Please Help Me Build My Team!

DOS2 Help

Hi all. OK, so this is my second playthrough (1st in 160+ hours.... what is life?). Main was the Red Douche as DPS geo/pyromancer, with Beast as 2H physical DPS with some utility polymorph sprinkled on, Sebille as 2H dagger DPS with utiliity huntsman/polymorph sprinkled on, and Lohse as your standard aero/hydromancer DPS/support.

This time around I have Fane (main) as hydro/necromancer support/DPS (mainly support), Ifan as pure ranger DPS (warfare, then ranged, then huntsman in points) with some scoundrel utility (namely teleport and AR), the Red Douche as sword and board physical DPS/utility, and Lohse as summoner/?

I'm trying to make my party be 50/50 physical/magical. I like Ifan the the way he is, but I'm not sure about the other three. How should I build the other three? Do I need to squeeze in pyromancy, geomancy or aeromancy anywhere? What should Lohse's secondary (primary?) focus be? Should I rebuild Fane entirely or keep that weird necro/hydro combo?

Keep in mind that this is on classic (yeah, I'm a peasant, fite me 1v1 brah... jk.. plz don't), and that my goal is not to min-max, but to optimize the party builds so that I'm not stuck anywhere in the game wrt damage and progression. For example, I know that with my current set-up, that lvl 15 troll in Driftwood is going to kick my ass, because I have no answer to its regeneration.

Thanks for reading.

Posted Dec 6, 2017, 12:12 AM UTC

310
myhv•

Answer to everything in this game is to kill it before it moves. As such, some general guidelines:

You really do not need a dedicated support, you can easilly have 2 pure damage mages with pyro/geo and hydro/aero and have them pick up some useful skills like armor of frost, fortify, resto, etc. That said, make sure you're not constantly attacking in to wrong debuffs with them (i.e. fireballing a wet target or ice faning a warm one).

If you absolutely must have a support, or puppies will be shredded, make it a summoner primary, and some points in to necro and hydro/geo.

As for your ranger, I would suggest ranged>warfare>scoundrel and only put points in to huntsman when you need them to learn new skills.

And finally sword and board is ultimatelly useless. Only chars that should wear a shield are your summoner and your mages, before you start stacking crit. If you want a front line char, who can soak damage, use inquisitor.

3
based_memeOP•

"If you absolutely must have a support, or puppies will be shredded, make it a summoner primary, and some points in to necro and hydro/geo."

I was thinking of speccing out necro and replacing it geo, but then I didn't know where to put pyro. Geomancy without pyromancy is like apple pie without the apple.

"As for your ranger, I would suggest ranged>warfare>scoundrel and only put points in to huntsman when you need them to learn new skills."

IIRC, warfare>ranged>scoundrel is the order that yields the highest damage output. Is there a source for the correct order?

"And finally sword and board is ultimatelly useless. Only chars that should wear a shield are your summoner and your mages, before you start stacking crit."

So shield builds are useless? I thought throw shield was one of the most OP skills in the game?

2
BlueManaWyrm•

Magic arrows also scale with your physical damage so Ifan can help Mages out. Honestly rangers are 100% the best hybrid damage dealers because they can do both while not splitting attributes. I ignored magic arrows my first play through because my party was physical but when I started using them I realized just how dominant it can be in a mixed party having Mages with shield toss is nice as well but they still have a CD on their physical source then.

2

Do Ifan as summoner support. The wolf stats scale with summoning.

2
JosieJOK•

Right now, your party seems heavily focused on physical damage: Warfare, Scoundrel, Necromancy all do physical damage. Hydro seems the only magical damage school in your party and at lower levels it's heavily weighted toward buffing and healing (although some of the higher level spells do crazy damage).

As for a basic mixed-damage party, Fane works well as a 2-handed warrior with a few points in Necro and the rest in Warfare. Pump STR and give him your basic Warfare skills and some Necro skills (which will also help him heal). Ifan as a Ranger is the perfect partner: pump FIN, with some WIT starting in Act 2 (Fane should also start to put points in WIT at the same time). Both these types of builds do massive physical damage. I'm running an all physical damage party with these same characters built this way and they're kicking serious ass on Tactician.

