Divinity: Original Sin II is a game full to the brim with character options for players to tweak and adjust to their liking. As a result, character creation can be a daunting process that overwhelms new players. The Conjurer is one of the pre-made classes that DOS2 offers. This is a magic-based class that centers around summoning creatures to the battlefield to bolster the party's forces.
Knowing how to make an effective Conjurer will make the game go a lot smoother. Here's how players can make a great Conjurer that can support the party through sheer offensive capability.
Conjurer Attributes & Abilities
Humans may be the best racial choice for a budding Conjurer. They begin with the Encourage ability, which increases the combat stats of all surrounding allied characters. Not only is this a cheap and effective way to bolster the party, but it will also affect every summoned creature, making it a perfect opening move once they're all summoned. The other races can perform just fine, but Encourage synergizes perfectly with this class.
Of course, players could take Lohse or Ifan along with them, as they have access to that skill too. Alternatively, being an Elf grants access to Flesh Sacrifice, which creates a puddle of blood on the ground around the user. This grants easy access to powerful infused summons that would be otherwise a hassle to obtain.
Conjurers begin the game with one point invested in Intelligence and two in Constitution. These aren't terrible choices. The former will improve their damage with wands, which will likely be a Conjurer's weapon of choice due to their ability to create useful elemental puddles on command. The latter will improve the Conjurer's survivability, which is great for a character that contributes passively to damage output.
As far as abilities go, Summoning is the primary choice for Conjurers. Every point in this ability will improve their summons' Vitality and Armor ratings, as well as their damage output. They begin with one point in this ability and two others in Loremaster and Leadership. Loremaster is a mediocre ability, but Leadership is great as it will improve the defensive abilities of all allies -- perfect for a character who creates more allies. Consider swapping Loremaster for Persuasion to have a more obviously useful ability.
Conjurer Skills
Summoning skills are the bread and butter of the Conjurer class. The two most important ones are Conjure Incarnate and Elemental Totem. Conjure Incarnate creates a small creature that is controlled by the player. It's important to know that the Incarnate can gain elemental attributes and abilities depending on what type of surface the spell is targeted at. For example, casting it on a puddle of water will create a water-infused Incarnate.
Elemental Totem is a more passive summoning ability that's fantastic when cast on high elevations. It creates a Totem that attacks nearby enemies automatically on their turn. Like the Incarnate, it will take on the elemental properties of any surface it is summoned from. While the player can only summon one Incarnate at a time, they can summon three Totems.
There are multiple Summoning skills that serve only to change the element of an Incarnate. These are only useful in some cases, and situationally at that. Water Infusion and Ice Infusion can sometimes be nice to have, as they can both turn the Incarnate into a healer momentarily. Cursed Electric Infusion is also pretty good, as it's a rare infusion that grants the Incarnate some powerful spells. The drawback is that these skills require investment into other ability schools, but they're fantastic to pick up if the Conjurer is dipping into those.
For the more prolific Conjurers, Rallying Cry is a great defensive skill in a pinch, as its power is based on the number of summons that they have around them. Restoring a large amount of Magic Armor and Vitality at the same time is fantastic in emergency situations. A great utility skill is Warp Infusion, which grants an Incarnate access to Teleportation and Nether Swap. These are only somewhat useful in battle but can be useful for moving around the environment in the field.
Conjurer Talents
The Conjurer starts with Pet Pal as its default talent, and it's not a bad choice. It allows the character to talk to animals, resulting in more fun dialogue and even exclusive quests that are great for earning more EXP. Players may want to consider picking All Skilled Up to get a head-start on buffing their summons by investing another point into Summoning. The Pawn is another good Talent for a Conjurer, as being able to move further is important for survivability -- and they are not likely to prefer Executioner, which The Pawn precludes taking.
A crucial Talent to take for a Conjurer is Far Out Man. This Talent makes it so that spells can be cast further away, meaning Incarnates and Totems can be summoned in more strategic locations than before. The lessened emphasis on offensive Talents means that Conjurers can more easily take defensive Talents like Walk It Off, which reduces the threat level of status ailments.
Conjurer Builds
A fantastic option for Conjurers is to dip into Huntsman a little and become an archer with Summoning skills. Conjurers are likely to stay away from the thick of battle anyway, so improving their damage output with a powerful bow and some Huntsman skills is an attractive option.
Ricochet is a good skill for dealing damage to multiple enemies -- something the Conjurer will naturally not be great at. Tactical Retreat is fantastic for keeping distance, and First Aid is good in a pinch. While this build will also require some Dexterity investment, it's a bit more active and exciting that a pure Summoning build.
Alternatively, a pure support build is possible by dipping a point or two into Pyrokinetic, Geomancer, Hydrosophist and Aerotheurge. There are great skills in each school that don't rely on raw stats and equipment to be useful, allowing the Conjurer to be more useful in the long run. They can buff allies will skills like Haste and Armor of Frost, or set up explosive finishes with skills like Fossil Strike. This build requires a decent investment into Memory to be as versatile as it can be, but it's worth the trouble.
Conjurer Gameplay Tips
Since the Conjurer's summon abilities can be heavily influenced by elemental puddles, it would be prudent for players to keep elemental wands on hand to create them. This means the Conjurer can easily bolster their party with elemental firepower of their choice by creating whichever puddle they need and summoning Incarnates or Totems from it. One neat bonus that comes from using wands is the option to pair them with shields. As dual-wielding wands is unlikely to be particularly effective for a Conjurer, bolstering their defense is a good way to improve survivability.
It's important to note that, while there are other Summoning skills that add creatures to the party like the Polymorph's Summon Oily Blob, they will overwrite the current Incarnate. As a result, only use these skills where they would be significantly more beneficial to the situation than the versatility of an Incarnate.
Notably, these other Summoning skills have separate cooldowns from Summon Incarnate, meaning they can be used in emergencies where the Incarnate has died prematurely. Another quirk of the Summoning school is that new creatures will take their turn immediately after the Conjurer, so they can be used to close gaps, serve as obstacles and finish off low-health foes in a pinch.
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About The Author
Ryan Bamsey (31 Articles Published)
Ryan Bamsey is a Welsh writer, volunteer, and avid gamer. When not gaming, he can usually be found baking, reading, or thinking about manta rays.
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