



What skills and talents and stuff do you recommend?

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Last updated on October 21st, 2018
Divinity: Original Sin 2 is in full swing, and one of the major issues players are having with the game is Builds. What Build do I use? What’s a good Build for a Warrior? Ranger? Mage? etc. Since the game is rather difficult this has come much more into focus than one would expect. In this Build Guide were going to cover the explosive: Battlemage. Let’s jump into this Build and see just how it works.
Battlemage – Mage/Warrior Build
The Battlemage is a front lines Mage Build that focuses on Pyrokinetic Skills to deal massive damage to its enemies. Battlemages focus on pure Intelligence and get in close and unleash devastating Fire attacks on all nearby enemies. The Battlemage also uses a couple Warfare Skills and Polymorph Skills for mobility, resistance and some extra AoE, because they want to get in close and blast the hell out of foes. Players using this sort of Build will wreak havoc on the battlefield quite frequently so be sure the rest of your party is positioned accordingly and doesn’t take more friendly “fire” than is necessary. I like to run this Build in a party with an Elementalist who then doesn’t have to take any Fire Skills.

The stat sheets on my level 16 Battlemage. This Build just does absolutely devastating damage.
Battlemage Attributes and Equipment
Batllemages focus primarily on Intelligence, but do drop points into Wits and Constitution as well. Intelligence increases the damage of all of your Skills, Wits will increase your Critical Chance and Initiative (both of which are important), and finally Constitution will make sure you don’t get killed while in the firefight. You shouldn’t need to allocate any points anywhere else unless you need just another skill or two on your bar, in which case drop a point into Memory. Just be sure to remove the point and reallocate it when you gain that slot naturally from leveling.
Battlemages wear Armour that is Intelligence-based, so they will have tons of Magic Armour. This is great because you will be walking in fire quite a lot and you don’t want to take damage. The downside is that you will have rather low Physical Armour, making you susceptible to Knock Down. It’s always a good idea to buff your Battlemage near the beginning of the fight with Fortify to prevent this from happening. Place Flame Runes of Power into your Armour to increase your Intelligence and your Fire Resistance. Placing one in your Necklace will increase your Intelligence and Critical Chance, so be sure to do that when you can.

These two Skills actually provide the same amount of Physical Armour, only the one on the left has 10 points into Geomancer, which increases Physical Armour. Both of these are good choices for a Battlemage.
Battlemages will use a Staff for their Weapon of choice, and ideally a Fire one. This will not only allow you Attacks of Opportunity on your nearby foes, but will allow you to utilize the Warfare Skill: Whirlwind to good effects. Since Warfare Skills scale with Intelligence when wielding a Staff, this is a non issue. You’ll want to get a Staff that has Intelligence, Critical Chance and a Rune Slot if possible as this will help to maximize your damage. Putting a Flame Rune of Power into your Staff will increase your Staff attacks and grant you some Intelligence. Note: when choosing gear, you’ll want to prioritize Intelligence/Pyrokinetic, then Critical Chance, then Two-Handed and finally Scoundrel.
Battlemage Abilities and Talents
One of the hardest parts about making a Build in Divinity: Original Sin 2 is getting your Abilities distribution correct. It’s easy to get spread too thin, and often people make the mistake of not spreading points around enough. The bonuses you gain from Abilities in this game are somewhat different than the original, so it’s easy to see why people can get confused. Let’s take a look at what Abilities and Talents you need for a Battlemage.

These are the two main Attributes you will utilize for your damage. When you can’t put any more Attribute Points into Intelligence you’ll want to start dumping Ability Points into Two-Handed to increase your Critical Multiplier as well as melee damage.
When playing a Battlemage you’ll want to max out Pyrokinetic at 10 and have 2 or 3 points into Warfare for skill unlocks. All other points should be placed into Polymorph to get extra Attribute Points to place in Intelligence as well as unlock Flaming Skin and Skin Graft. Once you cannot place anymore points into Intelligence you’ll want to place points into Two-Handed for extra Whirlwind/Attack of Opportunity damage and higher Critical Multiplier on all Skills. Again you can place one point into Geomancer to get Fortify.
