Divinity: Original Sin 2

Divinity: Original Sin 2

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Solo Honour Build - Demon Hunter (Archer)
By Lost Sinner
★ Archer Build recommended for Elf, Human (or Undead). This build is meant for solo experience as a Lone Wolf.

♦ My other works:
• Solo Archer Series: link
• All Solo Builds: link
• Honour Walkthrough: link

♦ Difficulty Mods used to make the fights more challenging:
Divine Scaling +2: enemies are 2 levels above player.
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★ Showcase Videos

Late game fights against Adramahlihk and Final Battle


Against Bosses in Fort Joy and beat Dallis inside Fort Joy:
✎ Stats Progression
  • Level 1: 16 FIN, 2 Huntsman, 2 Scoundrel, Lone Wolf
  • Level 2: 22 FIN, 1 Poly
  • Level 3: 26 FIN, 2 Warfare, Executioner
  • Level 4: 30 FIN, 2 Aero
  • Level 5: 34 FIN, 4 Warfare
  • Level 6: 38 FIN, 2 Necromancer
  • Level 7: 40 FIN, 12 WIT, 6 Warfare
  • Level 8: 16 WIT, 8 Warfare, Hothead
  • Level 9: 20 WIT, 10 Warfare
  • Level 10: 22 WIT, 14 Memory, 2 Poly
  • Level 11: 26 WIT, 16 Memory, 3 Poly
  • Level 12: 28 WIT, 18 Memory, 2 Pyro
  • Level 13: 32 WIT, 2 Ranged, Elemental Ranger or All Skilled Up
  • Level 14: 36 WIT, 4 Huntsman
  • Level 15: 40 WIT, 20 Memory, 4 Poly
  • Level 16: 26 Memory, 5 Poly
  • Level 17: 30 Memory, 4 Ranged
  • Level 18: 34 Memory, 4 Scoundrel, Savage Sortillege
  • Level 19: 14 INT, 6 Scoundrel
  • Level 20: 18 INT, 8 Scoundrel
  • Level 21: 22 INT, 10 Scoundrel
→ 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 Ranged / Huntsman and eventually having 4 global damage modifier to invest into: Warfare, Scoundrel, Ranged, Huntsman.

→ When your WITS have rocketed pass 100% critchance, included the use of Peace of Mind & Apotheosis. You can respec some of them out into more INT for more damage potential on Corpse Explosion spells by late game.


♦ Academy Lessons:
  • Lesson in Finesse: +5 FIN / -5 Memory
  • Lesson in Wits: +5 WIT / -5 CON

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

♦ Civil:
  • Thievery 1st → Bartering 2nd
✎ Gear | Runes | Frames | Artefacts
Gear:
  • Look out for chest / head / amulet with: +FIN +Warfare +Scoundrel or +Huntsman.

  • Belts:
    • An Mey Falin (Act ll): +1 Polymorph +1 Warfare which is sold or drop from Eithne the Trader

    • Last One Standing (Act IV): +3 Finesse, +5 Memory, +Skin Graft which is sold from Lord Omyt in Kemm Mansion.

  • Use the Unique Glove Second Skin found in Act 1. It is the best gloves for Archer:
    • Only glove with Offensive Opts: +1 Finesse, +1 Huntsman, both contribute to damage dealing.
    • Only glove with a rune slot: +3 Finesse from Power Framed - Giant Venom Rune.
    • All RNG gloves have no runeslots with opts being +Wits or critchance which is easy to obtain from many other sources (weapon/gear/rune/frame/talents/buffs/boosts)
    • Having low armours rating does not matter when enemies can't hit you or killed before they get to act.


  • There are a lot of uniques for Rogue in Act 4 that you can use:
    • Nazad Hunola (Chest): +5 Finesse, +3 INT, +2 Scoundrel, +1 Huntsman
      (below Sanguinia Tell basement)

    • Vo Charlen (Head): +5 FIN, +3 Wits, +1 Huntsman, ...
      (below Alchemy Shop basement)

    • Lord Ruaney's Boots: +7 Finesse, Set Erratic Wisp,...
      (below Adramahlihk basement)

    • Luronta Temva (Leggings): +2 Finesse, +2 INT, +2 Wits, +2 Aero, ...
      (Trader Keyren in Arx Square)


  • Use Rings with +Warfare +Scoundrel or +Huntsman, if you manage to get some +Wits along as well, that would be perfect.

  • In Act lll, kill Shadow Prince and grab his ring for: +3 Finesse, +3 Wits, +Cloak.

  • As for bows or crossbows, just grab the ones which is currently stronger or having better rolls at the moment, look out for the weapons with +10/20% critchance, and preferably ones with rune slot.

