Divinity: Original Sin 2

Divinity: Original Sin 2

395 ratings
Honour Build - All Mother (Elemental Conjurer)
By Lost Sinner
★ Build made for any Human, Lizard or Elf. This build is meant for 4-man party experience.

♦ My other works:
• Definitive Honour Builds: link
• Honour Walkthrough: link
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✎ Stats Progression
  • Level 1: 13 CON, 1 Summon, 1 Pyro, Torturer
  • Level 2: 12 WIT, 1 Geo
  • Level 3: 12 Memory, 3 Summon, All Skilled Up
  • Level 4: 13 Memory, 14 CON, 4 Summoning
  • Level 5: 15 Memory, 5 Summoning
  • Level 6: 16 CON, 6 Summoning
  • Level 7: 18 CON, 7 Summoning
  • Level 8: 20 CON, 18 Memory, 8 Summoning, Mnemonic
  • Level 9: 21 CON, 19 Memory, 9 Summoning
  • Level 10: 23 CON, 10 Summoning
  • Level 11: 25 CON, 1 Aero
  • Level 12: 14 WIT, 2 Aero
  • Level 13: 16 WIT, 1 Scoundrel, The Pawn
  • Level 14: 18 WIT, 2 Pyro
  • Level 15: 21 WIT, 1 Poly
  • Level 16: 26 CON, 20 Memory, 3 Pyro
  • Level 17: 24 WIT, 2 Poly
  • Level 18: 29 WIT, 3 Poly, Bigger and Better
  • Level 19: 31 WIT, 2 Geo
  • Level 20: 28 CON, 3 Geo
  • Level 21: 30 CON, 4 Geo
• Because the main stats for the build are CON / WIT, prioritizes whatever gear type available that gives the character +Summoning and invest STR / FIN / INT accordingly to that.

• If the requirements already met with the help of your gear, respec the attributes or combat skills and relocate them elsewhere like more Geo/Pyro in the end where it could make your buffs more potent.

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

♦ Civil:
  • Bartering 1st → Lucky Charm 2nd
✎ Equipment
♦ Gear:
  • Look out for gear with +Summoning, +Geo, +Pyro for skills and +Con, +Wit, +Initiative for sub stats.

  • Use Rings with +Summoning, +Geo, +Pyro, or +Wits

  • For Weapons, use Chamore Doran wand in Driftwood for the entire game:
    +1 Aero, +1 Summoning, Grants Vaporise spell.

  • Once in Arx, use Ruvola Armor for:
    +2 Summoning, +286 HP, +10% Fire/Earth/Water/Air Resistance, +2 CON, +2 Wits.
    + Reflect 20% of melee damage as Earth damage.

  • For Shields, use the leveled ones with +CON or +Initiative.


♦ Runes:
  • Amulet: Source Orb (Grants Evasive Aura)

  • Armour Venome Rune (+?/?/11% Poison Resistance)

  • Weapon: Source Orb (Grants Venomous Aura)

♦ Frames:
  • Armour Mystical Venom (+1 Summoning)

♦ Eternal Artefacts:
  • Build doesn't need Eternal Artefacts.
✎ In-depth Details
  • Ideal Party Initiative Order: 1st place or 2nd place. Being first as support, she can start granting buffs to her allies / summons before they popping off on their turns and setting up debuffs on enemies.

  • The Pawn: Having many aoe/aura buffs, it's important for her to be mobile and position herself correctly as well. The Pawn grants free movement worth of 1AP each turn, so she can get into position and tagging her allies without using any AP, saving them for casting actions only.

  • Things that make your Summon better but not included: one only could multi-task so much with just a few AP. If wanted, your summon can be Enraged to deal crit damage on his regular attacks, but like a normal character would, his spells will be muted so make sure he got them spent first. Hasting him is also useful, with 5AP the Incarnate can dish out the Source attack and one other skill in the same turn. Supercharging the Summon will boost it damage, and it multiply on spells, making that all-out attack combo spike even better.
    Why wasn't any of this ultilized in the main build? It's too much of a hassle and there isn't enough AP around to fully babysit the summons unless you go for a Lone Wolf approach. But it's good info for someone out there who want to make a spin and play around their summons more.

