Battlemage divinity 2

Battlemage divinity 2 DEFAULT
Building Beast's default Battlemage build?
I told Beast to stick to his guns. Now I can't find a guide how to build Beast into his default Battlemage.

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.

fortify and deflective barrier

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.

flay skin and dragons blaze

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!


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Divinity: 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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Joined: Mar 2019

Hello everyone-

I've really been enjoying playing Divinity 2. However, the depth of options has left me feeling a little overwhelmed. I've gotten to a point where I have a good grasp of the basics, but am feeling lost how to improve my team's cohesion. I'm hoping some of you will be able to make some concrete suggestions.

The biggest headache I have right now is overall group synergy, specifically relating to my Battle Mage. At the start of the game, I basically just joined up with the first 3 players I ran across, so the team I ended up with is:

1) Custom character (hunter)
2) Red Prince (fighter)
3) Sebille (rogue)
4) Beast (battle mage)

I didn't really think to much about whether this was a "balanced" mix of roles, I just went with it. Now, further into the game, I'm just a little lost about how to integrate the Battle Mage, what kind of build would work best with the other 3 characters, all of which seem more obvious as to how to play. I use Red Prince as a tank and lead attacker, I coordinate Sybill to sneak in and attack, and my hunter attacks from range.

The battle mage, however, is a bit of a mystery to me. After reading a number of online commentaries I dumped most of his skill points into aerothurge and hydrosophist, but I'm frequently annoyed at the AOE status effects impacting my team members - specifically Red Prince and Sebille, who have no choice but to get up close with enemies. I just am not sure how to make the best use of this class in tandem with the other 3 characters.

So, for the people who have experience with this - does a battle mage even make sense for this group considering the other players? What school should I focus on that would work with them? Is there a build that makes the Battle Mage into more of a single-target damage dealer? Or is that beside the point for the class?
Or should I respec beast to a different class altogether? I would appreciate any insight into this! Thank you in advance!

old hand


old hand

Joined: Oct 2017

Location: Somewhere Along the Highway

A hydro-aero specialist is more of a nuker/supporter than a "battle-mage", since hydro-aero is strong in burst magic damage and crowd-control, plus healing.

I've never had a battle-mage kind of character, but that role usually means being good at magic and brawn in equal measure. So you probably want to get skills that boost armor, like Fortify and Armour of Frost, and a few other higher levels skills. In general any skill that helps the character sustain more damage in combat without needing a support to buff them.

As for (melee) weapons, you can either go for staves which do magical damage or normal weapons that do physical damage. Using physical weapons means you'd want to invest points in STR to make your physical attacks count. Using staves means you can skip STR and have more points to spend on INT, which boost both magic skills and basic attack damage. You can still be a "battle-mage", even when you do only magical damage. Keep in mind that you can use many Warfare skills with staves, but your damage would be magical, and since most Warfare skills incur physical penalties (like knockdown or crippled), you don't have a very strong synergy this way. But it does work; when an enemy has no armor left, anything goes.

So one idea for a battle-mage would be physical weapons, something like Warfare (65%) Geo (20%) Hydro (15%), STR or FIN (75%) INT (25%). The magic counterpart of this is the one in which you invest only in INT and the elemental schools, and use staves.

Or you can certainly do something like Warfare (50%) Pyro (50%), STR/FIN (60%) INT (20%) CON (20%), just to be flashy, if you already have a supporter/healer in the group.

Another option is to invest in Necromancy and go full physical damage. Necromancer + Warfare is a common idea, since Necromancer deals physical damage, which is boosted by Warfare. This is the typical life-stealing melee build. Depending on the weapon you're using you can invest in either STR or FIN, aside from INT. Although. this might not be your idea of a battle-mage, depending on whether you consider Necromancer traditional magic or not.

Last edited by Try2Handing; 03/03/1909:00 PM.

"We make our choices and take what comes and the rest is void."




