Summary
- Necromancers dominate DOS2, excelling in crowd control and damage output with proper talent choices and gear.
- Aerotheurge skills enhance Necromancer mobility, allowing for strategic positioning and effective close-range attacks.
- Healing support synergizes with Necromancer skills, turning Decaying Touch into a powerful asset against foes.
Larian Studios' landmark RPG Divinity: Original Sin 2 is known for encouraging players to be creative with the game's mechanics. Players can choose from a variety of initial classes at the start, then choose to continue down a predetermined path or forge their own way with a hybrid build.
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The Necromancer in Divinity Original Sin 2 is perhaps the most powerful class in the game. With the proper build, Necromancers can wipe out multiple enemies without giving them a chance to react, but its power relies on choosing the right talents, skills, and equipment as the player continues through Rivellon.
Updated on November 1, 2024 by Rhenn Taguiam: Fans who want to take a break from saving Faerun in their Baldur’s Gate 3 gameplay might want to consider trying out Larian Studios’ other highly-acclaimed RPG - Divinity: Original Sin 2. However, fans who want to experience a unique take on the necromancy gameplay style may want to check out the Necromancer of Divinity: Original Sin 2. With the game’s Necromancer Skill School dealing with both summons and controlling aspects of life and death, players who want to dominate DOS2 gameplay with these mechanics should look at how a Necromancer build encourages crowd control, encourages Aerotheurge for mobility, work best with a healing support unit, and how Decaying Touch can become quite an asset despite being an early-game acquisition.
19 Push For Crowd Control
Get Crowd Control Skills To Avoid Punishment
- Capitalize on AOE-based Skills (Infect, Black Shroud, Grasp of the Starved) to guarantee damage and control effects for all opponents
- Dip into Skill Schools that grant AOE based on playstyle
As the Necromancer is a spellcasting-heavy archetype, it’s natural for the Divinity: Original Sin 2 player to be worried about their general safety when facing many foes at once. Since they don’t have the basic firepower of Wizards, Necromancers might be worried they’re not contributing as much to the combat effort if they don’t deal as much damage. This is where crowd control comes in, as the Necromancer’s kit is usually tailored towards controlling opponents and ensuring the rest of the party obliterates them. With the flexibility of Original Sin 2 gameplay, Necromancers can even dip into other Skill Schools to determine how they want to control the battlefield.
At base, Necromancers alone can use Infect (Necromancer 2) to spread debuffs around nearby foes, while Black Shroud (Necromancer 3) can Blind opponents and leave them defenseless. Pyrokinetic is an easy DPS-oriented dip, courtesy of Ignition and Searing Daggers (Pyrokinetic 1), as well as Fireball (Pyrokinetic 2). Likewise, even Hail Strike (Hydrosophist 1), Winter Blast and Ice Fan (Hydrosophist 2) is a nifty DPS move. When Necromancers have Decaying Touch, the likes of Healing Tears (Hydrosophist 1, Polymorph 1), Healing Ritual (Hydrosophist 2), and Mass Cleanse Wounds (Hydrosophist 2, Warfare 2) can become debilitating damage-dealers to foes.
18 Go Aero For Mobility
Secure Safety In Mobility With Aerotheurge
- Dip into Aerotheurge to get access to mobility-enhancing Skills
- Not only do these grant teleportation but allow Necromancers to get up close for attacks
Necromancers who want to dish out as much damage to enemies will likely rely on Decaying Touch on heavy-hitting bosses. Unfortunately, the fragile nature of Necromancer mains means they’re likely going to be punished as soon as they try closing the gap to their target. This is where an Aerotheurge dip comes to mind.
A general dip into Aerotheurge 1 can give Necromancer much-needed boosts to movement speed (Favorable Wind), with Aerotheurge 2 securing dodge-based defense (Uncanny Evasion) and getting opponents closer or nearer to them (Teleportation). At Aerotheurge 3, players get access to a means of switching places with a target (Nether Swap), practically allowing them to close the gap between a high-priority target to start a Decaying Touch combo or utilize other Necromancer Skills up close.
17 Get Healing Support
Get Healing For Allies, Extra Damage For The Necro
- Set up damaging combos with Decaying Skills
- Incentivize team survivability while offering damage support
One of the most interesting interactions of the Necromancer Skill in Divinity: Original Sin 2 gameplay would have to do with the Decaying status. Anyone who has this status effect will get 100% Damage from all sources of healing instead of getting Health restored - meaning standard healing from the likes of First Aid, Restoration, and even Food will damage any Decaying target.
From the perspective of the Necromancer, this incentivizes the existence of a healer in the team. A Hydrosophist who focuses on heals can now deal damage should the Necromancer manage to inflict Decay on a majority of opponents. When observed from a DPS perspective, this means the Necromancer doesn’t necessarily have to dish out as much damage at base - especially when the healer can now simply pop heals to damage foes while still being able to heal allies.