Runes:
  • Amulet: Flame Rune (+6/9/12% critchance)

  • Armour Venome Rune (+9/12/15% Poison Resistance)

  • Weapon: Masterwork Rune (+9/11/13/15% physical damage)

Frames:
  • Amulet: Mystical Flame (+1 Pyro)

  • Armour Power Venom (+2/3 Finesse)

  • Weapon: Mystical Masterwork (+2/3 Wits)

Eternal Artefacts:
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.
  • Amulet: +2% Critchance, +5% Dodge.
  • Helmet: +2 Finesse, +1 Huntsman
  • Belt: +2 STR , +1 Warfare
  • Rings: +1 Scoundrel, +10% Poison Resistance
✎ Abilities Setups
  • Elemental Ranger: apply extra Physical Damage for regular attacks when hitting targets that are currently standing on blood surfaces. Useful to quickly finish off injured enemies and save your strong abilities for other threats.
    Archer can use Marksman Fang to pierce enemies flesh and creating blood surfaces below them. Otherwise once their armor is broken and taken damage from physical attacks, they will also naturally pour blood surfaces below them.

✦ Early Game (1~9)
  • Elemental Arrowheads: Use on blood pool to get bloody arrows which increase your physical damage output on weapon attacks. It scales overtime with levels.

  • Ricochet: A shot that bounce 3 times, hitting multiple targets.

  • Pin Down (optional): Cripple target, pinning them in place. When used on high ground it could be very handy, estenially hard CC enemy in place if they don't have any jumping ability or can't reach you, especially if target is a melee enemy.

  • 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 when you really want to setup some defensive buffs or just simply want to finish off some high threat targets.
    When played as Elf, you don't have to take it as starting skill, consume the human flesh of murdered prisoner on starting ship instead.

  • Cloak (optional): grants Invisible status, temporarily safe-guard you from enemies.

  • Teleportation: use to throw enemy back down to lower ground if they manage to reach you or use it to place enemies in a straight line for Marksman Fang to pierce through multiple targets.

  • Uncanny Evasion: Grants you 90% dodge and cause most attacks to miss except magic spells. So kill the mages, then this spell is pretty much safe-guard you from all harm from any physical threats.

  • Tactical Retreat: mobility skill, use it to get on high ground. It also apply Haste, so if you don't have Haste yet, you can use it as a pre-cast into battle as well to get one extra AP from the start.

  • Barrage: Shoot out 3 arrows at chosen targets, good burst damage. You can also use it to both finish an already injured target and deal damage to other target at the same times.
    It's also a good damaging skill to initiate a combat before it starts in early game.

  • Knockdown Arrows: If you know can manage your arrow usage and on the look for more by crafting, stealing or trading, this is a much better option and more effective than Pin Down, saving a ability slot for something else.

  • Death Wish (situational): boost damage based on missing max HP (e.g: 1HP = 99% dmg boost)

  • Shacke of Pain: mark the target that will receive 100% damage whenever you are hurt. Either they hit you, hurting their friend or even kill them in the process, or sometimes decided skip attacking you for the reason above. So it's good skill that gives you a win-win situation either ways. (replaces Shackle of Pain when it isn't used)

✦ Mid Game (9~15)
  • Bone Cage: Boost Physical Armour based on how many dead bodies near you. Can grants massive amount of Armour if used after you pull off a few kills with only 1 AP cost.

  • Ballistic Shot: deals Damage based on distance between character and target: 5% dmg bonus per 1m distance to your target. Stand on high ground to utilizes the range, it can deal very high damage and able to one shot enemy from a far distance.
    A very strong ability to initiate combat, can asssinate enemy with one shot from a good spot.

  • Marksman Fang: ignore armour and deal damage straight into enemy HP, can be used to kill enemies without destroying thier armours. Marksman Fang also pierce through enemies so if you line up enemies in a straight line, it will hit multiple targets as well. Using Skin Graft will allow you to get double Fang.

  • Spider Leg (situational): Trap enemies with Spider Web, ignore Magic Armour and pin them in place. When well used on high ground, it can hard lock enemies on spot, render them useless for a turn, especially for melee enemies or those who has no jumping abilities. Ranged enemies can suffer the same fate if they don't have the reach to you on high ground.
    Beside it crowd control usage, spider Web also reduce targets dodge, so it can be used to disable evasive enemies when needed such as Ninyan.

  • Skin Graft: reset all cooldowns. Can be utilized to re-use some of your powerful huntsman abilities, such as Marksman Fang, Ballistic Shot or Arrow Storm...

  • Peace of Mind: Great Wits boost and decent Damage boost. It scales overtime.

  • Haste: +1 Start/Recovery AP. You can pre-cast it to get 7AP starting AP, then combine with Flesh Sacrifice and you have 8 AP in the beginning of the battle.

  • Frost Armour (scrolls): Boost Magic Armour, remove many debuffs

  • Fortify (scrolls): Boost Physical Armour, remove many debuffs.

✦ Late Game (16+)
  • Challenge: mark a target, if they die within 2 turns you get a +20% damage boost for a turn and bonus Physical / Magical Armor.

  • Apotheosis: 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.

  • Arrow Storm: Rain down 16 arrows on targeted in a big area, useful to quickly peel or finish off multiple enemies or deal powerful full damage to big targets with fat hitbox.

