Divinity: Original Sin 2 is no ordinary roleplaying game (RPG). It's tactical combat requires a lot of math and theorycrafting on the player's part. For that matter, it can have a steep learning curve especially for those who aren't used to tactical turn-based RPGs. Often, a chaotic and unplanned combination of characters and skills can lead to defeat or frustrating enemy encounters.
Hence, making sure that you know which starting classes to pick for the right advantage and party synergy is key to defeating some of the toughest enemies in-game. It is worth noting that any class can use any skill, weapon, or armor if you train or specialize them for it. However, certain classes have their own dispositions to certain skills and combat styles so you can ease into more advanced character builds later on. Here are 10 of the base classes that are ideal for the best character builds in the game.
The best defense is always a good offense and the Divinity: Original Sin II's combat mechanics are no stranger to that idea. Having a no-nonsense character who can off the biggest threats on-screen is what the Shadowblade class is destined for.
Shadowblades are basically rogue-type characters who also have an alignment for mage skills. Their mage skills, however, are quite limited and only serve to augment their high-damage assassination skills. You can quickly move the Shadowblade class into either a rogue with a bit of Polymorph magic or a mage that can also deal high physical damage. The downside is their lack of healing skills and armor, making them a glass cannon.
You can't go wrong with a healer in a game like Divinity: Original Sin II. After all, healers and support mages are a staple for any party-based RPG. The Cleric is that one class which can determine whether your most valuable party members can survive in the most dangerous encounters to do enough damage.
As their name implies, the Cleric already has a high aptitude for healing spells in the Hydrosophist skill discipline of the game. At the same time, the Cleric can also utilize the Necromancy discipline for some crafty damage-dealing abilities that also heal in return.
Here's another staple class stereotype for all party RPGs. The Wizard ensures maximum damage from quite a long distance from the enemy. The same can be said for Divinity: Original Sin II's Wizard class. When not dealing damage, however, the Wizard can be used for some devastating crowd control abilities that can deny an enemy their turn in combat.
If you pick the Wizard, you'll find that he comes readily equipped with the Aerothurge and Hydrosophist skills sets which can cover large areas in the arena or battlefield. Those can be traded in for some Pyromancy or Geomancy skills. You won't be able to do much in terms of strategy without a Wizard in the game.
The Battlemage is for those who can't decide whether they want to beat enemies with a blade or with lightning. You can treat the Battlemage as a close-ranged jack-of-all-trades class.
While they do lack the blanket and nuking skills of the wizard, they make up for it with their higher survivability and their physical Warrior skills.
For those who want to be the biggest dude with the biggest weapon on the battlefield. The Knight is a pretty straightforward class. Their skills let you just throw them in the thick of combat and cripple, knockdown, or deal devastating melee physical damage to enemies.
Against dispersed enemies, however, Knights are not so good. Still, you can use the class as a starting template for branching out into other combat disciplines. Since they are already good at dealing physical damage, you can try to cover up their shortcomings... or you can just focus on their strengths and make them near unkillable against physical damage.
The Metamorph is perhaps the most complicated and weirdest base class in Divinity: Original Sin II. They are essentially a warrior-type class that can use Polymorph skills that let them sprout wings for strategic repositioning or cast hexes that turn enemies into chickens.
While their potential is quite big later on in the game, newer players will do well to refrain from picking them as their first class. If you are quite familiar with the skills and combat dynamics of the game, then you can essentially take advantage of the Metamorph's weird but powerful dispositions.
The Inquisitor is essentially a mashup of the Battlemage and the Cleric. What does set them apart is the fact that they are also quite good even when used as ranged combatants. Inquisitors are innately tanky and that's partly thanks to their aptitude for Necromancy.
Meanwhile, all the other skills of the Inquisitor consists of the Warrior discipline abilities. They can easily be transformed later on into ideal solo characters if you ever fancy a Lone Wolf type of gameplay since they are self-sustaining and hold up well against both magic and physical damage.
For players looking for a good balance between magic and physical damage, they simply can't go wrong with the Ranger. Despite being primarily a bow or crossbow user, Rangers can also utilize elemental or magic arrows in their arsenal.
The best part is that they can do both damage types from a distance and can easily escape using their Hunstman or Scoundrel skills if they ever get surrounded by melee enemies. Of course, enemy Rangers can also do the same, so you might want to take them out early on.
Sometimes direct combat can be quite slow especially if you're facing clever enemy types. For that, you also have to be clever and you'll want to take out the biggest troublemakers. That's where the Rogue comes in.
Ever wanted to erase that annoying enemy mage that keeps covering the area in ice? Set your Rogue on them and watch them disappear faster than any other class can deal with them. Like the Ranger or the Shadowblade, though, the Rogue thrives on not being the target of other enemies. Thankfully, they have the skills to avoid damage, but you'll have to use those wisely.
The Conjurer is perhaps one of the most overpowered starting classes in Divinity: Original Sin II. Right off the bat, they get the ability to summon elementals and even totems that you can also control, essentially doubling your firepower.
They also have a neat trick where if you prioritize raising their Summoning skill to 10 points, their Incarnate minion will be unstoppable and this can be done rather early in-game. This does leave the Conjurer vulnerable since they rely on their minions, so keep them far away. Oh, you'll also want to eliminate any Conjurer the enemy has, you'll know them when you see them-- they'll keep you from winning.