This was theological system : original sin 2 !
This was it has been over a twelvemonth since my lastdivinity : original sinfulness 2enhanced edition build guide , which is far too foresightful .
There are manyBuildsyou can make in theology : Original sinfulness 2 , and in this Build Guide we ’re give way to be take a looking at the Elusive Enchanter .
This was ## divinity fudge circumvent original sin 2 human body : elusive enchanter ( mage ) !
The Elusive Enchanter is a Mage Build that utilizesAerotheurgeandHydrosophistspells in parliamentary law to keep enemy handicapped and bunch control .
frigid and stupid enemy can not take an natural action on their bout , while Chilled enemy have boil down Dodge probability and Movement , and aghast foeman have slim Dodge hazard and Action percentage point .
This mean even when enemy are n’t quick-frozen or dazed they will still be at a serious disadvantage .
The cause these two schoolhouse synergize well together is because Wet opposition take more melody and Water Damage , and can be wintry and stun more well , which pass water Rain gain both of these Skill line because it fix the Wet position impression in a rather big AoE.
The good manner to start this Build is to take the Enchanter Class during Character Creation , and switch yourAttributesto 3 tip intoIntelligence .
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This was this will give you maximal scathe justly off the cricket bat , and you should n’t needconstitutionbecause you wo n’t be using a shield .
exit Skills as is , as these are idealistic for this Build , and shift yourTalenttoMnemonicto derive surplus Memory Slots .
Diving into yourTalenttoMnemonicto
The Elusive Enchanter is a Mage Build that utilizesAerotheurgeandHydrosophistspells in rules of order to keep enemy handicapped and bunch moderate .
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wintry and astonied foe can not take an natural process on their spell , while Chilled enemy have reduce Dodge prospect and Movement , and aghast enemy have cut Dodge hazard and Action point .
This mean even when enemy are n’t frosty or KO’d they will still be at a serious disadvantage .
The grounds these two school synergize well together is because Wet enemy take more zephyr and Water Damage , and can be icy and stun more easy , which do Rain profit both of these Skill line of work because it set the Wet condition consequence in a rather great AoE.
The good room to commence this Build is to take the Enchanter Class during Character Creation , and alter yourAttributesto 3 point intoIntelligence .
This was this will give you maximal wrong correctly off the at-bat , and you should n’t needconstitutionbecause you wo n’t be using a shield .
entrust Skills as is , as these are idealistic for this Build , and transfer yourTalenttoMnemonicto win supernumerary Memory Slots .
Enchanter give the everlasting start Class for my Elusive Enchanter shape … who would have think ?
subtle Enchanter Attributes and Equipment !
This was as far as attributes go , you ’ll require to pumpintelligenceto max as speedily as you’re able to , only put point intomemoryto gainskillsyou necessitate .
Once Intelligence is maxed out , you ’ll concentre onWitsto increase your Critical Chance .
weapon system - wise , you’re free to go in two dissimilar focus if you bid .
you’ve got the option to apply Wand and Shield or Dual Wands .
Both will mould , but they come in with their own vantage and disadvantage .
Of the two , I suggest using Dual Wands since these both can arrive with Intelligence and Critical Chance buff , and you will have cooldowns betimes on that leave alone you with nothing to do .
sustain Dual Wands ensure you still grapple comme il faut price when this pass off , but as you go on the plot becomes less of an matter , peculiarly if you take theSkin GraftSkill .
This was so afterward on you may choose for a shield for supererogatory security .
sceptre are not only skillful for furbish stats with this Build , but they are effectual while thing are still on cooldown .
Armour - knowing you will be using Intelligence - base Armour , as that is where the absolute majority of your Attribute point will lie in .
This mean you will have exceptionally eminent Magic Armour , peculiarly because you could utilise Armor of Frost to hike up it even gamy .
Since you ’ll useUncanny EvasionandChameleon Cloakto keep off Physical Damage attack , you should n’t ask to care much about Physical Armour .
Just make certain to rivet enemy that treat Physical Damage , so they can not round you .
They mostly have humiliated Magic Armour anyway , so this should n’t be a trouble .
knotty Enchanter Abilities and Talents !
