Character Builds
#51
Posté 19 février 2011 - 02:23
Elemental
1. Winter's Grasp
The mage summons a blast of cold that injures and slows a single enemy.
Cold damage: 27
Elemental force: 2x
Enemy attack speed: -50%
Enemy movement speed: -50%
Cost: 20 mana
Cooldown: 20s
Type: Activated ability
2. Winter's Blast
Requires: Level 6
Requires: Winter's Grasp
Points required in Elemental: 2
Winter's Grasp is now likely to freeze opponents, and may leave some in a BRITTLE state that warriors and rogues can exploit.
Freeze chance: 100% vs. normal enemies
BRITTLE chance: 40% vs. frozen targets
Type: Upgrade
3. Cone of Cold
Requires: Level 4
Requires: Winter's Grasp
A cone of deadly ice shoots forth from the mage's hands to injure and slow opponents.
Cold damage: 18
Elemental force: 2x
Enemy attack speed: -75%
Enemy movement speed: -75%
Size: 12m
Cost: 30mana
Cooldown:30s
Type: Activated ability
4. Deep Freeze
Requires: Level 8
Requires: Cone of Cold
Points required in Elemental: 3
The Cone of Cold freezes some enemies solid, and may even leave them BRITTLE, vulnerable to further attacks.
Freeze chance: 60% vs. normal enemies
BRITTLE chance: 20% vs. frozen targets
Type: Upgrade
5. Fireball
The mage unleashes a bolt of flame that explodes, scattering and scorching foes.
Fire damage: 8
Elemental force: 2x
Size: 5m
Cost: 20 mana
Cooldown: 20s
Type: Activated ability
6. Searing Fireball
Requires: Level 6
Requires: Fireball
Points required in Elemental: 2
7. Pyromancer
Requires: Fireball
Long practice with wielding flame increases all fire damage that the mage inflicts, including baisc attacks from a fire staff.
Fire damage: +25%
Type: Passive ability
8. Firestorm
Requires: Level 5
Requires: Fireball
The mage calls forth a devastating shower of flame that blasts down on the targeted area.
Fire damage: 8 every 1s
Elemental force: 2x
Duration: 10s
Size: 10m
Cost: 60 mana
Cooldown: 30s
Type: Activated ability
9. Apocalyptic Firestorm
Requires: Level 9
Requires: Firestorm
Points required in Elemental: 3
Firestorm now burns with greater intensity and scorches a larger area.
Fire damage: +3
Size: 15m
Type: Upgrade
10. Elemental Mastery
Requires: Level 10
Requires: Cone of Cold
Requires: Firestorm
Points required in Elemental: 7
The mage learns to command nature's two brutal extremes, mastering the dreadful effects of both fire and ice.
Fire damage: +25%
Cold damage: +25%
Mana/stamina regeneration rate: +10
BRITTLE chance: 100% vs. frozen targets
Type: Passive ability
Primal
1. Stonefist
The mage hurls a stone projectile that strikes with massive force.
Physical damage: 24
Physical force: 4x
Cost: 20 mana
Cooldown: 15s
Type: Activated ability
2. Golem's Fist
Requires: Level 6
Requires: Stonefist
Points required in Primal: 2
The density of Stonefist increases. It now packs a tremendous wallop, particularly against enemies who a rogue has addled.
Physical damage: +12
Physical damage: 200% vs. DISORIENTED targets
Physical force: +2x
Physical force: 200% vs. DISORIENTED targets
Type: Upgrade
3. Petrify
Requires: Level 4
Requires: Stonefist
The mage entombs an enemy in stone, leaving the foe temporarily unable to move. However, the target becomes more resistant to damage for the duration of the spell.
Paralyze chance: 100% vs. any enemy
Enemy damage resistance: +50%
Duration: 15s
Cost: 30 mana
Cooldown: 45s
Type: Activated ability
4. Desiccate
Requires: Level 8
Requires: Petrify
Points required in Primal: 3
Petrify now leaves the foe more exposed, decreasing protection from attacks and turning most enemies BRITTLE.