As far as Talents go I’d recommend the following:
Elemental Affinity – This Talent shines so hard in this Build I’m not sure you can put enough emphasis on it. Since you’ll be standing in Fire pretty much constantly you will get a shit ton of attacks per round, second only to a Tidalist (which I’ll cover in another Build Guide). Get this one early and never look back. Note: that it cannot reduce the cost of a skill below 1 AP.
Opportunist – This one is really good for this Build because you’re playing with a Staff. Be sure to land near targets with Phoenix Dive to ensure you get these.
Executioner – I cannot decide if Elemental Affinity or Executioner is better for this Build because they both give you about 2 more AP to spend per turn, however, when mixed together they turn your Battlemage into and absolute powerhouse! Take this one 2nd or 3rd.
Savage Sortilege – Very useful later on in the game when you start to focus on optimizing your gear and your Critical Chance starts to rise above absolutely disgraceful levels. Take this one as your 3rd or 4th Talent.
Far Out Man – You have many mid-range Skills with this Build and this Talent can help push the range out just a bit more, improving their effectiveness (AoEs especially).
Torturer – You might get more use out of this Talent then just about any other Build. Not only does extend the duration of your Burning and Necrofire Status Effects, but it also increases the extra damage of Sponataneous Combustion by about 25% per Status Effect.
Demon – Having extra Fire Resistance is never a bad thing for a Battlemage so this Talent fits here. If you decide Torturer is a no go, then take this one instead.
Battlemage Skills
Now that you’ve decided which Talents and Abilities you want, you’ll need to identify just which Skills work best with this kind of setup. Battlemages will use a mix of Pyrokinetic and Warfare Skills to deal massive amounts of Fire damage. Since Builds evolve over the course of the game, I’m going to put the Skills in order from earliest obtainable to latest, because you won’t be able to get them all right way.
Pyrokinetic Skills
Ignition – This is your early game Fire AoE that deals ok damage for 1 AP. It doesn’t hit friendlies, but will hit objects near them, setting them ablaze. Take this early and consider dropping it later on.
Fireball – A great AoE that deals decent damage and can help control the battlefield. Don’t be afraid to cast this exactly where you are standing to trigger Elemental Affinity if there are enemies around you.
Spontaneous Combustion – A great ranged skill that not only deals decent damage, but also consumes the Burning and Necrofire Status Effects of an enemy into instant damage. Try to use only on Burning or Necrofired enemies.
Supernova – This might be the skill that makes the best case for this Build. It costs a hefty 3 AP, but deals incredible damage! Be sure you are standing in Fire when you use to reduce its cost by 1 AP, and be careful not to damage your party members!
Flaming Tongues – Probably the second best skill for this Build, this will essentially gives you multiple Attacks of Opportunity if anyone comes near you for 3 turns. Between this and Opportunist, I can’t see why you’d play a ranged Pyromancer.
Master of Sparks – This skill does amazing damage when you use Whirlwind. Sparking Swings only shoots 4 balls out before it wears off, or it would be listed here. This will help you get some more AoE fire damage.
Laser Ray – A great damage dealing skill that can hit multiple targets. Be sure not to hit your own party members and try to be standing in Fire when using to reduce its heft cost of 3 AP by 1. The smoke from it can hide you from ranged attacks.
Epidemic of Fire – This skill requires 3 AP and 2 SP, which makes it a once per encounter type skill. What’s really good about it is that it uses Cursed Fire, meaning you can set the Necrofire Status Effect with it.
Warfare Skills
Whirlwind – Will deal damage based on your Staff type and has decent AoE, especially early on in the game. When combined with Master of Sparks, can absolutely destroy nearby enemies in one attack.
Phoenix Dive – This is your means of jumping into the fray, literally. The fact that it does some Fire damage is just an added bonus. You can replace this with another skill that does the same thing, but you’ll have points in Warfare already anyway.
Challenge – As of February 1st, 2018 this Skill now only costs 1 AP, making it viable for this Build if you put 3 points into Warfare. Buffs Physical and Magic Armour in addition to increasing your damage by 15% for 1 turn.
Thick of the Fight – If you decided to put 3 points into Warfare, I recommend taking this skill. It boosts damage by 10% for each character around you, both friendly and hostile, and it applies to any type of damage.
Polymorph Skills
Flaming Skin – This skill is a great way to mitigate Fire damage against your character if you have poor Fire Resistance. You may not need it later on depending on how well geared you are, but it’s worth having on your bar just in case.
