs): +2 STR, +2 FIN, +2 INT, +2 CON, +2 Wits, +2 Aero, +10% Air Resistance.

Runes:
  • Amulet/Ring: Flame Rune (+4/5/6% critchance)

  • Armour: Flame Rune (+7/9/11% Fire resistance)

  • Weapon: Flame Rune (+9/11% Fire damage)

Frames:
  • Amulet/Ring: Power Flame (+2/3 INT)

  • Armour: Power Flame (+2/3 INT)

  • Weapon: Power Flame (+2/3 INT)

Eternal Aeterfacts:
It can't be REMOVED once plugged and they are also LIMITED, so only use when you know for sure that piece of gear is going to be with you for a looong time.
  • Rings: +1 Scoundrel / +10% Poison Resistance
✎ Abilities Setups
  • Ideal Party Initiative Order: pre-buff Peace of Mind to control party initiative if needed.
    3rd place or 4th place: executioner role, finish off weak enemies or to make use of already dead enemies corpses.
    1st place: strong initial striker, ideal to take out high threat enemies.

  • Elemental Affinity: this build uses mainly Necromancy spells, so by standing on blood surfaces the character can get -1AP less cost on those spells.
    You can either use Blood Rain to create and prep before battle or in combat to generate blood surfaces or if the character is an Elf, they can create blood surfaces on themself with Flesh Sacrifice.

  • CON requirement for Shields: especially when the character race is an Elf who lose -CON on using Flesh Sacrifice. There is a solution for this if the party you ran has a Human:
    Who can Encourage the whole party giving them a CON boost which also scales with levels. Usual bonus +CON on shields and +CON buff from Encourage will override the negative -CON from Flesh Sacrifice & allow the Elf to carry shields without investing points into Constitution.
    → (Human character has to act before the Elf to grant Encourage on everyone)

✦ Early Game (1~8)
  • Raise Bloated Corpse: (early game only) despite having no focus Summoning, based on the spell cost (1AP), AP damage/wise it is a decent offense spell for early game until the Necromancer have more spells to use. The chubby summon can attack once then self explode to deal a good chunk of AoE damage.

  • Mosquito Swarm: single ranged target attack, dealing decent damage to enemy and restore health based on damage dealt.

  • Decaying Touch: Deal decent damage to enemy target, apply Decay which makes enemy take damage from healing.

  • Bouncing Shield: throw your shield at target and bounce one time to one nearby enemy, dealing strong damage based on the shield physical armour.

  • Corpse Explosion: explode one selected dead body, dealing strong AoE damage to nearby targets.

  • Infect: deal strong single target damage, apply Diseased debuff which -35% Damage & -5 Constitution on affected target.

  • Death Wish (situational): massive dmg boost based on missing %HP (e.g: 1HP = 99% dmg boost). Only have equipped when you want to utilize the buff, otherwise remove it to make place for something else.

  • Teleportation: teleport stuffs to desired place, can use to gather enemies or corpses. Because Teleportation scales with INT, Warfare and crit multiplier combat skills. This spell is also a strong damaging attack for the Necromancer, so make sure you drop enemies on top of each other so they can get impact damage.

  • Uncanny Evasion (optional): a buff that increases +90% dodge to target for a turn, protecting them from weapon attacks.

  • Cloak: hide and protect yourself from enemies.

  • Tactical Retreat: jumping ability, also apply Hasted buff on self for a turn.

  • Haste (optional): grant your target ally extra +1 AP Recovery per turn.

✦ Mid Game (9~15)
  • Mass Corpse Explosion: explode every surrounding dead bodies close by, dealing powerful AoE damage.

  • Nether Swap: 2nd Teleportation, swap places between to selectable targets. (replaces Uncanny Evasion)

  • Skin Graft: reset all cooldowns.

  • Blood Rain: call down blood rain, creating blood surfaces. (replaces Bloated Corpse)

  • Grasp of the Starved: deal strong AoE damage to enemies standing on blood surfaces.

