Last updated on October 21st, 2018 Divinity: Original Sin 2 has been out for several months now, and I have made Build after trying to come up with new and interesting ways for you all to play party members, trying to capitalize on the fantastic gameplay that Larian has designed. Let me explain how the Eternal Warrior came to be and give you the basics about the Build. Stats on my level 16 Eternal Warrior. Divinity original sin 2 Warrior — Death Knight Build Back when I started making guides, I was fascinated with the line and wanted desperately to incorporate them into some sort of melee Build that could withstand tons of punishment while dishing out respectable damage. Thus I made a Death Knight, while still good, was flawed. With the Eternal Warrior Build, not only is that mistake rectified, but the have been stripped down and improved to only the very essentials. The Eternal Warrior makes use of a decent amount of investment into in order to obtain the passive healing when dealing Vitality Damage. When combined withthe Eternal Warrior can replenish Magic Armour offensively, allowing them to maintain their position on the battlefield and keep on swinging without fear of being crowd controlled via magical attacks. By having a very high ability, and by adding the Skill to the mix, Eternal Warriors can boost this healing even further, allowing for increased Magic Armour replenishment should they need it. Eternal Warrior Attributes and Equipment Eternal Warriors focus on to increase their damage of their Warfare Skills. Eternal Warriors will also want 3 or 4 points into in order to use both Strength and Intelligence based Armour. All other points should go into for the Skills that you need only, and then. Eternal Warriors use a mix of Strength and Intelligence-based Armours to get excellent Physical and Magic Armour. Eternal Warriors want to find a balance between the two if possible, with enough Magic Armour to give yourself time to replenish it via damage. They should look for Armour with Warfare and Necromancer. I want to emphasize that Armour value is more important than the stat bonuses you get in 90% of the cases, so be sure you take whatever has the most Armour unless the bonuses are just too good. Bonuses you want to look for are Critical Chance, Life Steal, Warfare, Strength and Two-Handed in that order. Ideally it would have at least 3 of these bonuses listed in order to maximize your damage. However, just like Armour, prioritize damage above everything else, unless you get a Weapon with near perfect bonuses. Note: Life Steal on a Weapon is added directly to the total from Necromancer and Vampiric Hunger percentage-wise. Armour of the Eternals is a sold choice for this Build, because it has very high Armour values. On the right you can see my Two-Handed weapon is nearly flawless. Eternal Warrior Abilities and Talents The best way to start this Build is by picking the Metamorph Class, removing points from and putting them all into Strength. Then put 1 point into Warfare and 1 point into and take, and. Then as you level up place divinity original sin 2 point into Scoundrel and 1 point into Hydrosophist in order to get Vampiric Hunger, followed by 1 point into Warfare in order to get some more Skillls there. Then place 2 points into Necromancer in order to get some more Life Steal and Bone Cage. Then from that point forward you will place points into Warfare and Necromancer in a 2:1 ratio until Warfare is maxed, only placing a 1 point or 2 into Aerotheurge when you get somewhere close to Act 2, and taking Polymorph up to 3 during Act 2. Modifications I would make to the Metamorph Preset in order to start optimally for the Eternal Warrior. Take this when you hit Level 8. Take this one when you reach Level 13. Eternal Warrior Skills The Eternal Warrior uses primarily Warfare Skills, but splashes a bit here in there into Scoundrel, Polymorph, Hydrosophist, Aerotheurge and of course Necromancer. Below is a list of Skills you will use and I will put them in the order you should obtain them in. Character Creation — A good source of AoE Knockdown with only a slight reduction to damage 10% over a basic attack. You will usually use this on your first victim to try to burst them down quickly. Use to close the gap on your enemies over and over again as it has a 1 turn cooldown so you will never have mobility issues when in combat. As of February 1st, 2018 now deals physical damage. Character Levels 1-3 — Does poor damage, but helps with mobility and is useful for keeping targets Knocked Down if you cannot finish them off just yet. Use Bull Rush to get in range and this Divinity original sin 2 to Knockdown targets with little to no Physical Armour. Use this when things would go badly for you next turn without one more action. Keep in mind you can use it, then pop Skin Graft and then use it again. However, you will skip your next turn. Use when you need to replenish some Magic Armour, or boost a party member if they are low. Keep in mind you must do Vitality Damage to Life Steal, so pop this only after Physical Armour has been stripped. Character Levels 4-8 — This is a great gap closer that also deals damage to up to 2 targets. Positioning is key, so use Teleportation if you want another target to get hit. You