Blogs
on August 31, 2025
<br>Spider Legs (2 Polymorph): Fire off webs that prevent enemies from moving and grants you Haste if you step in them. The webs can also spread fire already laid out by yourself or an ally. A great control ability, but cannot be used at the same time as Spread Your Wi<br><br> <br>Equalise (3 Polymorph): Redistributes all armor and health to everyone equally. This can be used defensively to heal up weakened allies, and also rob armor and health from the enemy. Can be very situational, but a great tool in boss fig<br><br> <br>Specializing in Geomancy will give the Conjurer access to the Poison Infusion and Acid Infusion Summoning abilities. Geomancy uses the powers of earth and poison to deal damage and stay on the battlefield. Taking Geomancy will likely make the Conjurer more of a melee fighter and tank. The best Geomancer abilities that would work best with the Conjurer are Contamination, Fortify, Oily Carapace, Turn to Oil, Mend Metal, Reactive Armor, Worm Tremor, Summon Artillery Plant, Siphon Poison, and Living W<br><br> <br>Any of these lines would make a great secondary skill line option depending on the playstyle that is wanted. Depending on the race of the character may also change the decision. If the Conjurer wants a third skill line, choosing another element may be the best option. Other Conjurer combinations could be Hydrosophist and Necromancy for a support role, Geomancy and Warfare for a tanking role, Pyrokinetic and Huntsman for a ranged role, or Aerotheurge and Scoundrel for a stealthy r<br><br> <br>Conjurer, one of the many pre-made classes in **Divinity: Original Sin II , ** is a summoning-based class . Being one of only a couple of classes based in only one skill line, the Conjurer can be built in several different ways. Set-up to be more of a supporting class, here is the best way to build a Conju<br><br> <br>Skin Graft (3 Polymorph): Resets all of your cooldowns. This is powerful on its own but becomes even crazier on Fane, whose special Time Warp allows an instant second turn (though for 1 Source point, and another for Skin Graft itse<br> <br>Circle of Suns (Ring): decide to kill Sadha inside the Arx Lizard Consulate (this may cause Red Prince to go hostile if he isn’t a main character). Gives a nice boost to Pyrokinetic and the Flaming Skin skill for f<br><br> <br>The conjurer already has an ability that would do well with several different playstyles but seems to be built to play a more supportive role in combat. One of the first things a Conjurer will want to decide on is if they want to specialize in a particular element. There are several summoning abilities that a character will only have access to if they also have levels in a particular elemental skill line. Any of these could make a great secondary skill line for the Conju<br><br> <br>The Summoning skill line has many useful abilities that allow the player to have several extra summoned companions. Conjurers have abilities from summoning elemental creatures to charming enemies to fight along the player's side. While this skill line is incredibly useful, alone it will not be eno<br><br> <br>Characters gain talent points at level 1, 3, 8, 13, 18, 23, 28, and 33. Divinity Original Sin 2 is programmed for more points at higher levels, but due to the limited amount of experience points, it is likely most parties will complete the game at level 22<br><br> <br>You gain a bonus to Pyrokinetic and Hydrosophist, or Geomancer and Aerotheurge that swaps each turn. This is a great talent for mages that use elemental pairs. Because of the way surfaces and clouds react, it is best to pair up Pyro with Geo and Hydro with Aero for damage, buffs, and healing. Since which cycle you start with is random, it might not be as helpful if you lack a bonus at the time of cast<br><br> <br>Medusa Head (2 Polymorph): Deals Earth damage around you and will cause Petrify on enemies with no Magical armor. Nice if other party members deal Magic damage, but might not be as useful if the team focuses on Physical damage. Also cannot be used with Bullho<br><br> <br>On most level ups you should raise your primary selected attribute, Strength or Intelligence based on weapon. Every few levels also put a point into Wits for <a href="https://Marketingme.wiki/wiki/Divinity:_Original_Sin_2_-_Metamorph_Class_Guide_Tips_Tricks">Https://Marketingme.wiki</a> critical hit rate, Memory for skill slots, and Strength for heavy armor (if you are wielding a staff). Warfare will give a multiplicative damage boost to your Physical damage, while Pyrokinetic will do the same for Fire damage. Also consider Two-Handed, which will give an additive bonus to all damage types (even better if you are dealing other elements, like Poison or Air) and increase your critical damage multiplier. Also take combat abilities for skill requirements, like Geomancer or Necroman<br> <br>Finally, specializing in Pyrokinetics will give the Conjurer the Fire Infusion and Necrofire Infusion Summoning abilities. The Pyrokinetic uses fire and necrofire to damage their enemies. Taking this skill line will make the Conjurer more of an active fighter who is ranged. The best Pyrokinetic abilities to use for the Conjurer are Ignition, Peace of Mind, Bleed Fire, Corpse Explosion, Sabotage, Throw Explosive Trap, Sparkswing, Summon Fire Slug, and Meteor Sho<br>
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