Enemy damage resistance: -30%
BRITTLE chance: 100% vs. normal enemies
Type: Upgrade
5. Rock Armor
A layer of stone encases the mage in a shell that protects against damage for as long as this mode is active.
Armor: +25%
Reserved: 10% of mana
Cooldown: 5s
Type: Sustained mode
6. Chain Lightning
The mage singles a target with lightning, and electrical arcs lance out to hit other nearby foes.
Effect: Lightning arcs 2 times
Electricity damage: 19
ELemental force: 2x
Size: 2m
Cost: 30 mana
Cooldown: 20s
Type: Activated ability
7. Chain Reaction
Requires: Level 6
Requires: Chain Lightning
Points required in Primal: 2
Chain Lightning now leaps between more enemies and strikes STAGGERED foes with further electricity damage.
Effect: Lightning arc +2 times
Electricity damage: 600% vs. STAGGERED targets
Elemental force: 200% vs. STAGGERED targets
Size: +2m
Type: Upgrade
8. Tempest
Requires: Level 5
Requires: Chain Lightning
Magical bolts of lightning stab down into foes across a wide area of the battlefield.
Electricity damage: 4 every 4s
Elemental force: 2x
Duration: 20s
Size: 15m
Cost: 50 mana
Cooldown: 30s
Type: Activated ability
9. Strikes Twice
Requires: Level 9
Requires: Tempest
Points required in Primal: 3
Tempest's fury increases substantially, striking the affected area much more frequently.
Strike interval: -2s
Type: Upgrade
10. Galvanism
Requires: Level 7
Requires: Petrify
Requires: Tempest
Points required in Primal: 7
The mage masters the powers of earth and sky, inflicting greater electricity damage and learning moer effective forms of the stone-based spells in this school.
Physical damage: 125% for Stonefist
Armor: 125% for Rock Armor
Duration: 125% for Petrify
Electricity damage: +25%
Mana/stamina regeneration rate: +10
Type: Passive ability
Spirit
1. Elemental Weapons
Requires: Level 4
While this spell is active, the caster's staff channels its base elemental power across the entire party, enchanting the weaopns of allies to give them additional elemental damage. For example, a mage using a fire staff adds extra fire damage to attacks from all other party memebers.
Effect: Elemental damage bonus on staff type for all party members
Reserved: 10% of mana
Cooldown: 5s
Type: Sustained mode
2. Mind Blast
The mage projects a wave of telekinetic force that knocks enemies back and diverts hostile attention.
Physical force: 6x
Threat reduction: Based on enemy rank
Size: 5m
Cost: 10 mana
Cooldown: 10s
Type: Activated ability
3. Stunning Blast
Mind Blast becomes a sweeping torrent of energy that can stun opponents as well.
Physical force: +12x
Stun chance: 100% vs. normal enemies
Size 8m
Type: Upgrade
4. Barrier
Requires: Level 5
The mage or ally is enveloped in a telekinetic field that repes significant damage.
Damage resistance: +50%
Duration: 6s
Cost: 30 mana
Cooldown: 45s
Type: Activated ability
5. Arcane Fortress
Requires: Level 9
Requires: Barrier
Points required in Arcane: 4
Barrier now shields the target more effectively.
Damage resistance: +50%
Type: Upgrade
6. Arcane Shield
The mage conjures a protective aura that deflects incoming attacks for as long as this mode is active.
Defense: +20%
Reserved: 20% of mana
Cooldown: 5s
Type: Sustained mode
7. Arcane Wall
Requires: Level 9
Requires: Arcane Shield
Points required in Arcane: 4
Arcane Shield's protection now envelops all party members.
Type: Upgrade
8. Elemental Shield
Requires: Level 7
Requires: Arcane Shield
Points required in Arcane: 2
Arcane SHield now absorbs a portion of elemental attacks as well.
Fire resistance: +20%
Cold resistance: +20%
Electricity resistance: +20%
Nature resistance: +20%
Spirit resistance: +20%
Type: Upgrade
9. Crushing Prison
Requires: Level 6
Points required in Arcane: 2
The mage traps a target in a collapsing cage of telekinetic force, inflicting a great deal of damage over a short time.