Skin Graft – Because you have some extremely powerful Skills, being able to reuse them quickly will drastically increase your damage. Also removes Burning and Necrofire, which you may need!
Final Tips
Consider adding a point into Geomancer to take Fortify. You’ll have low Physical Armour with this setup and having this skill can address that issue. It also removes Burning, which is useful. If you don’t want to allocate the point, then I advise dropping a few points into Strength just to get a bit more Physical Armour.
Finding a good Staff for this Build can be quite difficult, so your melee damage may suffer. I say that because you should always prioritize a Weapon with better bonuses than better damage for this Build because the majority of your damage will come from non-weapon Skills. Keep in mind that Pyrokinetic increases the damage of Fire Staves so even though you can technically use any Staff, Fire will serve you better in most cases. Praise the Sun if you ever get one with good damage and good bonuses, because they are rare!
This Build is very one dimensional and will under-perform in fights where the enemy has Fire Immunity or very good Fire Resistance. This is the one downside to this Build, but luckily it’s not often. Be sure if you are playing this Build that your party has a wide variety of other damage types to compensate. My Elementalist runs the 3 others just for this reason. You can also use Flay Skin to help reduce Resistances, although it scales with Strength.

Dragon’s Blaze does scale with Pyrokinetic, but not Intelligence. Flay Skin scales with Strength, however, you may need the Nullify Resistance to help deal damage.
Finally, I recommend that you play as a Lizard or The Red Prince when playing the Battlemage. Lizards gain 10% extra Fire Resistance as well as the Dragon’s Blaze skill which does excellent damage for 1 AP, and will increase in damage as you add points into Pyrokinetic. You can of course play as any Race you wish, but I think there is a natural synergy there and is my recommendation.
Be sure to check out our other Build Guides! Good luck Sourcerers, Rivellon is counting on you!

Senior Editor at Fextralife. I enjoy gaming, playing and watching sports, cooking yummy food, watching a good movie and hanging out with Fex.
View my other postsDivinity: Original Sin 2 - Battlemage Class Guide (Tips & Tricks)
Planning out a main character and team can be a difficult task. The Battlemage emphasizes a mix of spells and melee, but the ratio is customizable.
With so much freedom and options, Divinity Original Sin 2 can be daunting at first. There is an array of starter classes with different skills, abilities, and talents. And even after making an initial choice, you’ll need to think about future levels and fights. This guide will provide tips for playing and improving the default Battlemage.
Related: Divinity: Original Sin 2 - Metamorph Class Guide (Tips & Tricks)
Even for veterans, it may be a good idea to give the game a second playthrough. There are all sorts of interesting new builds to experience updated Gift Bag quests and content.
Battlemage Creation in Divinity Original Sin 2
The base Battlemage during character creation (or if you recruit a companion) is 1 Strength, 1 Intelligence, 1 Constitution, 1 Warfare, 1 Aerotheurge, 1 Persuasion; Battering Ram, Shocking Touch, Blinding Radiance skills and the Comeback Kid Talent. While Air damage is serviceable, you can cause much more destruction by beginning with Fire damage and adding in other elements later.
As a Battlemage, you will be dealing with some mix between Physical and Magic damage. It would be better to just prioritize one: either heavily invest in two-handed Strength weapons and Warfare or Intelligence staves and Pyrokinetic. Either way, being on the frontlines means that it would be good to wear Strength-based armor. Consider starting with 1 Strength (mostly for future gear requirements), 2 Intelligence, 1 Warfare, 1 Pyrokinetic, and Civil Ability matching your character (Barter for Ifan, Loremaster for Sebille, etc.).
For your first three skills consider Battle Stomp for area damage (it will deal elemental damage if you wield a staff, but will not Knock Down if the target has Physical armor). Take two of the three: Ignition to light enemies aflame, Searing Daggers to create Fire surfaces, and Haste to improve your AP regeneration. You will also have All In if you wield a two-handed weapon, or Staff of Magus ranged attack with an elemental staff. For the first Talent, Torturer will let you inflict Burn status even if enemies have Magical armor, or Opportunist to get free attacks on moving targets.
Advancing as a Battlemage in Divinity Original Sin 2
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 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 Necromancer.
