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Right now at level 9 my crit chance is up to 24%. Divinity Original Sin 2 Builds: Undeath Incarnate (Tank/Summoner) The Undeath Incarnate Build is an Undead Tank/Summoner hybrid Build that actually induces enemies to attack you, while using Skill that replenish Armour to keep you alive, allowing your Incarnate to attack while you soak up damage and punish enemies for targeting you. At level 12 I'm taking savage sortilage for my crit chance to apply to my spells. Literaly every fight I go 1st, my incarnate goes 2nd. If you play a melee, get Blitz Attack, Phoenix Dive, Battering Ram and if possible 1-2 more mobility skills. If they do have retribution, go for living on the edge. Unless your foes have retribution, which is quite seldom, your selfheal with necromancy is sufficient. PS: High wits is great because of the high initiative. For healing purposes, put 1-2 points (2-4 due to lone wolf) in necromancy. I had no trouble at all soloing everything in Act 1 with just the 1 summonere character on tactitian. Otherwise get your 5 or 6 turns left out of him and then recast him without any gap in uptime.
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If his initial agro pull resulted in lots of damage to him, just recast him right away. Though at first glance he appears to be a stoic, deadly, brooding. Divinity: Original Sin 2 builds are a diverse lot, varied beyond belief because of the complex skill system threaded throughout the game. your cooldown is already over and you can recast him any time you want! The former Divine Order soldier turned mercenary, Ifan ben Mezd is one of the deepest characters in Divinity: Original Sin 2. This means you will likely start the fight with 5 or 6 turns left before he expires, because half his duration burned down out of combat. Potentially even casting more buffs on him without you entering combat!Ģ) The cooldown to cast him again is faster than he expires out of combat. The reason why this is such a good way to start fights is two-fold.ġ) He has the agro, you are back and safe, and often not even in combat and can move forward cautiously. You can CTL-Click someone to run up into melee, or you can his ranged attack, or some will just agro when they see him. Then click his icon next to your portrait to take control of him and run him up to the enemies to start the fight. Out side combat, cast your incarnate beside you, then buff him for range and melee. Now the #1 thing that makes a summoner really useful is how you start fights: And I would have lots of support spells to go with it in all the elemental magic schools. This way I could examine my opponents and choose what element they are weakest against and use that kind of incarnate, or physical or blood if those were the best choice. Played on Tactician solo, never having another party member.Īt first, every level up went into Summoning up to rank 12 (had a +1 item making it 13).Īfter that, each level up I put into the elemental magic skills, Pyro, Geo, Hydro and Aero. The armor bonus is huge and he won't be doing much damage anyway.That was my summoner when he first got off the island and onto the boat at the end of Act 1. I use my summoner as a support caster and a crowd controller and I've not had too much trouble yet. Potentially even casting more buffs on him without you entering combat 2) The cooldown to cast him again is faster than he expires out of combat. 1) He has the agro, you are back and safe, and often not even in combat and can move forward cautiously. I've had pretty good luck with that since you can use the incarnate to strip physical armor and then with him and the summoner you can keep one guy locked down for three turns. The reason why this is such a good way to start fights is two-fold. If you give the summoner 2 points in warfare you can get pheonix dive, battering ram, and battle stomp. If you want to focus on one type of magic after summoning I've had good luck with hydro and with geo.
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But do not be fooled especially, since in general they resemble classes from the same Dark Souls, that is, they are hybrids that differ. My summoners have 2 scoundrel, 1 pyro, 1 hydro, and 1 geo at least for adrenaline rush, cloak and dagger, haste, frost armor, and fortify. In Divinity: Original Sin 2, the developers especially tried to diversify the gameplay elements by adding as many as fourteen classes. They also heal from the element they are created from. Incarnates do physical damage when summoned from normal ground or blood, magic damage from anything else. Necro is a terrible combo with summoner since you can't use the bone widow and the incarnate and the incarnate is much stronger.įor the summoner just focus on summoning till its at rank 10, pick up extra points with gear if you can.
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