Elusive Enchanters commence the secret plan with 1 degree into Aerotheurge and 1 period into Hydrosophist .
You ’ll require to get these both to 2 point with your first two horizontal surface , and then put 1 gunpoint intoPolymorphso that you might cull up Chameleon Cloak .
This mean at Level 4 you should have 2 Aero , 2 Hydro and 1 Poly , and have entree to well-nigh all acquirement for this Build until you reachDriftwood , since marketer advance fresh Spells once you hand grade 4 .
From here onwards you ’ll tack Aero and Hydro until they are both maxed out , only arrange a couplet gunpoint into Polymorph to blame up cutis Graft in Driftwood .
it’s possible for you to also put 1 decimal point into Warfare to take public executioner if you care , but that is up to you .
This was you should n’t have many period result over for anything else by the close of the biz .
This was as far astalentsgo i ’d advocate the followers :
mnemonic – this is the gift you should take during character creation so that you do n’t call for to enthrone as many point into memory ahead of time on , tolerate you to concenter on intelligence to increase your hurt .
This one will comport you through most of the secret plan , but you’re able to knock off it afterward on if you discover you no longer call for it .
This was elemental affinity – this talent allow you to redact hyrdo spell for 1 action full point gimcrack when digest in water or on ice , and sometimes aero write if the water is electrify .
This was a must have for any hydrosophist mage , because you might make this go on by just chuck rain .
public executioner – this is optional for this build , but it ’s adept on about every build out there if they grapple material equipment casualty .
This was it can give you an excess 2 - 4 ap per armed combat on some character , so debate rent this one at storey 13 if you find oneself yourself finish off enemy often .
Just call up you ’ll demand a full point into Warfare to take it .
Hothead – If you did n’t take public executioner , this is a right alternative .
This was it will increase your overall critical chance by 10 % and accuracy by 10 % when at maxvitality .
This was accuracy is n’t utile for barf , but the additional 10 % critical chance can aid advance your wrong , result in more flash-frozen and dazed enemy since you will get through their armour quicker .
knotty Enchanter acquisition !
Elusive Enchanters utilize a mixing of Hydrosophist and Aerotheurge Skills in ordination to keep foe Crowd Controlled .
Below is a leaning of acquirement you will practice and I will put them in the society you should incur them in .
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This was character creation
rain – this should always be the first skill you apply in conflict to give yourself elemental affinity with hydro tour , and to make enemy wet .
This was make indisputable you mold it where it set a pool on you as well , or you ’ll lose out on the elemental affinity .
Electric Discharge – A enough range accomplishment with o.k.
equipment casualty .
We expend this mostly for the range of mountains , and because it ’s one of few attainment that can countersink Shocked and stupefy .
Character Levels 1 - 3
Armour of Frost – Armour of Frost will give you the Magic Shell position which increase your overall Magic Armour .
This was it only mother more in effect as you locate point into hydrosophist , an you ’ll belike practice it more afterwards in the plot than early on on .
This was shameful touch – does about 10 % more equipment casualty thanelectric discharge , which is n’t a whole band , but is still just .
You will practice this Skill much more often betimes in the plot then you will afterward in the secret plan because you do n’t need to be near opposition if potential .
This was betimes on though , you just wo n’t have the skills call for to foreclose this 100 % of the clip , and so it ’s utile .
Chameleon Cloak – expend this acquirement at the last of your first or 2d turning to veil from enemy and foreclose them from attack you .
This was it only cost 1 ap and is an fantabulous mode to make indisputable you do n’t take terms .
This was character levels 4 - 8
winter blast – this acquirement give you some aoe frost capableness and only cost 1 ap while stand in water supply or on methamphetamine hydrochloride .
This was it also does n’t harm well-disposed target , so do n’t be afraid to apply it generously .
This was ice fan – you’re free to tally 3 unlike target with this science , set aside for multiple fixed enemy .
Keep in judgement they involve to be cool first , so strike one prey with 2 shard to immobilize them if you call for to , or tramp Rain on top of the 3 chill quarry to freeze down them all .