For new Talents aim for Executioner to regain AP, Hothead for critical hit rate, and Elemental Affinity to reduce AP costs; if you are using more spells than pure melee also get Savage Sortilege to gain magic criticals. With Gift Bags, Sadist will deal Fire damage on Burning targets.
Primary Warfare and Pyrokinetic Skills
- Sparking Swings (1 Pyrokinetic, 1 Warfare): your melee attacks produce a flame that bounces to another target. A great start to Fire and Burning mayhem.
- Throw Explosive Trap (1 Pyrokinetic, 1 Huntsman): lay down a trap take can easily be triggered by other magical spells.
- Bleed Fire (1 Pyrokinetic, 1 Polymorph): causes enemies to bleed out and make Fire surfaces. Also reduces their Fire resistances.
- Fireball (2 Pyrokinetic): sends out a burst of Fire that does heavy damage and leaves a surface.
- Spontaneous Combustion (2 Pyrokinetic): either cause Burning on a target or removes Burning and causes high bonuses damage. Really good on bosses and other strong single targets.
- Supernova (2 Pyrokinetic): ignite a small area around you in Fire. Warning, this can hurt close by allies and NPCs.
- Fire Whip (2 Pyrokinetic): hit a single target for heavy Fire damage, and may cause Blind and Burning.
- Firebrand (3 Pyrokinetic) grants you and close by allies extra Fire damage to their melee and ranged attacks.
- Master of Sparks (2 Pyrokinetic, 2 Warfare): a supped up version of Sparking Swings. Both you and allies can trigger Fire damage sparks, and they bounce to even more targets.
- Epidemic of Fire (3 Pyrokinetic): a flame jets between up to five targets for massive Fire damage, and creates Cursed Fire surfaces. Mainly reserve this when Master of Sparks in on cooldown, or you need a ranged attack.
- Crippling Blow (1 Warfare): attack in a cleaving motion and deal extra damage. Can inflict Cripple if the enemy has no Physical armor.
- Blitz Attack (2 Warfare): hit and jumps between two targets. Good for both damage and movement.
- Phoenix Dive (2 Warfare): jump to a location and create more Fire surfaces.
- Whirlwind (2 Warfare): hit everyone around you. Really powerful if you have proccing attacks, like Master of Sparks or Firebrand.
- Onslaught (3 Warfare): Hit the enemy multiple times for reduced damage. Also, once again a great skill more for procs than raw damage.
Other Recommended Skills
- Venom Coating (1 Geomancer, 1 Scoundrel): Grants extra poison damage to your attacks. Great for adding in another damage type.
- Poison Wave (2 Geomancer): creates Poison damage clouds. Also gives immunity to Poison and Earth damage.
- Siphon Poison (3 Geomancer): absorb Poison clouds and surfaces and boost your Poison based weapon damage. Really good when paired with Poison Wave and other surfaces made by your allies.
- Worm Tremor (3 Geomancer): Deals Earth damage in an area. If you have Torturer this will deal extra Poison damage and Entangle, even if the enemy has Magic armor left.
- Blinding Radiance (1 Aerotheurge): Deals a moderate amount of Air damage, but also grands a Blind aura.
- Vacuum Touch (1 Aerotheurge, 1 Necromancer): cause melee range Air damage, and cause Suffocate, which deals direct damage to Magic Armor (but not Health) each turn.
- Breathing Bubble (1 Aerotheurge, 1 Warfare): makes you immune to Silence, Suffocate, and ignore cloud effects.
- Uncanny Evasion (2 Aerotheurge): Greatly increases your evasion and movement. Use this to get out of (or into) trouble areas.
- Medusa Head (2 Polymorph): deal Earth damage around you based on Strength score. Will Petrify enemies that lack Magical armor.
- Silencing Stare (3 Necromancer): Deals damage to Magic armor (not Health) and can cause Silence.
Unique Gear for a Battlemage in Divinity Original Sin 2
While most gear will be found in random chests and bought from merchants, there is some unique equipment to search for:
- Hildur’s Plate (Body): bought (or stolen) from Hilde in Fort Joy. Decent armor with Fire resist and will reflect back Fire damage when hit.
- Antique Armor (Body): found inside a chest at Reaper’s Coast X: 630, Y: 410. Lowers movement, but prevents being teleported by the enemy.
- Emarch (Body): sold by Basatan the Wishmaster in the Advocate’s encampment on Bloodmoon Island. Gives bonuses to Two-Handed and extra movement.
