Looking for the perfect group comp? Look no more

Another healing option I really like is huntsman support for parties with undead and the living. Between hydro, hunt, and geo you can heal and buff both the living and undead and do decent ranged damage and cc.

The skills you will be using for support don't have any attribute scaling. Your attribute priorities are str/int for gear, mem for skill slots, con for hp you feel comfortable with, and then dump everything else into fin and wit for damage, crit, and initiative.

For combat points you will want the minimum hunt for the skills you use, and then split between hydro, geo, and ranged as you need. Hydro/geo for support, and geo/ranged for more dps. Civil points are for you to choose.

Skills I'd suggest you have by the end of act 1:

Rejuvenate and first aid - both good heals

Armor of Frost and Fortify - your single target mit buffs

Tactical Retreat - tp and one turn haste, op

Poison dart - only to heal an undead member early on or for a little damage. Later on you will just shoot them with poison arrows.

Now for what I love the most about this build and think new players will have the hardest time with, arrows. Arrows will be providing a good amount of CC, damage, and undead healing. Here is the wiki link for how to make arrows.

/r/DivinityOriginalSin Thread