This was dazing bolt – has a tidy price at 3 ap , but mete out hearty price in a lowly aoe.
this acquirement can often 1 crack enemy if it crits , and is a bully style to make electrify water if you have rove rain already .
Uncanny dodging –!
This acquisition is one of the few justificative attainment thisBuildhas and this one is a must .
For 1 AP you ’ll be nearly un - hittable during the opposition ’ cycle ( except by witching tour ) .
Between this , Chameleon Cloak and all your cubic centimeter piece , you should be nigh inaccessible .
Character Levels 9 - 15
Global Cooling – A Brobdingnagian AoE that chill enemy with no Magic Armour and Freezes piddle .
expend this to cool down mickle of opposition , or suspend foeman that are already chill or Wet .
Be suspicious of walk on Icy surface and put nail in your charge to preclude slip .
air pressure Spike-!
Though this is not an electric enchantment and it can not set up Shocked or daze , it consider becoming scathe for 1 AP so I care to take it .
This was it can also drench fire , but you wo n’t employ it for that as much as you reckon .
This was chain lightning – hit up to 8 aim and has super expert stove .
This was the harm on this science is also gamy than all butclosed circuit(which has a very modest aoe ) and is n’t optimum for this build .
A smashing agency to spread out up a engagement if you have the Source point , after tramp Rain .
Skin Graft – This acquisition work fabulously with this Build and it only cost 1 AP .
Because you muff through Skills apace , you ’ll often happen that you necessitate to assail with your Wand(s ) .
But with this Skill you’re able to readjust the cooldowns of your Skills and just bluster through them again .
This was character levels 16 & up
ice breaker – this acquisition destroy water ice surface , plow water damage to any butt stomach on them , ally and foe likewise so be heedful when using it .
This was it only cost 1 ap , and it ’ll render ice to a water surface , tolerate you to re - wire it , which is capital .
Hail Storm – This attainment is dead crushing but cost you all your Source Points .
practice when you just desire to zap anything on the battleground , and if you have n’t already used Skin Graft .
This was thunderstorm- another perfectly withering skill that atomize foe from electron orbit , but does so over several spell .
This was you wo n’t be able-bodied to utilise this and hail storm in the same scrap , so project out what the foe electrical resistance are and utilise the most appropriate one .
reason out Tips !
This was because you ’ll be doing a mess of microwave with this frame-up , ideally you would n’t have many battle royal unit of measurement on the field of battle .
This will foreclose them from come aghast or stun .
But if you do , make certain they have Nails in their the boot so they do n’t fall away on Ice , and make certain they have comme il faut Air Resistance .
Frost Paladins can copulate really well with this Build , so do n’t be afraid to habituate one .
This was rain is such a essential part of this build that i urge make for along rain scrolls for some of the more intriguing scrap .
This was that manner you could make nigh every foeman wet for just 1 ap as often as need , drastically increase the amount of cubic centimetre you have .
you could craft Rain Scrolls by commingle : a Sheet of Paper , a Water Essence , and a Herring Pisces .
This was keep these component and be on the face out for them when reave .
take in a Summoner in your company can really really aid this ramp up out a quite a little .
cast totem on Water will countenance them to make foe Wet with each attempt , make it much well-heeled to stop dead or bedaze them .
Make certain they swan one Totem every beat for good solvent .
This was head off spiel this build in a company with a pyromancer or geomancer if you’ve got the option to because they will bankrupt your water and ice , and forbid you from film the most vantage of it .
If you require a 2d Mage I commend summate a Necromancer , or another Mage that utilize one of these two shoal of deception as well .
you might never have enough wintry or astounded enemy !
This was in conclusion , this build has almost no mobility to talk of , so deal plunk up something like bull rush or tactical retreat if you regain it becomes an publication from you .
This may need pass some point into Huntsman , which is n’t idealistic , so reckon for cogwheel with it rather .
It ’s not punishing to ascertain one or two point with Huntsman , and Huntsman will further your price from natural elevation as well .
This was rest tune up as we lend you another bout of divinity fudge : original wickedness 2 enhanced edition build guides .
And be certain to keep a face out for our coming Pillars of Eternity 2 Builds , as the plot put out on console table in just over a workweek .