- Flashing Footsteps (Boots): inside a chest in Reaper’s Coast X: 650, Y: 200. Standard boots that also give a bonus to Pyrokinetic.
- Reaver’s Axe (Two-Handed Axe): looted from a body on Bloodmoon Island at X: 375, Y: 415. Decent damage and will hit in a cleave motion.
- Xhaxh’s Staff of Parasitic Decay (Poison Staff): a possible reward for slaying Xhaxh during the quest A Taste of Freedom, started inside Mordus’ basement in Reaper’s Coast. Boosts Memory and Necromancer.
- Divine Reckoning (Air Staff): looted from killing Bishop Alexander while at Nameless Isle. Boosts both Two-Handed and Aerotheurge.
- Knight of Amadia’s Gloves (Gloves): Enter Amadia’s Shrine at Nameless Isle and solve the entire puzzle inside for this reward. An Intelligence based armor that gives bonuses to Pyrokinetic and Aerotheurge.
- Divine Spark (Two-Handed Axe): sold by the Unarmed Elf in Arx at X: 330, Y: 373. Deals pure Fire damage and causes Sparks on hit, making it extremely powerful if you focuses Strength.
- Three Sisters (Air Staff): also sold by the Unarmed Elf. This will enable Firebrand for free. The weapon also grants boosts to Memory, Two-Handed, and gives Thick of the Fight.
- Ave Layal (Gloves): in a chest behind Lord Kemm’s estate in Arx at X: 135, Y: 255. Gives a boost to Intelligence, Wits, Initiative, and immunity to Silence. Also gives Silencing Stare for free.
- 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 free.
- Kvyn’s Hands (Gloves): possible loot inside the Doctor’s basement. However, getting these may lockout Lord Ruaney unique items. Has a Wits penalty, but will give Medusa Head for free.
- Fiery Infero (Fire Staff): sold by Lord Omyt in the top level of Lord Kemm’s house. A strong staff with Memory bonus and can cause Flaming Crescendo on hit.
- Tailsman of the Faithful (Amulet): looted from a container in Arx at X: 270, Y: 444. Boosts Geomancer and Aerotheurge.
It will take time and effort to build up your Battlemage, but eventually, they will become an elemental powerhouse.
Next: Divinity: Original Sin 2 - How to Solve The Lunar Shrine Puzzle
Divinity Original Sin 2 is available on PC, PlayStation 4, Xbox One and the Nintendo Switch.
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About The AuthorKurtis Seid has been covering the game industry for over a decade. His published works have appeared on GameSpot, EGM, and App Annie. He also was a former editor for Electronic Arts' Origin platform.
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Divinity 2 battlemage
Battlemage is a preset class in Divinity: Original Sin II.
"Amplifies brute strength with powerful magic."
Talents
Comeback Kid: If an enemy lands a fatal blow, come back to life with 20% Vitality
Starting Skills
Blinding Radiance: Enemies around you take Air damage and become Blind
Shocking Touch: Deals Air damage and Shocked status to target in melee range
Battering Ram: Rush forward, dealing Physical damage while knocking down foes
Recruitment
If you recruit a Battlemage on the Lady Vengeance, you get Ravella, a female Dwarf, who starts with:
Whirlwind: Perform a whirlwind attack, dealing damage to all enemies around you
Nether Swap: Force two characters to swap places
Enrage: Enrage an ally, ensuring critical hits with basic attacks at the cost of being Muted
Favourable Wind: Allies around you gain an increase in movement speed
Tips
- Consider choosing Dwarf (+10% max Vitality) or Lizard (+10% Fire/Poison Resistance) as your race for this class
Sours: https://divinityoriginalsin2.wiki.fextralife.com/Battlemage
Then I took the trouser belt in my hands and began to methodically beat on the elastic white ass. She shrank in a funny way with each blow, and there were pink marks on her skin. When I got tired of painful screams, I took out my panties from the hole and gagged the maid with them. Having thrust them in completely, I made her close her lips: Letting out at least the edge, I will peel with a buckle.
I made a dozen more blows until the.
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Twisting eights and zigzags. There was a fog in my head, the voice was replaced by a whisper: "Don't cum inside me, don't cum. keep on. your bitch wants to taste the sperm on her tongue.