Physical damage: 65
Enemy attack speed: -50% (40% chance vs. normal enemies)
Enemy movement speed: -50% (40% chance vs. normal enemies)
Duration: 10s
Cost: 30 mana
Cooldown: 30s
Type: Activated ability
10. Paralyzing Prison
Requires: Level 10
Requires: Crushing Prison
Crushing Prison now inflicts more damage and paralyzes foes who were previously slowed.
Physical damage: +22
Physcial damage: 200% vs. STAGGERED targets
Paralyze chance: 40% vs. normal enemies
Paralyze chance: 100% vs. STAGGERED targets
Type: Upgrade
Entropy
1. Hex of Torment
Requires: Level 4
The mage curses the enemy, increasing damage from all sources for a short time.
Enemy damage resistance: -25%
Duration: 15s
Cost: 20 mana
Cooldown: 30s
Type: Activated ability
2. Death Hex
Requires: Level 4
Requires: Hex of Torment
Points required in Entropy: 5
All successful strikes against the cursed target become automatic critical hits.
Critical chance: 100%
Type: Upgrade
3. Horror
Terrifying visions rend an enemy's mind, leaving the target stunned.
Stun chance: 100% vs. any enemy
Duration: 10s
Cost: 30 mana
Cooldown: 25s
Type: Activated ability
4. Despair
Requires: Level 7
Requires: Horror
Points required in Entropy: 2
Horror now inflicts recurring spirit damage for as long as the enemy remains stunned.
Spirit damage: 27 every 1s (Typo on the Demo version, it's suppose to be 27 over 10 seconds says Peter)
Type: Upgrade
5. Sleep
Requires: Level 6
Requires: Horror
Points required in Entropy: 3
The mage affects the minds of all enemies in an area, attempting to put them to sleep for a short duration. Attacking a sleeping target will wake it, however.
Sleep chance: 50% vs. normal enemies
Duration: 10s
Size: 6m
Cost: 40 mana
Cooldown: 30s
Type: Activated ability
6. Coma
Requires: Level 10
Requires: Sleep
Points required in Entropy: 5
Sleep now paralyzes enemies as well, leaving them vulnerable even if an attack wakes them.
Paralyze chance: 100% vs. sleeping targets
Type: Upgrade
7. Misdirection Hex
Requires: Level 5
Requires: Hex of Torment
Requires: Horror
The mage casts a binding spell that makes an enemy likely to miss and prevents it from inflicting critical hits.
Enemy attack: -50%
Enemy critical chance: 0%
Duration: 10s
Cost: 25 mana
Cooldown: 30s
Type Activated Ability
8. Shackling Hex
Requires: Level 9
Requires: Misdirection Hex
Points required in Entropy: 3
Misdirection Hex now also beleaguers an enemy with fatigue, slowing the speed of attacks.
Enemy attack speed: -75%
Enemy movement speed: -75%
Type: Upgrade
9. Entropic Cloud
Requires: Level 8
Requires: Misdirection Hex
Requires: Sleep
Points required in Entropy: 4
The mage afflicts a foe with lesser forms of all entropic spells. This chaotic energy swirls into a cloud that also affects other enemies near the target.
Enemy attack: -25%
Enemy defense: -25%
Sleep chance: 10% vs. normal enemies
Stun chance: 25% vs. normal enemies
Duration: 15s
Cost: 35 mana
Cooldown: 40s
Type: Activated ability
10. Death Cloud
Requires: Level 12
Requires: Entropic Cloud
Points required in Entropy: 6
The cloud now inherits lesser forms of the upgrades to spells in this school, regardless of whether the mage has learned them.
Spirit damage: 1 every 4s
Enemy attack speed: -50%
Enemy movement speed: -50%
Enemy damage resistance: -25%
Paralyze chance: 100% vs. sleeping targets
Type: Upgrade
Creation
1. Glyph of Paralysis
Requires: Level 4
The mage inscribes a glyph on the ground that paralyzes most foes who cross its bounds.
