Divinity: Original Sin 2 – Definitive Edition Guide

Honour Build - Scarlet Inquisitor (Wizard) for Divinity: Original Sin 2

Honour Build – Scarlet Inquisitor (Wizard)

Overview

★ Build made for any Human, Undead Human or Elf. This build is meant for 4-man party experience.♦ My other works:• Definitive Honour Builds: link• Honour Walkthrough: link▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬✖ Artwork by: Joon Ahn

★ Showcase Video

✎ Stats Progression

  • Level 1: 13 INT, 1 Pyro, 1 Geo, Glass Cannon
  • Level 2: 14 INT, 11 Memory, 1 Huntsman
  • Level 3: 16 INT, 2 Pyro, Elemental Affinity
  • Level 4: 18 INT, 2 Geo
  • Level 5: 20 INT, 12 Memory, 1 Poly
  • Level 6: 22 INT, 1 Scoundrel
  • Level 7: 23 INT, 13 Memory, 2 Huntsman
  • Level 8: 25 INT, 1 Warfare, Executioner
  • Level 9: 26 INT, 14 Memory, 1 Aero
  • Level 10: 27 INT, 15 Memory, 2 Aero
  • Level 11: 29 INT, 16 Memory, 2 Poly
  • Level 12: 18 Memory, 3 Pyro
  • Level 13: 20 Memory, 3 Geo, Savage Sortilege
  • Level 14: 32 INT, 3 Poly
  • Level 15: 34 INT, 4 Geo
  • Level 16: 36 INT, 5 Geo
  • Level 17: 13 WIT, 4 Poly
  • Level 18: 16 WIT, 5 Poly, Hothead or Torturer
  • Level 19: 38 INT, 4 Pyro
  • Level 20: 22 Memory, 5 Pyro
  • Level 21: 40 INT, 6 Geo

If the requirements already met with the help of your gear, respec the attributes or combat skills and relocate them elsewhere where it could yield more benefits like getting more Scoundrel and eventually maxed it out in the end, as most of the skill requirements of this build can be easily filled up from gear alone.

At the end you can choose to pick between Torturer or Hothead. Torturer let you to bypass Magic Armour and apply Burn debuff, allow the Wizard to spike their Fire damage right off the bat. While Hothead, provides a steady spike damage from crit power and more beneficial approach as Geomancer spells can rely on it as well, not just Pyro.

(If you already ran another support synergy build in the party, who can apply debuff with Torturer talent, then the Wizard can take Hothead instead)

♦ Academy Lessons:
  • Lesson of Memory: +5 MEM / -5 STR
  • Lesson of INT: +5 INT / -5 FIN

♦ Spider Kiss Talent:
  • Curved Quill: +2 INT -2 CON

♦ Civil:
  • Thievery 1st → Sneaking 2nd

✎ Equipment

♦ Gear:
  • Look out for gear with Scoundrel, INT, or Wits / Critchance, elemental stats like Pyro or Geo that comes along would be appreciated as well.
  • Use Rings with Scoundrel, Wits or Huntsman, elemental side stats that comes along like Pyro / Geo / Aero are also appreciated.
  • Use Ring of Intelligence (a unique) for:

    +1 Intelliegence, and a rune slot – which eventually can be plugged in with Power Flame Rune for another +3 Intelligence and +6% Critchance.

  • In Arx, use Falone Girt unique Amulet for:

    +5 Intelligence, +1 Pyrokinetic, +1 Geomancer, +10% Fire Resistance, +10% Poison Resistance.

  • In Arx, use Rancour unique dagger:

    +25% Critchance, +3 Wits, +3 Finesse.

  • Otherwise, use Wands with Intelligence and Critchance, preferably one with a runeslot.

♦ Runes:
  • Amulet: Flame Rune (+4/5/6% Critchance)
  • Ring: Flame Rune (+4/5/6% Critchance)
  • Armour Flame Rune (+7/9/11% Fire Resistance)
  • Weapon: Flame Rune (+11/13/15% Fire Damage)

♦ Frames:
  • Amulet: Power Flame (+2/3 INT)
  • Ring: Power Flame (+2/3 INT)
  • Armour Power Flame (+2/3 INT)
  • Weapon: Power Falme (+2/3 INT)

♦ Eternal Artefacts:

They can’t be REMOVED once plugged and they are also LIMITED, so only use when you know for sure that piece of gear is going to stick for a looong time.

  • Rings: +1 Scoundrel, +10% Poison Resistance

✎ Abilities Setups

  • Ideal Party Initiative Order: pre-buff Peace of Mind to control party initiative if needed.

