Huntsman in Divinity Original Sin 2 Divinity Original Sin 2 Guide, walkthrough
Last update: 09 March 2020
This page of the Divinity Original Sin 2 guide contains a detailed description of Huntsman skills. You'll learn what type of skills the school offers, what abilities can you use, and their effects.
Huntsman's abilities are only useful for archers. To utilize these abilities, you need a bow or a crossbow (you cannot utilize them with staffs); the abilities are focused on dealing physical damage and causing additional effects such as crippling.
Marksman's Fang | |
Description | Shoots an arrow that will pierce all the enemies on its way. The first target will receive damage that ignores armor. |
Special | N/A |
Cost | 2 AP/ 1 Memory Slot (range weapon required) |
Cooling Time | 2 turns |
Blocked | Physical Armor |
Comment
A skill that may seem mediocre at first, but it is an essential addition for all range units. Don't use it at the beginning of the battle, but rather when one of your opponents gets through your first line of defense and becomes a major threat. Before you actually perform the attack, increase the distance and position yourself in front of as many opponents as possible. This will greatly increase the overall effectiveness of the skill and cause serious damage to your foes.
Ricochet | |
Description | Shoots an arrow that will bounce of the first target and will strike up to three more targets in its medium range. |
Special | N/A |
Cost | 2 AP/ 1 Memory Slot (range weapon required) |
Cooling Time | 4 turns |
Blocked | Physical Armor |
Comment
If your enemies get too close to one another, you can reach them at the same time. You shouldn't use this spell at the beginning of the battle, but rather when a wave of opponents reaches your first line of defense. Just keep in mind the limited range of the spell and its long cooling time. Not an effective spell when fighting against range units.
First Aid | |
Description | Removes statuses: cripple, knockdown, blind, silent, bleeding, burn, poison. Heals 30% of hero's max health. |
Special | 100% chance to remove a status and heal |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Comment
One of the most crucial abilities. Not only does it heal your team, but it also removes all negative effects. First Aid is cheap but its long cooling time makes it a spell that you have to use carefully. It's always useful when you want to support your front line of attack. As its effectiveness depends on the amount of HP, it's best to use it on your tanks.
Snipe | |
Description | A powerful blow that causes physical damage. The damage is doubled if it was a sneak attack. |
Special | N/A |
Cost | 4 AP/ 1 Memory Slot (range weapon required) |
Cooling Time | 5 turns |
Comment
Due to its cost and long Cooling Time, it's fair to say that this spell is especially useful outside the battlefield. If we are able to sneak near the enemy, it's highly possible that we will kill him with a single shot. The bonus only works if it's a sneak attack. During the battle, consider it as your last resort.
Tactical Retreat | |
Description | Teleport yourself to a medium distance. |
Special | 100% chance to teleport |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Comment
Similar to teleportation, this spell can be used in different situations. First of all, you don't need any help from your allies to get to a safe spot. Furthermore, the spell is cheap, so after using it, we will still have enough points to perform other actions. Pay attention to your range as you may not be able to strike your opponents even with Tactical Retreat.
Mark | |
Description | A marked target will have a reduced chance to dodge attacks, and will have its benefit, concerning getting a better position, removed. |
Special | 100% chance to mark a target for 3 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Comment
A must have for all range units. Regardless of the Huntsman level, your enemies will often occupy better positions. Use Mark to remove all bonuses that he would normally receive, and thus make him useless. Pay attention to the fact that the spell works for limited time and strike quickly. This spell is also useful for heroes who engage in close combat, as reducing your enemies chance to dodge will increase the amount of damage that he receives.