can pop Skin Graft and Adrenaline to get back to back Whirlwinds. Jump in, attack and then pop a defensive skill and hopefully get an Attack of Opportunity. Buffs Physical and Magic Armour in addition to increasing your damage by 20% for 2 turns. Use this when you want a second Whirlwind, or you need another gap closer or if you can get another AoE Knockdown from Battle Stomp. I wish to mention that you can of course add Skills to this list, but these are the minimal Skills I would take to make up the Build. I have not added Skills like or to this mix, because while useful, they are not aggressive enough for this Build. Shackles of Pain has the same issue, but also prompts enemies to attack other party members which is not what you want them to do. If you would like to add Skills to this Build, I would suggest not taking offensive skills that only hit 1 target, unless they apply a Status Effect that prevents them from attacking. The best defense is a good offense in this game, because when enemies are flat on their back they cannot damage you. Divinity original sin 2 when to use your Skills and pay attention to your cooldowns. You might, for example, Whirlwind 2 people when you could use Teleportation to hit 3 instead. Or perhaps you can Battle Stomp 3 targets, but if you Phoenix Dive first you could hit 4. This is important because Living Armor gets more effective the more targets you hit, so you always want to be hitting as many as you can to keep your Magic Armour topped off. Also, learn when to time Bone Cage for best results so that you get the most out of it when you do use it. Another good reason to use Teleportation in this Build is to bring targets to you because this will keep bodies piled up in one place for more Physical Armour from Bone Cage. Defensive skills include: Bone Cage, Armour of Frost, or Uncanny Evasion, while utility skills include: Challenge, Vampiric Hunger or Skin Graft. Bull Rush not only deals more damage, but also can set Bleeding. However, keep in mind you can still use both of these Skills in the same turn if you wish, hitting both targets twice. Just remember to always prioritize Bull Rush if you can hit both targets with either skill. Bull Rush was changed to deal Physical Damage in the February 1st update, allowing it to strip Armour. It outperforms Blitz Attack in terms of damage and can hit more than 2 targets and set Bleeding. Just like the Death Knight you can play this Build as anas all healing from Life Steal will heal them and there are zero Skills here that negatively impact them. While it is unlikely that you will make it through the entire game without this ever happening, it should be the goal while in combat and should dictate what you do next. The feedback and discussion regarding them has been overwhelming and simply amazing and I cannot wait to see what Larian has in store for us next. As always, be sure to check out our otherand good luck Sourcerers, Rivellon is counting on you. How well does Lone Wolf fit into this divinity original sin 2, would I just take Lone Wolf as my first talent, then go through your list of talents in order, or would you rearrange them. Also where should I end up dumping excess combat ability points. Basically, what should an endgame stat set look like. Opportunist and Living Armour are the two most essential for the Build so optimally it would be 3rd. With Warfare maxed and about 6 or 8 points in Necro, plus the points in the various other Abilities like Aero and Hyrdro etc, then I would dump all remaining points into Two-Handed for more damage and more Critical Multiplier. It would look like 20 Warfare, 6-8 Necro, 4 Poly, 2 Aero, 2 Scoundrel, 2 Hydro and the rest into Two-Handed which should be like 6-8 ish. Anyway, thanks again and good luck on your future endeavors. For example I think Elves make the best Eternal Warriors, but Fane could do the job just fine if you have an Elf or Sebille as something else. However you can solo groups of enemies with this build where you cannot with a raw damage build. This can make your Enraged turns quite effective. And last time I really found your death Knight build a metric ton of fun to play. But as I was deciding what else to bring along, I plan on going with a full party, i realised I was rather unsure on what else to bring along. But that leaves the fourth slot. Currently debating if I want to bring a Duelist, Assassin, or Ranger. Any advice would be greatly appreciated, especially on the 4th slot. But any advice on the 2nd or 3rd is welcome divinity original sin 2. Reading them has been a real help in improving my game. If I use Dual Wield instead of Two-Handed, will it affect anything. I also want to apply the high dodging of Duelist into this build by pumping up Dual Wield and Uncanny Evasion. You can of course play like the Duelist, just because you want to, and you should still be fine if you apply the same principles of the Eternal Warrior. I just started a new game with Ifan and I think I want to build him as a Juggernaut and then pick up Fane and build him as an Eternal Warrior. I feel i will miss distance playing. Juggernaut is better than Eternal Warrior to combine with Terramancer. Thank you for your work on fextralife this is so great and thank you so much for your answers!.