16 Prioritize Decaying Touch
Decaying Touch Turns Healing Into A Disadvantage
- Secure Decaying Touch early on to start Decay combos
- Decay grants 100% Damage from healing sources, making it an effective tool against most foes
Since the AI in Divinity: Original 2 acts close to players, enemies that players fight are also incentivized to retreat and pop healing whenever they could to last in combat. For the Necromancer, that effort turns into the opponent’s advantage as soon as they get access to Decaying Touch. Available to Necromancers as soon as players pick this character archetype, this allows the character to touch any creature to deal some Physical Damage and inflict Decay on them.
With this status effect, any healing on the Decaying target will inflict 100% Damage to them instead. What’s interesting is that damage from healing can actually be improved if the healer has points in Warfare or score criticals in this regard with the Savage Stortilege Talent. Should the Necromancer dip into Hydrosophist to become a hybrid healer, they can easily become one of the most vicious party members in the game.
15 Add Some Points In Hydrosophist
Synergize With Healing
- The Hydrosophist skill helps Necromancers gain access to certain skills
- Can potentially lead to a secondary healer in the party too
There are many skills that people can use as a Necromancer. However, some skills like Blood Rain require that Necromancers have a point in Hydrosophist too.
If players are exclusively going for a Necromancer build, then it's important to try and get as many skills from this school of magic as possible. A few points on Hydrosophist will go a long way in making a necromancer all the more effective both in and out of combat.
14 Don't Invest In Constitution
No Need For Too Much Health
- Physical and Magical Armor are more important to manage and improve
- No point in increasing Vitality for a class that regenerates health anyway
Constitution is a stat that most people already hate in Divinity: Original Sin 2, given how challenging this game already is if players pursue a wrong build. In the case of a necromancy build, Constitution becomes even more useless for one specific reason.
Since necromancers gain health when they damage enemies, they don't really need high Vitality in the first place. If enemies are able to one-shot them and take away all their health... Then the real issue is that players are just punching above their weight and trying to battle against enemies who are way too over-leveled.
13 Stay Patient With This Class Early On
Snowballs Into A Damaging Attacker Later On
- Necromancers don't get good skills until later on in the game
- Fort Joy is brutal without a party that is well-rounded
A necromancer isn't exactly going to be all that useful early on in Divinity: Original Sin 2. This can prove to be a major issue since Fort Joy is infamous for being one of the toughest beginning areas in video game history, and a poor build will just add to the wealth of problems a player will experience in this area.
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Players should either not expect the world with this class in the early going or just pursue a more practical build until they can access the respec mirror. The latter can be a pretty intimidating course of action to take, so being patient is the way to go!
12 Take The Hothead Trait
Take Advantage Of Full Health From Afar
- Hothead adds 10% to both accuracy and critical chance at full health
- Necromancers are always at full health since they regenerate Vitality after inflicting damage
Hothead is a trait that increases both accuracy and critical chance for party members at full health. Suffice it to say, a necromancer will benefit quite a bit from this build.
After all, Necromancers are pretty much bound to be at full health since they regain Vitality with every bit of damage they inflict. This means that they'll be able to make the most of the Hothead trait for the majority of their playthrough.
11 Use A Shield To Gain A Ton Of Armor Early On
Enhance Overall Defense
- A Shield gives a ton of Physical Armor to mages who are notorious for lacking in this department
- Mages rely more on Intelligence stat than the weapons they have anyway
There's only one situation in Divinity: Original Sin 2 that warrants any form of investment in Constitution, and this is when players use a shield for one of their party members. Given how weak mages are early on when it comes to Physical Armor, it's easy to see why a shield would be critical in the early going.
A necromancer who is solely pursuing an intelligence build should try and use a shield to minimize any potential damage early on. Given how rare good gear is in the game at this stage, it's easy to see why players will avoid needless deaths if their necromancy spellcaster has a fair bit of armor to tank some hits.
10 Choose An Elf Or Human
Maximize Racial Bonuses
- Elves - Flesh Sacrifice: +1 AP at the cost of health
- Humans - Ingenious: Extra Crit Chance, Encourage: Increase ally stats
Elf and Human characters have unique racial abilities that work extremely well in a Necromancer build. The Elves' Flesh Sacrifice adds one action point and extra damage at the cost of Constitution, while the Humans' Ingenious talent and Encourage ability increases damage, Critical Chance, and other basic stats of nearby party members.
While Undead characters synergize decently, and Dwarves and Lizards are perfectly capable of taking up necromancy, Elves and Humans turn the class into a powerhouse of damage and support potential.