Joined: Feb 2019

There are a few types of battlemages. If you have trouble doing much damage with your battlemage, you're probably in category 1 or 4.

-The most useless battlemage ever:
You want to be able to deal both physical damage and magic damage? This is the kind that decided that splitting points between physical damage skills/attributes and magical is a good idea. 2 mixed "battlemage" like this is half as good as a pair of mage+warrior, in terms of total damage dealt; even if you find a situation in which only, say, physical damage is needed, having a focused physical damage dealer do everything the 2 of your mixed "battlemage" do while the focused mage skips their turn is slightly better than having 2 mixed "battlemage", as the focused physical damage dealer at least does the damage in a single turn instead of across 2 turns.

-The not really a battlemage:
Went pure intelligence with no warfare, holds a stave, spams spells, and only use the stave for when you ran out of cooldowns. It's a powerful build, it's easy to use, but while you might fancy yourself a battle mage, you're really just a normal mage.

-The tankmage
Build like a normal strength warrior, with a few points in geomancer for buffs and crowd controls (fortify, mend armor, earthquake, earth spikes, reactive armor). Mainly build warfare and one handed, do only physical damage and negligible earth damage, spam knockdowns slows and cripples, and basically be a nuisance to your enemy. Don't expect to actually do a lot of damage tho.

-The actually good battlemage:
2~3 points in warfare, the rest in two-handed and pyrokinetic, and focus the entire build around sparking swings. Equip a fire stave, proc loads of sparks with each whirlwind/onslaught/battering ram/battle stomp/blitz attack/crippling blow, and deal mostly fire damage. You'll be a mostly fire damage dealer, otherwise you won't do much damage. If you play it right, over half of your damage will be from the sparks. This is one of the builds that does the most damage in the game until lvl 16 where 3 source skills break the balance.

-The not really good battlemage:
Exact same as the actually good battlemage except you use a stave that's not fire damage and/or not use sparking swings. And yes, going venom coating lands you in this category too. For other staves, the problem is that you won't be able to just dump points in pyrokinetic for damage increase across the board, and splitting points between 2 elements is just weakening both. As for not going sparking swings... you'll basically be a normal knight that does magic damage. While that may not sound bad, most enemies don't have physical resistance, but most have some form of elemental resistances, so you deal a lot less damage than a normal knight. And you won't be able to knockdown enemies because you don't break physical armor.

P.S. Sparking swing only crits if you have savage sortilege.






Joined: Nov 2018

Location: Wisconsin

Given that you have 3 physical damage characters, I would recommend just going with a full physical damage party. It doesn't matter how much physical armor a mob/monster has if 4 characters are focusing to go through it.

Doing this, Abao's tankmage is a fantastic option and would be a perfect fit for your party. The Warfare/Geo suggestion is more of a base fighter build and works well. A lone point into Pyro can be useful to light all of the oil on fire if you need to do some magical damage. This is good for sword and board Battlemages. Because you already have Red Prince set up as a fighter, there are a couple other good options that will both fit in well with the party.

Alternatively, you can still go more of a traditional Battlemage by doing a strength build with a focus on Warfare and just a couple points in Aero. This allows access to Uncanny Evasion and with a point in Scoudrel will open up Smoke Cover as well. These 2 spells are useful for a 2 handed Battlemage or Dual Wielding Battlemage. Dual Wielding get more interesting later into act 2 as you can max out Warfare, and start dumping to Dual Wielding to get your Dodge up. Choose gear wisely and a dwarf (Beast in this case) can get Dodging up above a 30% chance with little effort. Add in those 2 defensive Aero spells and your Battlemage gets pretty difficult to even hit let alone take down.