Enemies paralyzed: 2
Paralyze chance: 100% vs. normal enemies
Paralyze duration: 4s
Duration: 20s, or 1s after first paralysis
Size: 6m
Cost: 25 mana
Cooldown: 30s
Type: Activated ability
2. Glyph of Binding
Requires: Level 8
Requires: Glyph of Paralysis
Points required in Creation: 2
The Glyph of Paralysis now persists for longer after an enemy crosses it.
Enemies paralyzed: +2
Paralyze duration: +6s
Duration: +2s after first paralysis
Type: Upgrade
3. Glyph of Repulsion
Requires: Level 6
Requires: Glyph of Paralysis
The mage inscribes the ground with a glyph that repels opponents with a strong wave of physical force.
Physical force: 6x
Duration: 10s
Size: 6m
Cost: 30 mana
Cooldown: 30s
Type: Activated ability
4. Glyph of Defiance
Requires: Level 10
Requires: Glyph of Repulsion
Points required in Creation: 3
Glyph of Repulsion now hits oppoents with a much stronger wave of physical force.
Physical force: +12x
Type: upgrade
5. Heal
The mage imbues an ally with restorative energy, knitting flesh and mending bone.
Health regeneration: 40%
Cost: 30 mana
Cooldown: 40s
Type: Activated ability
6. Greater Heal
Requires: Heal
Heal becomes a tide of restorative energy.
Health regeneration: +40%
Type: Upgrade
7. Heroic Aura
The mage enhances the party's aptitude in battle for as long as this mode is active.
Attack: +15% for all party members
Defense: +8% for all party members
Reserved: 20% of mana
Cooldown: 5s
Type: Sustained mode
8. Valiant Aura
Requires: Level 7
Requires: Heroic Aura
Points required in Creation: 2
Heroic Aura becomes a beacon of destructive power as well as protection.
Damage: +10% for all party members
Critical chance: +10% for all party members
Type: Upgrade
9. Haste
Requires: Level 7
Requires: Heroic Aura
Requires: Heal
Points required in Creation: 3
The mage imbues the party with speed for a short time.
Attack speed: +50% for all party members
Duration: 10s
Cost: 30 mana
Cooldown: 60s
Type: Activated ability
10. Greater Haste
Requires: Level 11
Requires: Haste
Haste now last significantly longer.
Duration: +10s
Type: Upgrade
#52
Posté 19 février 2011 - 02:23
Level 20 Mage
--------------------
Elemental: 8
Winter's Blast: 2
Deep Freeze: 2
Searing Fireball: 2
Firestorm: 1
Elemental Mastery: 1
--------------------
Primal: 2
Golem's Fist: 2
--------------------
Arcane: 2
Stunning Blast: 1
Crushing Prison: 1
--------------------
Creation: 3
Heal: 1
Glyph of Binding: 2
--------------------
5 reserved for Force Mage
Level 25 Mage
--------------------
Elemental: 8
Winter's Blast: 2
Deep Freeze: 2
Searing Fireball: 2
Firestorm: 1
Elemental Mastery: 1
--------------------
Primal: 2
Golem's Fist: 2
--------------------
Arcane: 5
Barrier: 1
Elemental Weapons: 1
Stunning Blast: 1
Paralyzing Prison: 2
--------------------
Creation: 3
Heal: 1
Glyph of Binding: 2
--------------------
5 reserved for Force Mage
2 reserved for Spirit Healer
EDIT: Edited to properly allocate points to Force Mage
Modifié par Walker White, 19 février 2011 - 02:36 .
#53
Posté 19 février 2011 - 02:24
Acyl Hawke
Lv.20 Warrior - Controlling Two Hander
----------------------------------
Two Handed: 7
Mighty Blow
Shattering Blow
Scythe
Reaper
Giant's Reach
Whirlwind
Cyclone
----------------------------------
Defender: 2
Stonewall
Bulwark
----------------------------------
Battlemaster: 2
Bolster
Deep Reserves
----------------------------------
Warmonger: 4
Pommel Strike
Pommel Blow
Tremor
Aftershock
----------------------------------
Templar/Reaver: 5 pending abilities in either
Main focus would be to control the battlefield and what occurs on said field. Would use companions that would support or take advantage of the resulting setup.