  • Why CON/WIT but not a damaging attribute? This is a focused Summoning build, not the usual multi-classing damage class archetype + Summoning concepts. And even then there isn't enough AP around to fully support the Summoning playstyle as explained above unless it is a Lone Wolf.
    WIT is for initiative, CON to increase durability as the Conjurer herself in this build often has to tag her allies at close range in the front-line to keep everyone buffed with her Auras. When the Conjurer is beefy, she don't have to worry about herself and focus more on buffing.

  • Synergy with Spellsword: The build is recommended to run along with a Spellsword, so they can buff the Incarnate with Sparkmaster, making it regular attacks proc Sparks. It will add up the damage potential further, and it's really easy for the Incarnate to proc multiple Sparks with it Charging and Whirlwind attack, once hugged an enemy it will likely proc one more extra Opportunist attack if the enemy decided to move.
    Sparkmaster buff power based on stats of the aura caster, so the Incarnate can enjoy full potential of the buff casted by a decked out Spellsword.
✎ Abilities Setups
✦ Early Game (1~8)
  • Elemental Totem: summon totems based on the respective surface they are casted on. It's often ideal to summon Fire Totems as it easy to debuff enemy Fire resistance to hell, adding up damage unless enemies vulnerable resistance demand differently.
    • You can use either wands or spells to create according surfaces.
    • Totem attacks scale with their own Intelligence.
    • Totem attacks can be affected by weapon-auras.

  • Summon Incarnate: summon a little demon based on the respective surface it is casted on, at 10 Summoning it will turns into a Champion, a big bad Demon. Recommended to pre-summon as it lasts up to 10 turns.
    For most situations, in term of raw damage output, an Earth Demon is often ideal as it starts with +10 Geomancer right off the bat.

  • Farsight Infusion: unlock a ranged attack, grants magic armour and boost 25% damage for Incarnate. His ranged attack is weapon-based, it benefits from weapon-auras and can deal critical hit.

  • Ignition: with Torturer talent, it's an ideal and cheap spell to set up Burn debuffs on nearby enemies, giving them a -15% Fire Resistance.

  • Searing Daggers: an alternative debuff spell beside Ignition, it can also be used to create Fire surfaces for your fellow Wizards.

  • Impalement: create Oil surface or to Slow down enemies, forcing them to waste AP on movement.

  • Fortify: protect you or ally with Physical Armour, also cures various debuffs.

  • Power Infusion: unlock a Charge rushing at enemies dealing damage and Whirlwind attack dealing aoe damage to surrounding enemies. It also grants physical armour and boost 25% damage.

  • Rallying Cry: heal HP and restore Magic Armour based on nearby allies (including totems), when well placed it could heal the target a good amount of health & magic armour.

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

  • Encourage (Human) : an AoE buff to you and nearby allies or summons, granting them small damaging Attributes and decent Constitution. Stats granted scales with level.
    Since Totems now scale with their own Intelligence, this ability will also buff their attacks for a bit, make sure you cast it when there are 2 or more Totems in the battlefield.

  • Dome of Protection (Custom Origin) : restore good amount of both Physical Armours and Magical Armours to you or nearby allies standing inside the field, as well as bonus resistance to all Elemental types.

✦ Mid Game (9~15)
  • Shadow Infusion: Unlock Cloak & Corrosive Lash, boost 25% Damage.

  • Necrofire Infusion: This will be your main elemental infuse, unlocking Epidemic of Fire, an attack that chain up to 5 targets and apply Necrofire which -20% Fire Resistance. It's an ideal ability to set up Necrofire debuffs for your fellow wizards, it also capable of dealing strong multi targets damage if enemies are already Burning set by the Conjurer beforehand.
    Incarante with Haste status can have 5 AP and perform another Fireball (2AP) follow up after EoF (3AP) for a powerful combo.

  • Acid Infusion: An alternative elemental infusion beside Necrofire, only swap it in when enemies heavily resisted Fire damage.

  • Dominate Mind: Charm a vulnerable enemy for 2 turns, target will fighting by your side for the duration.

  • Soul Mate: Link yourself with an allied target, clear various hard CC on target if they have any. They also will copy any healings or armor restoration the host received.
    e.g: casting Shield Up or Rallying Cry on self will apply to both linked characters.