  • Adrenaline: Gain 2 AP for this turn but lose 2 AP on the next turn (a tradeoff), use it when you need to confirm a kill to trigger Executioner talent or just simply want to finish off some high threat targets.

  • Peace of Mind: small Damage and decent Critchance boost.

✦ Late Game (16+)
  • Challenge: Mark an enemy, if the target dies within 2 turns then your character will receive bonus Armors and +20% Damage boost for a turn.

  • Apotheosis: reduces all source powers by -3 SP for 2 turns, meaning after Apotheosis is casted. You are free to use any source powers with no cost for the duration. It also provide a small stat boost on all attributes like Peace of Mind does.

  • Blood Storm: summon a blood meteors down on your enemies for 2 turns in a big area, dealing strong AoE damage to nearby targets individually. Can be used on clustered enemies to multi-tick the attacks and maximize damage output.

  • Thick of the Fight (optional): boost 10% damage per nearby characters, you can prep the buff before battle with your party nearby to get some quick damage advantage from the start.

  • Inner Demon: Boost Intelligence and Magic Armour.
64 Comments
Flightless 11 Apr @ 6:01pm 
What other builds work well with this?
inosk0pedjfk 2 Aug, 2023 @ 12:49am 
@Stargazer aero is for teleportation
Stargazer 28 Jan, 2023 @ 2:29pm 
What is the Aero for in this build? And if I have a character use encourage so I can wear a shield and sword on my elf Necromancer, won't the pieces just unequip when the buff is gone? Thanks.
ajpsipsi 21 Nov, 2022 @ 6:15am 
@macmacsen For +3 INT. Masterwork rune does not increase your dmg from spells.
macmacsen 31 Oct, 2022 @ 9:55am 
hey,
thanks a lot for the awesome guide.
I got a question: Why use a flame rune on Armour on weapon? I understand the falme rune on Amulets and Rings for crit, but are theflame Runes on Armour and weapon needed, or are there better alternatives for the those runes?
Lost Sinner  [author] 7 Jun, 2022 @ 9:49am 
Feel free to opt out of Glass Cannon for other talent of your liking if you don't enjoy it playstyle.

I often recommend Glass Cannon for ranged character because it brings the character closer to Lone Wolf action economy in a party setting, by starting with max AP each turn. The vulnerability to CC can be off-set by good positioning, Cloak usage in the loadout also help dropping enemy focus on GC character incase they are forced or happened to be in a bad spot.

When playing optimally, you can clear majority of enemies from the starting turn. A Glass Cannon character can solo the final battle in one turn no less than a LW could. The cons of Glass Cannon won't be a problem if enemies die before they could act.
WhoDnee 5 Jun, 2022 @ 6:44pm 
Yeah, Glass Cannon isn't good. I spent half my fights a little into Act 2 being stunned, Shocked, knocked down, chickened, or something else. Don't recommend Glass Cannon unless you want your entire party to cater to you every fight to protect you.
WhoDnee 28 May, 2022 @ 9:21pm 
Is glass cannon the way to go anymore? I found a pretty hard wall at the end of Act 1, where I was getting madnessed immediately by the dead captain and his mates. Screwing my team over.
Lost Sinner  [author] 6 May, 2022 @ 5:41pm 
@predro: i mentioned about swapping out your character Wits into Fin to cover the requirements in the same Equipment section of this Guide.

If you need 6 Finesse, you can respec 6 Wits into them instead, you don't have to rely on Fin gear. Rancour Dagger has +3 Wits and +25% Critchance on it own so it's a very favorable trade.
pedroinspain 3 May, 2022 @ 5:16am 
It is (almost) impossible to follow this build. Academy Lesson gives a -5FIN penalty. Then in late game you are meant to get a FIN of min +14 with 3 of these from Rancour dagger. Getting the other +6 FIN is a mission !!