As for magical-damage characters: The Red Prince is pretty well suited for a Pyro/Geo build. Geo with its oil and poison spells is a perfect way to set everything up to burn like crazy and thus it's a perfect complement to Pyro. The same thing goes for Hydro and Aero; Rain on an enemy and then shock it and it will be stunned (after stripping magic armor, of course). Lohse as a Hydro/Aero would be a good addition to the party and could also handle her share of healing/buffing magical armor, while The Red Prince could shoot poison at Fane to heal him in a pinch and also buff physical armor with Fortify and Mend Metal.

Also, while grenades scale horribly, giving some magical-effect grenades like Razzle-Dazzle and Frost to your physical-damage party members will ensure that they can be useful even if they're not focusing on magical damage themselves. Pick an opponent that has been stripped of magic armor by TRP or Lohse, fling a Razzle-Dazzle grenade and blind them. Same goes for scrolls, and also in reverse for your magic damage dealers--give them physical effect grenades (and scrolls) like Tremor grenades.

This is a very basic hybrid damage party, nothing fancy, but I hope this helps!

1
based_memeOP•

So either make the party all physical, or make TRP and Lohse geo/pyro and aero/hydro, respectively?

1
JosieJOK•

All physical, all magical, or 2/2 phys/magic. Anything but 3 phys/1 magic or 3 magic/1 phys.

Geo/pyro and aero/hydro were suggested only because they're good combos with spells that tend to synergize. The type of character you have is limited only by your imagination. You can have a pure pyro companion, a pure aero, or combine geo with hydro on one companion--whatever you think would be fun!

1
vaderbg2•

I think pure physical (or pure magical) parties are boring, so I always go with a mixed party. I'm still working on finishing the game (currently in Act 4 with my "main" party) but I've finished act 1 about 6 times or something like that. Here's some ideas of mixed parties, all of them viable at least to level 8:

  • My main party: Two-handed Knight with some polymorph (Fane). Pyro melee mage (Ifan) wielding a fire staff with max Pyro, some Geo and Warfare, rest in two-handed. Master of sparks + Whirlwind ends fights. Ranger (Sebille) with just a basic Warfare/Ranged/Huntsman build. Hydro/Aero Enchanter (Lohse), max Hydro and freeze stuff. Doesn't hinder the Pyro too badly, because he's melee and doesn't need ground effects.

  • The second party is basically based on this guide with some adjustments because I like to have some Hydro spells. It's basically a shield wielding Aero/Geo/Pyro-Wizard as "tank" with lots of CC, a Pyro/Geo damage-Wizard and two physical DPS. I went with Ranger and a paladin-style Knight with Hydro and some geo, planning to ignore crit with the Knight (because frankly, two-handed crits are overkill) and instead going for versatility by increasing Hydro and Int as secondary abilities instead of the usual Wits/Two-Handed.

  • Another party I like so far: Same "Paladin" as in the second party. A Rogue with some necromancy at higher levels since you don't need high wits if you backstab all the time so you might as well go for some int. A four elemental Wizard, with only 2-3 points in every element and the rest in scoundrel for large crits. And a Summoner/supporter with some points in all elements for buffs, heals and some CC.

As I said the seconds and third parties aren't tested beyond Act 1 yet and I'm particularly interested in seeing how the hydro-knight works out. I did notice that my purely ranged spell enchanter in party 1 feels a bit weak because hydro works best when you are somewhat up close so you can hit the enemies with rain and stand in the water with a single cast. Without elemental affinity, Hydro's offensive spells are simply too expensive AP-wise. Hydro could use some kind of "Water Blast" spell for 1 AP that deals minor damage to an enemy making him wet and/or creates a puddle on the ground.

Just some ideas, maybe you can use some of them :)

1
based_memeOP•

If I change Fane to 2h inquisitor (necromancy/warfare), which necro skills should I be using, aside from decaying touch, since many of the skills scale with INT, while my main stat will be STR?

1
JosieJOK•

Must-haves are: Shackles of Pain, Bone Cage, Living on the Edge, Death Wish. None of those scale with INT, instead having concrete effects like diverting all the damage you receive to an enemy, or returning phys armor based on the number of corpses around you, etc.

Mosquito Swarm, in the early game, for an "Oh, SHI-!" healing skill (only after armor has been stripped, though). You can ditch it later.

Infect is good, too, even though it scales with INT, but you don't want it for damage as much as for the debuff. It seems to be bugged currently, though, so you may want to hold off on it for a while.

Then, of course, there's Blood Storm: a once-in-a-fight spell that needs 4 AP, 3 SP, and 3 points each into Hydro and Necro to use, but that's capable of wiping out all enemies in a huge AoE. Expensive, but worth it!

1