  • Venomous Aura: aura buff of great Poison damage to nearby allies weapon skills or attacks. This applies on totems attacks and your incarnate weapon-based attacks, increasing their damage potential. Recommended to use as in one of your last pre-buff routine as it lasts up to 4 turns.
    • Elemental warfare classes like: Spellsword or even a Elemental Archer will also benefit a lot from this, Venom poison damage does stack/apply on top of special arrows.
    • Buff power scales with Character Level and Geomancer, apply the same for the Aura to nearby friendlies.

  • Evasive Aura: aura buff of Uncanny Evasion to nearby allies, which +90% dodging. Useful ability to keep everyone safe from weapon-user enemies, the Conjurer can consume a Source Orb for an SP to use this along with other source spells in a battle.

  • Adrenaline: Gain 2 AP for this turn but lose 2 AP on the next turn (a tradeoff), use it when you need to babysit someone or to setup a full routine of buffs and debuffs.

  • Haste: +1 AP Recovery for you or allied target, can be used as pre-buff.

  • Telportation: teleport stuffs to chosen position, can be used gather enemies close for AoE nukes.

  • Nether Swap: a cheaper version of Teleportation but requires more planning to use. For an example: If there are an ally already on top of enemies line, Nether Swap them with another enemy and you just both gather enemy together like a Teleportation would as well as getting your ally out of harm way. That one close range character can also be the Conjurer herself ;)

✦ Late Game (16+)
  • Warp Infusion: Unlock Warp & Tactical Retreat, boost 25% Damage. Tactical Retreat for the Incarnate is both to gap-close enemy and buff Haste on itself for +1 AP Recovery.
    Warp is like Nether Swap, but it's only between the Incarnate and Conjurer, can use to quickly switch spot with the Conjurer who already in front of enemy faces, effectively also another 1 AP gap-closer, only do this if Tactical Retreat is on CD

  • Peace of Mind: great Wits boost, decent Damage boost and +20% accuracy for your ally, also cures and protect character from many Mind-related CC.

  • Fire Brand: aura buff of decent Fire damage to nearby allies weapon skills or attacks, Totems and Summons included.
    • Note: keep in mind that Firebrand does not apply/stack on top of special arrows like Venomous Coating does, so Elemental Archer doesn't quite ultize this buff but a Spellsword would still love it no problem.
    • Buff power scales with Character Level and Pyro, apply the same for the Aura to nearby friendlies.
    • Venomous Coating grants more damage bonus, so when it comes to prioritizing damaging buff, focus on Geomancer more.

  • Flay Skin: -50% all elemental resistance to vulnerable target, use it on someone you really wanted dead fast.
33 Comments
Nezumi 21 Mar, 2023 @ 10:23pm 
@mor_galad look at the runes tab he has a source orb to give him that skill
mor_galad 26 Feb, 2023 @ 2:09pm 
How do you learn evasive aura without Huntsman points in this build?
Kamii 21 Dec, 2022 @ 8:23pm 
this is cool build
The Ghoul 28 Sep, 2022 @ 7:17pm 
If you are still making build can you do a summoning solo build (if u haven’t already I cant find it if you did)
MeToLee 24 Jul, 2021 @ 11:08pm 
what happens if I make 4 of these ? :D wi
Double Dark 28 Feb, 2021 @ 9:35pm 
Curious why this build doesn't go with Glass Cannon? Seems pretty tanky and you said "there's not enough AP for the playstyle." Already at 2 Glass Cannons in my party, so it might just be better to go all in on it.
Lost Sinner  [author] 1 Jan, 2021 @ 4:55pm 
@pee: arts used
by Gal Or - https://www.artstation.com/artwork/8KPEw
by Unknown Artists - https://imgur.com/a/SuhuSQn

@Nova:I have a little note of it at the 'stats progression' section in this written guide, in short prioritizes whatever gear type available that gives the character the useful skills like Summoning, Geo or Pryo then invest STR / FIN / INT accordingly to that.
NovaCrusader727 1 Jan, 2021 @ 2:17pm 
Been trying this build out on Fane, Its fun as hell but Im having trouble finding decent armor for him. Most Armor past level 8 requires 11-12 Int/Str/Fin and this build's leveling guide doesnt seem to account for that. In your experience Sin, would keeping some points out of CON or INT be ok for the sake of keeping up with the armor I find?
lia 31 Dec, 2020 @ 4:48pm 
Can I ask where the art is from? Its super nice
bolazul 1 Nov, 2020 @ 2:07pm 
Can you please tell me where did tou find the ring, the amulet and also the +2 sum hat,