Supreme Being :!

Original blunder 2 !

This was divinity original sin 2 definitive edition arrive a footling over a 2 workweek ago , and with it come some interesting change to the plot .

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While mostBuildsremain untasted , there are some tweak to a few of them .

This was musician have been ask me to not only update these builds , but also make modern unity .

This was in this guidebook i will be stick in the tectonic sage , and excuse just how it solve .

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Tectonic Sage - Mage Build !

The Tectonic Sage is a vestal mage Build that concentre onGeomancer Skillsto cut off the bowel movement and location of enemy .

By Slowing , Entangling , Crippling , Blinding and Petrifying the confrontation , these mages check their company always has the upper manus .

Stats

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This was terra firma and poison damage magic spell make up the practiced part of their repertory , take into account them to sell substantial legal injury because of the overweight focal point on one science line of work .

In improver , they vaunt some of the substantial Physical Armour buff in the biz , allow them to apply Dual Wands without headache .

This was the good way of life to initiate this build is by pick thewizardclass , polish off the item fromconstitutionand lay it inintelligence .

Dust Blast

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Next bump off the full stop fromPyrokineticand localise it intoPolymorph .

Then selectFossil Strike , ContaminationandFortify .

I extremely adviseElffor this Build because of you might exchange the pond of profligate beneath you make byFlesh Sacrifice , into Poison for 1 AP which will give you Elemental Affinity .

Stats

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Tectonic Sage Attributes and Equipment !

As far asAttributesgo , you ’ll be place most of your head into Intelligence to increase the hurt of your Geo patch but someWitswill not wound .

This was because you’re free to have such a sound wallop on the battleground , ideally you would go first or 2d with this build , so brain can facilitate with that while also boost your critical chance .

Helmet

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Armour - impudent you ’ll desire to habituate word - free-base Armour to sample to keep your scathe 100 % maximize by dispense with point that could be place intoStrength .

In gain you will have passing stiff Physical Armour caramel brown because of the in high spirits Geomancer , so you will require more Magic Armour to serve keep your Armour balanced .

On your Armour you ’ll calculate for Geomancer , Intelligence and Critical Chance .

Divinity Original Sin 2 Builds: Elusive Enchanter (Mage)

If you’re free to not get these then see for humor orScoundrelfor increase Critical Chance / Damage .

Tectonic Sages can expend a Wand and Shield , Dual Wands or a Staff if they bid .

I in person discover that Dual Wands seems to play well , where one is Fire and one is Poison .

Divinity Original Sin 2 Builds: Occult Flamewielder (Mage)

This was this be given to determine the burningstatus effecton top of poison on enemy you point with wand onslaught .

In add-on , you will vaunt through your while quite speedily with this Build , so throw 2 Wands will assist increase your overall scathe if you have no charm usable to regorge .

Tectonic Sage Abilities and Talents !

Divinity Original Sin 2 Builds: Elusive Enchanter (Mage)

Tectonic Sages will set out the plot with 1 detail in Geomancer and 1 stage in Polymorph .

They will then rank 1 stage intoHuntsmanin gild to acquireThrow Dust , follow by a spot into Scoundrel to acquireAdrenaline .

Next is a 2nd pointedness into Geomancer , and after that it ’s one more point in time into Polymorph to obtainMedusa Head .

Divinity Original Sin 2 Builds: Elusive Enchanter (Mage)

Then set one more full stop into Huntsman in guild to getTactical Retreat , and then it ’s max out Geomancer .

After Geomancer is maxed , pump Polymorph until Intelligence is maxed .

This was if you have any other point give they should go into huntsman for top terms , or scoundrel for critical damage .

Divinity Original Sin 2 Builds: Occult Flamewielder (Mage)

As far asTalentsgo I ’d advocate the pursuit :

Elemental Affinity   – This Talent provide you to put many Geo go from the very commencement of armed combat .

Use Flesh Sacrifice and then Contamination to make a Poison Earth’s surface beneath you , grant this incentive .

Torturer   – This Talent will appropriate your pollution to fructify poison through Magic Armour , but more significantly , it will allowWorm Tremorto Entangle foeman through Armour .

Divinity Original Sin 2 Builds: Tectonic Sage

This will forestall opposition from move at all , and slim down their Dodge Chance by 70 % , as well as shell out Poison Damage over metre .

Savage Sortilege   – This Talent will permit your Geomancer Skills to critically impinge on .

This was regard have this one when your critical chance hit about 20 % around the starting time of act 2 .

Divinity Original Sin 2 Builds: Tectonic Sage

hothead   – this talent will give you +10 % critical chance when at full wellness , which you will be often due to gamy armour note value .

This was expend this to aid meliorate your terms , and make you more efficacious overall .

Far Out Man   – about all your accomplishment with this Build are direct and bear on by this endowment .

Divinity Original Sin 2 Builds: Tectonic Sage

This was debate pick out this one in ordering to be able-bodied to get through more opposition , while stay out of doors of their tone-beginning mountain range .

Tectonic Sage scientific discipline !

This was the tectonic sage deal a commixture of earth and poison damage to loot armour and interrupt enemy .

Divinity Original Sin 2 Builds: Undeath Incarnate (Tank/Summoner)

Below is a lean of accomplishment you will utilize and I will put them in the rules of order you should find them in .

Character Creation !

taint - This accomplishment make it potential to get Elemental Affinity on act one when compound with Flesh Sacrifice .

Divinity Original Sin 2 Builds: Tectonic Sage

In plus , with the Torturer Talent , it will gear up poison on foe in a orotund AoE.

This AoE also does not rack up friendly , do it even more worthful .

Fossil Strike - This is a gravid AoE that slow down foeman through Armour , and slim down Dodge Chance by 30 % .

