Fighting healer works in many RPG systems, in Divinity not very much. Main issue is - Do not play a healer with unreliable spells, your party could start hate you.... .
However if you really need such a build start with fighter, make him reliable. Add Geo spells at start, on the 8th level add reliable Hydro spells.
So start attribute:
Str +2
Spd +2
Const +1
Skills:
+1 Geomancer - Spell Spider
+1 Man at arms - skill Dust Devil, Ram
Do not waste a point for any weapon skill! Not with this build never ever. Once you get int 8 you could invest 1 point to another Spell school rather then weapon. (1 point of Aero - Become air, Teleport, Bitter cold for defense purpose)
Think mainly about Leech, Bully, Picture of Health. Opportunist is usable too, but later. Do not get Escapist - it is one of the most useless talents. Glass-canon talent is very interesting for you on 15th level.
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Before 8th level you get next 3 attribute points.
I recommend distribution:
str +2 +2
spd +2
const +1 +1
Int +0
Warrior items have high requirements for STR, it rises a lot in the begining fo game but not so much later in the game. Some balance issue.
On 8th level - Add One skill to Hydro. You also get the 1 attribute point. Add him to Int to get 6. Around this level you can reach Teller of Secrests - Buy a book for +1 attribbute. Around this level also an item for +1 can be avaialble. So you get 7. Its enough to cast Minor heal and water of life at 100%. Dont be confused about name, Minor Heal is most usefull healing spell, even in the final battle. However get noticed, all spells are driven by Int. And only Int. Amount of damage and chance to breach saving throws. Skill level doesnt mater. Therefore if you dont max int, your spells are not useful for direct attacking spells. Generaly do not cast on enemy characters. Make sure you are focusing at healing, defensive, buffing or summoning spells.
1 point to Geomancy use for:
Spider, Oil and magic Shield spells. All of these spells have 100% success rate at int5
If you need healing from level 1 then go for int 7 at level 1, instead of Str. Your warrior skills modify accordingly. Hi SPD is mandatory.
Armor and weapon is tied by requirements. If you are going for STR - you will use sword (preferably double handed) and heavy armor. If you are going for Int you will use cloth and staff. <-- its not fighting healer then. Cloth armor and sword is super s*it combo.
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Another idea of helping wingman with a one handed weapon is scoundrell-mage. Game has oversized wepons, so the dagger looks soon like a stabby sword. You are VERY fast moving. You have leather armor.
In the build above, replace STR by DEX. Man-at-arms by Scoundrell. Get BackStab on level 1 mandatory. Bully ASAP. Skills - Walking shadow, Razors edge.
INT, spell progress and others see above. Make sure you add to all mentioned above one point of Witchcraft too. Later go for 2 levels of Marksman for Mute & Rapture skills and Sidestep talent. Alternatively you could use ranged attack by crossbow. Richochet skill becomes handy. You cant attack by ranged spells anyway. Level 12+ you can put few points to one handed weapons, not sooner.
Even if it doenst look for the first time, this Soundrell-mage build is badass. Maby not a classic sunshine war-priest rather Ninja-Shaman.
Let me know how it works :-]
Edit: I made mistake to mix attribute and skill points.
Last edited by gGeo; 25/04/15 05:36 PM.