    3rd place or 4th place: executioner role, finishing off injured enemies.
    1st place: powerful initial striker, picking off high threat targets and create chaotic surfaces on the battlefield.

  • Prep surfaces before battle: to utilizes Elemental Affinity and use less AP on respective spells. Often it’s better to prep with Oil or Poison as their surfaces don’t run out of duration, unless current enemies are weak against Fire then prep Fire surface from the get go.

    In combat, after you are done using Geomancer spells or wanted to switch up, use Ignition to burn the surface and start sending out Fire spells.

    If ambushed, character can use Searing Daggers to drop one on self and send the rest to enemy targets, to both deal damage and create a Fire surface for yourself.

✦ Early Game (1~8)
  • Fossil Strike: deals aoe Earth damage, apply Slow status on targets.
  • Poison Dart: deals small aoe Poison damage, apply Poisoned.
  • Searing Daggers: shoot 3 flaming daggers at chosen targets, dealing small Fire aoe damage. Can be used to both damage and attack enemies if wanted, by sending one dagger on your spot and the rest into enemies.
  • Throw Explosive Trap: throw a trap, dealing Fire damage when exploded. It scales with Character Level and Pyro, but it scales quite well and deal decent amount of aoe damage for it cost.

    Throw the trap on top of Fire surface to make it explode right off the bat, or place it near enemies before throwing AoE on them to deal damage and trigger the trap at same times.

  • Throw Dust: deal AoE Earth damage, apply Blinded on vulnerable enemies. Rendering ranged enemies helpless and melee enemies weapon attacks ineffective, a good aoe crowd control spell.
  • Ignition: deal aoe damage to surrounding enemies and ignite burnable surfaces, use to burn your poison/oil surfaces to utilize Elemental Affinity and start using Fire spells.
  • Fireball: deal strong aoe Fire damage.
  • Impalement: deal strong aoe Earth damage, apply Slow.
  • Cloak: hide and protect yourself from enemy.
  • Bleed Fire: apply a debuff of -20% Fire resistance on top of Burn status.
  • Adrenaline: Gain 2 AP for this turn but lose 2 AP on the next turn (a tradeoff), use it when you need to confirm a kill to trigger Executioner talent or to finish off or CC some high threat targets.
  • Chloroform (optional): deal magic damage and apply Sleeping to vulnerable target, hard CC that target for a turn if they don’t take damage.

    Sleeping always tick first before damage overtime status, meaning even if target are poisoned, burned,.. they will still lose a turn by Sleep.

  • Tactical Retreat: a mobility / jumping skill, also apply Hasted that +1 AP Recovery.

✦ Mid Game (9~15)
  • Mass Explosive Traps: throw 4 traps at selected spot, explode dealing powerful area Fire damage.
  • Teleportation: teleport target to a desired spot, use it to gather enemy close together, setting up to nuke them down with your AoE spells.
  • Nether Swap: switch spot between 2 targets, if your party melee already engaged close combat. Use it on your ally and one another enemy, to both get your friend out of harm way and teleport enemy close to eachother, ready to be nuked down with AoE.
  • Dust Blast: blast Dust at every enemies nearby in sight, dealing AoE Earth damage on each target individually and mass apply Blinded. Can be used on clustered enemies to multi-tick the attacks and maximize damage output. (replaces Fossil Strike)
  • Worm Tremor: big AoE Earth damage, apply Entangled for 2 turns, locking enemies in place. If used on melee enemies, can render them helpless or atleast force them to use ineffective attacks on your party. (this skill does benefit from Torturer)
  • Peace of Mind: Critchance and Damage boost.
  • Skin Graft: Reset all cooldowns.

✦ Late Game (16+)
  • Flaming Crescendo: place a burning skull on top of enemy head, after a turn or if the taret dies it explode Strong AoE Fire damage to nearby targets. Use it on weak target that is about to die while clustered with other enemies, it is a strong spell for it cost (AP/damage wise).
  • Pyroclastic Eruption: send multiple giant rocks to every surrounding enemy targets individually, dealing powerful AoE Earth damage. Can be used on clustered enemies to multi-tick the attacks and maximize damage output. (replaces Throw Dust & Poison Dart)
  • Apotheosis: reduces all source powers by -3 SP for 2 turns, meaning after Apotheosis is casted. You are free to use any source powers with no cost for the duration. It also provide a small stat boost on all attributes like Peace of Mind does.
  • Inner Demon: Boost Intelligence and Magic Armour. Also grants Terrify, a strong single target that does raw magic damage, apply Terrified for 2 turns.
  • Epidemic of Fire: shoot a Cursed Flame that chains up to 5 times, dealing strong Fire damage and apply Necrofire which -20% Fire Resistance.
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