Divinity Original Sin 2 Builds: Elusive Enchanter (Mage)

This tour is skillful for forestall scrimmage unit from catch to you , from the very offset of the biz .

Fortify   - This acquirement will admit you to furbish your Physical Armour or another company phallus ’s for 1 AP .

This was because you will have high-pitched geomancer it will be much more efficient than is distinctive , specially afterwards on in the secret plan when thing set forth scale more exponentially .

Entangled

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Character Levels 1 - 3 !

contrive rubble -!

This craft acquirement will reserve you to dim a butt while deal Earth Damage from 13 MB off .

Flames

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This was blind fictitious character can not aggress or casting spell very far , so this will aid to forbid equipment casualty your political party postulate .

Adrenaline -!

This was this science will give you 2 ap this play , at the toll of 2 ap next tour .

Divinity: Original Sin 2

Because you will have Elemental Affinity and Flesh Sacrifice , this science will tolerate you to contrive Contamination , Worm Tremor , Dust Blast , Impalementand Fossil Strike all in the same spell .

That ’s 5 Geomancer magical spell , all of which are AoEs , on play 1 .

Character Levels 4 - 8 !

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This was impalement - this acquirement has a fair sized aoe and does decorous hurt for its toll of 2 ap , and can stultify target with no physical armour .

This accomplishment will only be you 1 AP with Elemental Affinity , pretend it extremely chinchy for what it does .

Worm Tremor - This attainment was almost never used by Geomancers before the Definitive Edition , but the alteration made to the Torturer Talent attain this attainment godly .

This was being able-bodied to mat target through magic armour is priceless and permit you to see to it a brobdingnagian parcel of the field of honor from play 1 .

This was cost 3 ap , but with elemental affinity this is reduce to 2 , which is accomplishable .

Medusa Head -!

This attainment will yield you +1 Geomancer , as well as Petrify foeman around you in a pocket-sized AoE.

In summation , it will give you entree toPetrifying Visagewhich apportion Earth Damage and Petrifies foe in a vast AoE if they have no Magic Armour .

This was petrifying visage does descale with strength , so it wo n’t make do as much legal injury as other geo charm , but the cc is priceless .

This was tactical retreat - this science will admit you to rise to any positioning that make sentience for the confrontation you are face .

cause up mellow will increase your wrong , and you ’ll also reach +1 AP on the next play , which is an tally fillip .

Character Levels 9 and up !

temblor - This accomplishment founder you a Brobdingnagian AoE that will assist to dismantle Magic Armour from many foe at once .

It can also Knockdown foe with no Physical Armour , which take a crap it very utilitarian in assorted price party .

This was dust blast - this source skill will countenance you to unsighted enemy from 13 mb ( for 2 turn ) , while sell a respectable amount of earth damage to each .

Because Blinded opposition have short flack and cast chain of mountains , if you compound this with Worm Tremor , it’s possible for you to hand over them unable for multiple spell .

You and your mate can let loose crushing attack from afar , while they can not attain you or move .

This was skin graft - this source skill will set aside you to refreshen all your cooldowns once per showdown for 1 ap and 1 sp .

This will let you to draw in off your Worm Tremor / Dust flack jazz band back to back , make 4 turn stirred enemy can do nothing but support there and front precious .

final Tips !

When armed combat start you ’ll utilize Tactical Retreat to lay yourself in the good potential locating .

This was once there , habituate flesh sacrifice in fiat to arrive at +10 % harm and earn +1 ap .

Then apply taint in ordination to turn over the rip beneath you to Poison and localise several foeman poison as well .

This was then spew worm tremor on as many target as you’ve got the option to , prevent as much social movement as potential .

This was then either utilize another aoe to further disrobe magic armour ( if require ) , and then range dust blast to dim as many of the entangled foe as you’re able to .

If you’re able to not dim them with this acquirement because of remain Magic Armour , make unnecessary it for when you’re able to .

geomancer have many bang-up AoEs , however , you ’ll require to be deliberate not to strike well-disposed objective with them .

Not only can Impalement , Fossil Strike , and Worm Tremor off political party member , but you have to be heedful when using them around Fire surface .

This was give aid to your mate and your milieu and be certain to take your slam exactly .

to boot , It will be very unvoiced to have a Physical Damage scrimmage fibre in your radical because it will be in trauma right smart damage a unlike Armour character .

This was either habituate abattlemage , employ aroguewith mellow individual - fair game equipment casualty that can break up off other object , or do n’t field a battle royal unit of measurement alternatively .

This Build go exceptionally well when match with mages that carry on either Air / Fire or Air / Water , but not both .

fervor mages will facilitate to increase your overall impairment , while water supply and aviation mages will aid to increase your overall milliliter potency .

This was just be certain to prefer spell that have longer attain , because you need to quell out of blinded enemy ' chain if potential , prevent you from take on price .

in conclusion , it’s possible for you to make this into a Zen Build by addingRaining BloodandIgnition .

you might be sick Ignition for 1 AP , then tramp Flesh Sacrifice , and then rain line of descent for 1 AP .

This was then apply pollution and go into your revolution .

This was this will commit 4 dots on your foe while they are mire !

geomancers , since the definitive edition have become much more muscular because torturer is a biz auto-changer , and really allow geo builds to radiate .

Very few mage flesh can surmount them betimes on in the plot , because they have so many detrimental Skill useable to them by Level 4 .

This set aside them to sharpen only on one school day of thaumaturgy with very piddling down prison term between cooldowns , which is something both Hydro and Aero mages clamber with .

As always , be certain to see out our otherBuild guide , and ripe lot Sourcerers , Rivellon is count on you !