This is quite similar to how I played the two hander in DA:O, and was the most enjoyable playthrough for me!
Modifié par Zhel_Ryn, 19 février 2011 - 02:25 .
#54
Posté 19 février 2011 - 02:24
ur-Shulgi Hawke
Lv.20 Rogue
----------------------------------
Dual Weapon: 2
Backstab
Perforate
----------------------------------
Sabotage: 4
Rush
Miasmic Flask
Improved Formula
Fatiguing Fog
Overpowering Fog
----------------------------------
Specialist: 2
Speed
Energizing Speed
----------------------------------
Scoundrel: 4
Blindside
Twist the Knife
Back-to-Back
Follow-Through
----------------------------------
Subterfuge: 5
Stealth
Silent Running
Evade
Tactical Withdrawal
Subtlety
----------------------------------
3+ reserved for Assassin & Shadow.
#55
Posté 19 février 2011 - 02:27
#56
Posté 19 février 2011 - 02:28
Level 20 SS Warrior Tanking Build -
Weapon and Shield: 9
Shield Defense/Shield Wall
Perception
Safeguard
Scatter/Disperse
Shield Bash/Pummel
Assault
----------------------------------
Defender: 4
Stonewall/Bulwark
Turn the Blade
Elemental Aegis
----------------------------------
Warmonger: 2
(default) Pommel Strike/Pommel Blow
Taunt
----------------------------------
Battlemaster: 2
Bolster
Second Wind
----------------------------------
3 points reserved for Templar
Weapon and Shield is the bread and butter of my build (kinda obvious) as it provides with immunities, CC, and decent damage resistance. I took Defender to provide protection against enemies who use CC, thus, allowing me to take a beating and still stand. Two points were spent in Warmonger to add another stun to my arsenal as well as the invaluable taunt (critical as my build doesn't incorporate Bravery or Battle Synergy, so this is my only form of aggro-control). I allocated another two points into Battlemaster to provide stamina regen when necessary. Lastly, Templar was my favorite Origin spec, and the ability to control mages is always useful, so the remainder of my points are reserved for the Templar chain.
Hopefully Hawke gains about 5 talents outside of leveling, as they would greatly improve my build.
#57
Posté 19 février 2011 - 02:29
Sengoku no Maou wrote...
Walker White, Force Mage and the other Mage specializations only have 5 talents.
They only have 5 talents, but I thought everything was 10 with the upgrades.
EDIT: Nope, you are right. Time to edit build.
Modifié par Walker White, 19 février 2011 - 02:31 .
#58
Guest_iOnlySignIn_*
Posté 19 février 2011 - 02:30
Guest_iOnlySignIn_*
Forgive me for the stupid question, but do you really need to draw enemies to you? I know Hawke is not Shepard, but I heard enemies choose targets based on the thread presented by the target, so wouldn't Hawke be chosen most often since she/he presents the greatest threat?Sengoku no Maou wrote...
2. Outside of speculation, we won't really know until the 8th. If I had to hazard a guess, I'd just do what I did in DAO. Use an ability to draw enemies to you, then swing that lumbering weapon.iOnlySignIn wrote...
2. Also, I'm considering a Two-Handed Vanguard/Defender since Whirlwind looks too good to pass on. Would that be viable? What should I be careful with?
Modifié par iOnlySignIn, 19 février 2011 - 02:32 .
#59
Posté 19 février 2011 - 02:36
-Skorpious- wrote...
Two points were spent in Warmonger to add another stun to my arsenal as well as the invaluable taunt (critical as my build doesn't incorporate Bravery or Battle Synergy, so this is my only form of aggro-control). I allocated another two points into Battlemaster to provide stamina regen when necessary. Lastly, Templar was my favorite Origin spec, and the ability to control mages is always useful, so the remainder of my points are reserved for the Templar chain.
Hopefully Hawke gains about 5 talents outside of leveling, as they would greatly improve my build.
