Divinity Original Sin 2 Builds: Elusive Enchanter (Mage)

Divinity 2 mage build This is a topic that many people are looking for. s-star.org is a channel providing useful information about learning, life, digital marketing and online courses …. it will help you have an overview and solid multi-faceted knowledge .

Today, s-star.org would like to introduce to you Divinity Original Sin 2 Builds: Elusive Enchanter (Mage) . Following along are instructions in the video below:

“Has been over a year since my last divinity original sin enhanced edition build guide. Guide. Which is far too long there are many builds you can make in divinity. Sin.

And an dispelled guide. We re going to be taking a look at the elusive enchanter. The elusive enchanter is a mage bill that utilizes aro. 13.

Hydra. So the spells in order to keep enemies disabled and crowd controlled frozen and stunned enemies cannot take an action on their turn while shield enemies have reduced dodge chance and movement and shocked enemies have reduced dodge chance and action points this means even when enemies aren t frozen are stunned they will still be at a serious disadvantage. The reason these two schools synergize well together is because wet enemies take more air and water damage. And can be frozen and stun more easily.

Which makes rain benefit both of these skill lines because it sets the wet status effect and a rather large aoe. The best way to begin this build is to take the enchanter class during character. Creation and change your attributes to 3 points. Into intelligence.

This will give you maximum damage right off the bat and you shouldn t need constitution. Because you won t be using a shield leave skills as is as these are ideal for this build and change your talent to mnemonic to gain extra memory slots as far as attributes go you ll want to pump intelligence to max as quickly as you can only putting points into memory to gain skills you need once you max out intelligence. You ll focus on wits to increase your critical chance weapon. Wise.

You can go in two different directions. If you wish you can use wand and shield or duel wands. Both will work. But they come with their own advantages and disadvantages of the two i suggest using dual wand.

Since these both can come with intelligence and critical chance buffs. And you ll have cooldowns early on leaving. You with nothing to do having dual wands ensures you still deal decent damage when this occurs. But as you progress the game becomes less of an issue particularly if you take the skin graft skill.

So later on you may opt for shield for extra protection armor. Wise. You ll be using intelligence based armor as that is where the majority of your attribute points will lie..

This means. You will have exceptionally high magic armor particularly because you can use armor frost to boost it even higher since you ll use on candy evasion and chameleon cloak to avoid physical damage attacks. You shouldn t need to worry about physical armor. Just make sure to focus enemies that deal physical damage so they cannot attack you they generally have lower magic armor.

Anyway. So this shouldn t be a problem. Elusive enchanters begin the game with one point into arrow third. And one sophist.

You want to get these both the two points with their first two levels and then put one point into pali more so that you can pick up chameleon cloak. This means. At level four. You should have two arrow.

Two hydro and 1 poly. And have access to nearly all skills for this build. Until you reach driftwood since vendors. Gain new spells once you reach level 4 from here onward.

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You ll alternate arrow and hydro until they are both maxed out only putting a couple points into polymorph to pick up skin graph you can also put one point into warfare to take execution. If you wish. But that is up to you you shouldn t have many points left over for anything else by the end of the game as far as talents go. I d recommend the following mnemonic.

This is a talent you should take during character creation. So that you don t need to invest as many points into memory early on allowing you to focus on intelligence to increase your damage this one will carry you through most of the game. But you can drop it later on if you find you no longer have need for it elemental affinity. This talent allows you to cast hydra spells for one action point.

Cheaper. When standing in water or on ice. And sometimes arrow. Spells.

If the water is electrified a must have for any hydra surface mage because you can make this happen by simply casting rain savage sorta leash this talent will allow your spell s to critically strike and is a must have later in the game to increase your damage. Consider taking this one. When your critical chance hits about 20 percent around the beginning of act..

2. Because it won t help out much until you can actually have some critical chance executioner. This is optional for this bill. But it s good on nearly every build out there if they deal substantial damage.

It can give you an extra two to four ap per combat on some characters so consider taking this one at level 13. If you find yourself finishing off enemies often just remember you ll need a point into warfare to take it hothead. If you didn t take executioner. This is a good choice.

It will increase your overall critical chance by 10 and accuracy by 10 when at max vitality accuracy isn t useful for casting. But the extra 10 critical chance can help boost your damage resulting. In more frozen and stun to enemies. Since you will get through their armor faster.

Elusive enchantress use a mix of hydra sophists and aero 3rd skills in order to keep enemies crowd controlled the following is a list of skills you will use and i put them in the order you should obtain them in character creation rain. This should always be the first skill you use in battle to give yourself elemental affinity with hydra spells and to make enemies wet make sure you cast it where would put puddles on you as well or you ll miss out on the elemental affinity hail strike. This will be your go to damaging spell. So you reach level four and more skills become available be careful not to hit other party members with it and make sure not to miss the enemy with some of the shards.

Which can happen aim dead center for best results. Electric discharge a decent range skill with okay damage we use this mostly for the range and because it s one of few skills that can set shocked instant character levels. One two three armor of frost armor of frost will give you the magic shell status which increases your overall magic armor it only gets more effective as you place points into hydra sophist and you ll likely use it more later in the game than early on shocking touch does about 10 percent more damage than electric discharge. Which isn t a whole lot.