Yet another, less traditional option for your Battlemage would be an intelligence/Necro build. With high intelligence Decaying Touch and Mosquito Swarm do LOTS of physical damage. As you will be burning through Physical Armor you still want a couple points into Warfare. This will allow not only the CCs from Battle Stomp and Battering Ram but also Bouncing Shield and Deflective Barrier to do some more physical damage. This build will require sword and board set up. Also, a point in Hydro and/or Huntsman is useful to get the most out of Decaying Touch when it does get past armor. Hydro also opens up Raining Blood synergies with Blood Sucker. Interestingly a point in Pyro works well here. This allows crafting of Corpse Explosion (Necro/Pyro), which does good physical damage. Yes, the combat system is versatile enough that even an intelligence build can be a physical damage power house. You won't be relying on auto attacks, so the wand that does the most damage will be your choice.

All three of the above builds are melee, physical damage builds. As such, they would round out your group well as a full physical damage party, which is a solid group set up.

Abao's Pyro Battlemage is a fantastic build which can be tons of fun, but is doing magical damage while the rest of your party is doing physical and as such may never burn through the magical armor of opponents to do actual damage to their health bars. That would leave this type of Battlemage really only doing CC with Battle Stomp and Battering Ram after the rest of the party has stripped off physical armor. So, while overall it is a fantastic build, it likely won't fit your party make up. This build is ideal for either a full magic damage party or a mixed damage party. A mix party would have 2 magic damage and 2 physical. I would highly recommend doing another play through when your current one is done and making a party that would make the most of the Pyro Battlemage.




Joined: Feb 2019

Ok I actually built a battlemage with sparks earlier to test out how good it is as more than just theory crafting, and I have something more to add to my little "build" earlier.

Sparking Swings ->Sparkmaster

Weapon damage doesn't really matter, the spark doesn't just do over half your damage, it does 90% of your damage. I suggest high crit weapons with long reach for early mid game, and once you get to Arx buy the Air damage staff from the Unnamed elf for permanent Thick of the Fight buff. I was critting for 3k damage per spark with 83% crit rate on a lvl 18 lone wolf battlemage, which is 10k total damage per target hit (3 spark hits, and ~1k from the actual staff attack). It's ridiculously powerful, as long as there are more than 4 enemies in the fight (not necessarily in reach of your weapon, mind you. The sparks fly FAR) it's much stronger than even meteor storm in terms of damage per AP. My Meteor Storm on the same stats/buffs does something like 6k damage to targets in the dead center, which is less damage even if there's 4 targets all clumped up in the dead center to take most of the meteor hits, than a single whirlwind with sparkmaster.

This is one of the greatest build in terms of AOE damage, second only to apotheosis + double pyroclastic eruption (that shit is broken) or mass corpse explosion with loads of imported ammunition (way too cheesy for my liking). You can spam any other 3 SP skills all day and not do nearly as much damage as Sparkmaster builds.

Is enough to punch through magic armor and deal good damage even without lone wolf and being the only magic damage dealer as long as you have your other characters cast a couple teleports for your battlemage, Downside is that when there's only a single enemy left, the sparks don't trigger and you have to rely on pyro skills (hence the meteor storm) or teammates.

Last edited by Abao; 20/03/1905:52 PM.




Joined: Aug 2016


Max Strength.
Throw a couple of points into memory or choose the mnemonic talent
Rest into Wits(memory if you need more)
Strength based armor only
Strength based weapon two handed
Focus on Warfare and Hydro
Pick only spells that buff/regenerate magic armor, or that heal you and your team.( don't need intelligence to improve heals or buffs and don't forget to combine a warfare skill with a hydro spell to get cleanse wounds which removes decay and diseased, effects you will encounter a lot.)

If you are wanting to creating a physical team with a battle-mage, this is your best bet.

Last edited by cool-dude01; 10/04/1909:39 PM.

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Divinity 2 battlemage

Battlemage is a preset class in Divinity: Original Sin II.


"Amplifies brute strength with powerful magic."



  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



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



  • Consider choosing Dwarf (+10% max Vitality) or Lizard (+10% Fire/Poison Resistance) as your race for this class

Divinity Original Sin 2 Builds - Battlemage (Mage/Warrior)

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.

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