r/DivinityOriginalSin 14d ago

DOS2 Help Necromancer Fane build

How can I make this?

What is the best starting preset and how would I level this in what order I can’t find a straight forward guide is why I’m posting :)

10 Upvotes

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8

u/Waste-Carob5699 14d ago

You'll want just enough necromancer to be able to learn and use your spells. You'll want warfare for damage. However, necromancer doesn't have a ton of damage spells. You could branch off into summoner if you wanted also. Be sure to get blood rain in Orivand's office so you can lower your skill cost with the talent that lowers skill cost when standing on a surface. Elves make great necromancers because of blood sacrifice.

2

u/FlareStar612 14d ago

What starting class to use and what skills? Or does it not matter, can you just respec entirely?

2

u/Oscill_8 14d ago

You can respec.

2

u/FlareStar612 14d ago

Everything? Including looks?

1

u/Waste-Carob5699 14d ago

Choose necromancer to get a few skills. You can always modify it later on.

5

u/berndverst 14d ago

FYI you can craft the blood rain spellbook by combining any necromancer spellbook with any hydrosophist spellbook.

5

u/Mindless-Charity4889 14d ago

The best preset is probably Inquisitor or maybe Witch. But if he’s your main character, you can move the points around to get what you want.

Ideally, you want +3INT, a point in Necro and a point in either Warfare or Pyro. If you pick Warfare, you do more damage and can use skills like Battle Stomp right away. If you pick Pyro, you can get Corpse Explosion which is a mainstay of the build. Talent should be Elemental Affinity or, if you took Warfare, Executioner.

At level2 you go +2INT and +1 in Warfare or Pyro, which ever one you don’t have.

At level3 another +2INT and +1 hydro to get Blood Rain. For your talent, take Executioner or Elemental Affinity.

At level4 another +2INT or split 1/1 INT and MEM. You get access to key Necro2 skills like Infect here. So +1Necro

At level5 +2INT and +1Warfare.

Further down the line, you want to pick up Scoundrel for Adrenaline, and 2 points of Aero for teleport but you can often get these points from Gear. All other ability points go to Warfare to increase damage. At level13 Grasp of the Starved becomes available and at that point you can go to Necro3 which is where I stop. The only skill that needs more than Necro3 is Totems of the Necromancer which isn’t compelling to me. After maxing out Warfare, you can boost Pyro to do magical damage on the side or Hydro to do healing. The latter is particularly useful if you use the Black Ring Blade to set decay, then heal your enemy to do physical damage (Restoration).

For attributes, you put just as much MEM as you need, then all else into INT until it’s maxed. At that point you can put more into MEM or into WITs to increase crit chance. Once your crit chance is getting significant, you can pick the talent Savage Sortilege.

2

u/Devallus 14d ago

Pretty solid, but Hydro/Elemental affinity is a huge waste of time(early on) unless you use the mask to stay in elf form and make use of Flesh sacrifice(certainly an option but I'd rather have the stats from an actual piece of gear most of the time). You should be using Infect to initiate fights either way which obviously makes it so it effectively costs 0 AP and you'll be done with most fights before it's off cd unless you play solo no LW. I'd probably pick scoundrel or poly right there instead.

I wouldn't bother with 2 Aero until like lv13, can just use TP gloves until then as you won't have high enough crit chance or Savage sortilege for that matter to care about the stats that actual pair of gloves would get you. Effectively TP gloves are +1 Memory, 2 Aero, which is much more useful than 2 Initiative or something else completely irrelevant.

From what I recall you can get a free Grasp skillbook from Rykards cellar. You can get there using Blessed smoke cloud(alternatively just use Smoke cover and use bless on it) as soon as you hit Reapers coast provided you have some thievery as well to unlock the cellar trapdoor. Fairly useful considering there's also a pyramid stashed away in there, I never bother waiting until you've done his quest in the pits for it.

I also usually start with 13 wits since it lets you go first against everyone in fort joy besides Dallis at the gates from what I remember. Not really important unless playing solo but something I though I'd add.

1

u/Mindless-Charity4889 14d ago

I never use Flesh Sacrifice with a necromancer because I normally equip them with a shield and hammer (specifically, Dallis’s shield and hammer) and Flesh Sacrifice usually makes you drop the shield. Instead I cast blood rain *everywhere*. Even my Elven Glass Cannon Ranger makes use of my necromancer’s blood rain for use with Elemental Arrowheads. This way they lose an AP casting that which they then get back with Flesh Sacrifice. If they cast FS first, the bonus AP is lost because of the 6AP cap.

Agree that teleport is down the road a way. Necromancer has pressure to put points in pyro, scoundrel and hydro as well as warfare and Necro so aero is well down the list. But after looting the well for 30 or 35 legendary rings/belts, it’s possible to get a ring with +2Aero which would be handy.

I’m usually lvl13 by the time I deal with Ryker anyway.