But is still better you will use this skill much more often early in the game than you will later in the game. Because you don t want to be near enemies. If possible early on though you simply won t have the skills needed to prevent this 100 at a time. And so it becomes useful chameleon.

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Cloak use this skill at the end of your second or third turn to hide from enemies and prevent them from attacking you it only cost one ap and is an excellent way to make sure you don t take damage character levels. 4 to 8 winter blast. This skill gives you some aoe freeze capability. And only cost one ap.

While standing in water or on ice. It also doesn t harm friendly units. So don t be afraid to use it liberally ice fan you can hit three different targets with this skill..

Allowing for multiple frozen enemies keep in mind they need to be chilled first so hit one target with two shards to freeze them. If you need to or cast rain on top of the three chill. It s to freeze them all dazing bolt has a hefty cost at 3 ap. But deals substantial damage in a small a o e.

This skill can often one shot enemies. If it crits and is a great way to create electrified water. If you ve cast rain already uncanny evasion this skill is one of the few defensive skills. This build has and one that is a must for one ap.

You ll be virtually unhittable during the enemies round except for magic spells between this chameleons. Cloak and all your cc spells. You should be near untouchable character levels. 9.

To 15 global cooling. A huge aoe that kills enemies with no magic armor and freezes water uses to chill lots of enemies or freeze enemies. That are already chilled or wet be wary of walking on icy surfaces and put nails in your boots to prevent slipping pressure spiked. Though.

This is not an electrical spell. And it cannot set chakra stunned it deals decent damage for 1 ap. So i like to take it it can also douse fire. But you won t use it for that as much as you think chain lightning.

It s up to eight targets and has extremely good range the damage on the skill is also higher than all but closed circuit. Which has a very small aoe and isn t optimal for this build a great way to open up a battle. If you have the source points. After casting rain skin graft.

This skill works fantastically with this build and it only costs one ap. Because you blow through your skills quickly you ll often find that you need to attack with your wand or ones. But with this skill you can reset the cooldowns of your skills. And just blow through them all again character levels.

16 and up icebreaker this skill destroys ice surfaces. Dealing water damage to any target standing on them friend and foe alike. So be careful when using it it only costs one ap and it will return ice to a water surface allowing you to re electrify..


It which is great hail storm this skill is absolutely devastating. But cost you all your source points use one you just want to nuke anything on the battlefield. And if you haven t already used skin graft thunder storm. Another absolutely devastating skill that nukes enemies from orbit.

But does so over several turns you won t be able to use this and hailstorm in the same combat so figure out what the enemy resistances are and use the most appropriate. One final tips. Rain is such a crucial part of this build that i recommend bringing along rain scrolls for some of the more challenging fights that way you can make nearly every enemy wet for just one ap as often as needed drastically increasing the amount of cc you have you can craft rain scrolls by combining a sheet of paper. A water essence and a herring fish keep these ingredients and be on the lookout for them.

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When looting because you ll be doing a lot of nuking with this setup. Ideally you wouldn t have many melee units on the battlefield. This will prevent them from getting shocked or stunned. But if you do make sure they have nails in their boots.

So they don t slip on ice and make sure they have decent air resistance. If possible frost paladin s can pair really well with this build. So don t be afraid to use one having a summoner in your party. Can really really help this build out a lot casting totems on water will allow them to make enemies wet with each attack making it much easier to freeze or stun.

Them make sure they cast one totem every round for best results. Avoid playing this build and a party with a pyromancer or ger master. If you can because they will ruin your water and ice and prevent you from taking the most advantage of it if you want a second mage. I recommend adding a necromancer or another mage that utilizes one of these two schools of magic.

Well you can never have enough frozen or stun to enemies lastly. This billet has almost no mobility to speak of so consider picking up something like bulrush or tactical retreat. If you find it becomes an issue for you this may require spending some points into huntsman. Which isn t ideal so look for gear with it instead.

It s not hard to find one or two items with huntsman and huntsman will boost your damage from elevation. As well stay. Tuned. As we bring you another round of divinity original sin enhanced edition build guides and be sure to keep a look out for our upcoming pillars of eternity builds as the game releases on console in just over a week music ” .

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Divinity Original Sin 2 Build Guide for the Elusive Enchanter, which is a Mage that specializes in Water and Electric damage. an Aerotheurge and Hydrosophist hybrid Build.

If you re having a tough time or you re new to the game, check out our guides

Getting Started Guide – https://youtu.be/Qg7nNrjL2pg
Beginner s Guide – https://youtu.be/fHD-PQHzNmE
Guide to Lone Wolf – https://youtu.be/WalD6t29rJc
Party Combination: Magic/Physical/Mixed – https://youtu.be/yoLqkiF6FvU
Optimal Party Composition – https://youtu.be/Ruw_kY6YOw4
Which Build is For You? – https://youtu.be/OYE-lMhhJ0g

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