  • Assassinate: Powerful single target attack as Damage is 50% stronger when you attack from Stealth. It can be used to initiate a battle from Sneaking and quickly get rid of a squishy target or heavily injured them. In combat, after player used Cloak or Invisiblity Potion to end the turn, then breaks out of stealth the next round with Assainate to deal maximum damage.
    Do not use it as a straight up combo in a round, because it would be a straight up waste of 4AP whether they can be spent into doing something more impactful. It's best to save Cloak/Potions by the end of the round, and breaks out of it with Assassinate in the next round.

  • Cloak & Dagger: a jumping ability, does not break Invisiblity on use. Simply more mobility skill for the archer to move around or used to safely & quickly position yourself while remaining Invisible after using Cloak.

  • Summon Inner Demon: provide a huge Magic Armour boost and decent Intelligence bonus.

  • Corpse Explosion: More AoE skill for the archer, explode a corpse dealing strong area damage to nearby targets. It's ideal to use after you have gathered and finished off atleast a target, quickly closing the kill on injured enemies near the corpse with just a cheap cost of 1AP by blowing it up.

  • Mass Corpse Explosion: Explode every corpses nearby in range, dealing powerful amount of damage based on how many there are to nearby targets. Can rightly end any enemies after you have gathered them around and finished off 2 or more enemies, by blowing the corpses up with also 1AP.
85 Comments
robseN 12 Sep, 2023 @ 12:16pm 
Isnt the relic set from the vulture better for the hands?
Big Ross 13 May, 2023 @ 8:50am 
I decide to play with "build" on my second playthrough.
Man... That was something...
Thanks for this guide!
highfill.kevin 18 Jan, 2023 @ 7:28pm 
Man, I'm brand new to this kind of game and playing Fane using your guide and want to ask if you have a best suggestion for a single companion to play with him. I currently have Ifan/Wayfarer, but I'm starting to wonder if the two are going to be competing for resources? I appreciate your help!!!
Filthy Rat 29 Jun, 2022 @ 3:55am 
How can i replace elemental arrows if i play dwarf, and should i?
Bacbi 26 Dec, 2021 @ 9:15am 
Yeah sorry I was going to post it as one and then my text got cut for being too many characters so I just split it in two. I can see now that it wasn't needed I just sometimes end up writing more than I realize that I have to :p

As for the lightning maybe it's just my eyes seeing the blue streaks but your various attacks at the beginning of the video to me looked like it was lightning damage. Also your arrowstorm at about 10:49 seemed to have that too but again. I could just be wrong, I just thought maybe the reason you put one point in Areo was to get lightning damage in case your bow didn't have it. Cause unless I understand incorrectly, an enemy can be, burning, and also shocked or poisoned at the same time? And not cancel each other out like obviously fire and ice.
Lost Sinner  [author] 25 Dec, 2021 @ 8:05am 
@Bacbi:
1/2 - Could you provide timestamps on the electric damage you're referring to. As for the "Fireball-lookalike" , they are Cospse Explosion and Mass Corpse Explosion spells. They are crafted spells, having the requirements being met by the build skills (2 Pyro and 2 Necro) along with cheap AP cost. Because they deal Physical damage, these spells scale nicely with Warfare or global mutiplier like Scoundrel.

2/2 - I don't think there is a question being asked in this one, you can enjoy the game however you prefer.
Bacbi 24 Dec, 2021 @ 3:15am 
2/2 In addition to using a mod so Sebille can be my +1 companion to get her stories (for which I will use the difficulty mod should 5 man party become to OP to where I don't feel any challenge in later acts). But I intended that maybe I should just use her as a rouge that can sneak around the dangerous fire, frozen, poisoned or electric battlefield to have one additional closed range character that can take out enemies one by one without getting detected.
Bacbi 24 Dec, 2021 @ 3:14am 
1/2 Thanks for the info and reply ;)

Another quick questions if you don't mind, the electric damage you do, is that using elemental arrow, or a bow that has electric damage? Cause I saw you using both electric attacks and what looked like an AOE firespell. And I was thinking that I would try to see if they wouldn't cancel each other out by having Red Prince act as Tank with Pyro since he can get immune to fire eventually.
Then have Fane help him out by using him as a pyro/geo/poison and maybe some necromance, with Loshe as Areo/Hydro to cover all basis of resitence for enemies and to also to get some variety to play around with.
Lost Sinner  [author] 22 Dec, 2021 @ 7:14pm 
2 Scoundrel is needed to equip Adrenaline and Cloak & Dagger. Beyond that, Scoundrel also serves as passive damage scaling source by giving +5% Critical Dmg multiplier per point invested in Scoundrel.
Bacbi 22 Dec, 2021 @ 4:36am 
Just wondering why do you use Scoundrel on this build, is it just to be able to learn particular skills? Cause isn't it meant to be used by rouges and daggers?

After many false starts, I think I know how to play the game now at least somewhat with the mods I'm using. And while I will be going for a full party and originally planned to go ranger/summoner. But having seen gameplay highlight of this demon hunter I started to wonder if maybe, since I use a mod that makes my summon upgrade to champion at 5 rather than level 10 (I'm bad at this game so I need some advantages while still learning, and should it get too easy in later acts I have a difficulty mod ready to go). So I thought maybe I could also blend my current build with this?