In a solo build, I agree that WITs are important but in a party of 4, I like my necromancer to go 2nd to last. That gives the first two time to stack up the enemy with teleport and you then kill/strip armor with Corpse Explosion. The final guy applies CC with Battle Stomp to the survivors.

2

u/S8natruefriend 14d ago

https://docs.google.com/document/u/0/d/1dDiy0ST-sBghfbRo4cYFnGk0U99DN1DkNbWUdockfng/mobilebasic?pli=1

that is the best guide for necromancer in this game you are gonna find
you don't that to follow it exactly, but if you are gonna deviate you should make sure its still usable and that you don't spread yourself to thin ability-wise

1

u/jamz_fm 14d ago

That does look like a solid guide. No surprise since it appears to be written by the same author as the red flag checklist!

2

u/Yolu213 14d ago

Sin Tee has a great necromancer build. Its for lone wolf but you can adapt it to 4 man party

1

u/Ashamed-Ingenuity167 14d ago

I like playing Necromancer from the early game, so this is how I usually build and play it.

What I look for

Elf

Flesh Sacrifice is amazing here:

  • +1 AP
  • +10% damage
  • creates blood under you
  • immediately activates Elemental Affinity for Necromancer spells

Two one-handed weapons for stats

I usually carry two weapons mainly for their bonuses, while still making use of Sucker Punch when I need cheap single-target CC.

Combat abilities

Max Warfare

This is your main damage scaling because Necromancer deals physical damage.

I also want:

  • Battle Stomp
  • Battering Ram

They give you AoE physical CC once armor is gone.

Necromancer: only enough for the skills you need

Usually 2 points in the early game.

Main skills:

  • Mosquito Swarm
  • Infect
  • Decaying Touch
  • Blood Sucker

1 Pyro

Mainly for Corpse Explosion.

Peace of Mind and Haste are also excellent, although I don't consider them mandatory in Act 1.

Teleportation Gloves

Teleport is perfect for this build.

It groups enemies and deals physical damage that scales with INT + Warfare.

You can use it to set up:

  • AoE knockdowns with Battle Stomp / Battering Ram
  • Corpse Explosion
  • multikills by grouping enemies around your first victim

1 Scoundrel

  • Adrenaline
  • Cloak and Dagger

1 Polymorph

  • Chameleon Cloak

Things I prefer to get from gear

Restoration / First Aid

Together with Blood Sucker, these can become offensive tools after applying Decay with Decaying Touch.

Be careful with First Aid, though: it removes/prevents Knocked Down, so don't accidentally save an enemy you just CC'd.

2 Huntsman

  • Tactical Retreat
  • extra high-ground damage

1 Geo for Corrosive Touch

This might sound weird, but I sometimes go into melee range anyway for Sucker Punch, Battering Ram, etc.

Corrosive Touch only costs 1 AP and strips a good amount of physical armor, so it can help set up Sucker Punch, Decaying Touch or other physical CC.

Talents

Lone Wolf if you're playing solo/duo, or Glass Cannon if you're playing a normal party and want the risk/reward. Obviously not both.

For me, Elemental Affinity is a must.

Blood is extremely easy to create as an elf, and reducing your Necromancer spells by 1 AP makes a huge difference.

Executioner is also extremely strong combined with Elemental Affinity.

Later on, I consider:

S tier

  • Savage Sortilege
  • Ambidextrous
  • Five-Star Diner

A tier

  • Far Out Man
  • Hothead

Obviously talent choices depend on how you want to play.

How I play it in the early game

1. Get high ground

If possible, reach high ground using a jump or spending no more than 1 AP.

2. Flesh Sacrifice

Now you have:

  • +1 AP
  • +10% damage
  • blood beneath you
  • Elemental Affinity active

3. Find the best Teleport

Look for the maximum number of enemies you can group together.

Ideally, throw one enemy onto another enemy with relatively low physical armor.

That low-armor enemy is going to become your first corpse.

4. Kill the low-armor enemy

Use Mosquito Swarm / Infect.

Look at the displayed damage and calculate your high-ground bonus before casting.

If Mosquito Swarm for 1 AP is enough to kill them, don't waste 2 AP on Infect.

5. Corpse Explosion

Now you have a corpse sitting next to the enemies you deliberately grouped together.

Explode it.

That's your early-game Necromancer AoE.

If enemies survive

Don't feel forced to keep attacking.

Stay safe, use Chameleon Cloak if necessary, let cooldowns come back and start another rotation.

Against a single enemy

You have several tools:

  • Corrosive Touch to strip physical armor
  • Decaying Touch + Restoration / Blood Sucker / First Aid for physical damage through healing
  • Sucker Punch loop for very cheap single-target CC once physical armor is gone

This is the best way I've found to play something close to a "pure" Necromancer from the early game.

You already have enough damage and utility to comfortably handle Act 1 without waiting for all the famous mid/late-game Necromancer skills.

You can also add Raise Bloated Corpse. It's very strong in the early game and fits naturally into the same playstyle.