Much agreed! A few extra talents would be nice to pick up a few more in mine as well, without knowing how I'd spend the points for specialization. That said, I really enjoy this setup with so many options no matter your weapon choice!
On the aggro control, I'm liking the thought that some of the rogue abilities will be a big boon for this on top of whatever I can muster into my warrior's build.
#60
Posté 19 février 2011 - 02:36
iOnlySignIn wrote...
Forgive me for the stupid question, but do you really need to draw enemies to you? I know Hawke is not Shepard, but I heard enemies choose targets based on the thread presented by the target, so wouldn't Hawke be chosen most often since she/he presents the greatest threat?
You always have those moments where they may be drawn to another warrior in your party, someone else who may have damage & armor (two of the main components of Threat in DAO) comparable or greater than your warrior, an ally that attacked for quite a bit of damge, or used an ability that draws a substantial amount of threat. This was especially easy with Lethality-based Rogues and DPS mages. Taunt is a tank's best friend for a reason. I'll make a 2H tank of my own and compare if it's not a problem.
Modifié par Sengoku no Maou, 19 février 2011 - 02:40 .
#61
Posté 19 février 2011 - 02:37
phoeinx420 wrote...
[MEGA SNIP!!!]
Holy ****. You might wanna trim your post down a bit.
#62
Posté 19 février 2011 - 02:39
edit:dreamextractor wrote...
For the heck of it, Anders & Fenris' potential builds with the male Hawke I posted earlier:
ANDERS
Primal:
Stonefist
Petrify
Rock Armor
Chain Lightning > Chain Reaction
Tempest > Strikes Twice
Galvanism
Spirit:
Dispel Magic
Arcane:
Barrier > Arcane Fortress
Arcane Shield > Arcane Wall > Elemental Shield
Creation:
Heroic Aura > Valiant Aura
Haste > Greater Haste
Heal > Greater Heal
FENRIS
2 Handed:
Mighty Blow > Shattering Blow > Killer Blow
Scythe > Reaper
Whirlwind > Tornado > Cyclone
Vanguard:
Might > Muscle
Assail > Besiege
Battlemaster:
Rally > Unite
Battle Synergy > Fearless Synergy
Bolster
Last Push
Second Wind > Deep Breath
I left five talent points open for their unique specs.
Idk, should I change anything? Also, I'm having Aveline tank, but I don't know what her build will potentially be yet.
Weapon & Shield:
Shield Defense
Perception
Shield Bash > Pummel
Scatter > Disperse
Safeguard
Assault > Battery
Defender:
Stonewall > Bulwark
Elemental Aegis > Elemental Shroud
Warmonger:
Tremor > Aftershock > Quake
Taunt > Below
Battlemaster:
Rally > Unite
Might be Aveline. Does this sound good for a tank/like a balanced party? Thought about replacing something with the Turn the Blade set up. Mind you, I'm just messing around with all of this for fun. Thought it might be entertaining to get a feel of what my party could be like early.
Modifié par dreamextractor, 19 février 2011 - 02:40 .
#63
Posté 19 février 2011 - 02:43
iOnlySignIn wrote...
Forgive me for the stupid question, but do you really need to draw enemies to you? I know Hawke is not Shepard, but I heard enemies choose targets based on the thread presented by the target, so wouldn't Hawke be chosen most often since she/he presents the greatest threat?Sengoku no Maou wrote...
2. Outside of speculation, we won't really know until the 8th. If I had to hazard a guess, I'd just do what I did in DAO. Use an ability to draw enemies to you, then swing that lumbering weapon.iOnlySignIn wrote...
2. Also, I'm considering a Two-Handed Vanguard/Defender since Whirlwind looks too good to pass on. Would that be viable? What should I be careful with?
Not really. If I'm not mistaken, the one who do most damage in the game gets more threat - usually mages. But Warriors have abilities to draw enemies to them, so they can protect your mage or rogue, for exemple.
#64
Posté 19 février 2011 - 02:46
Which is probably why I always get my ass handed to me on a platter. lol. But I get the hang of it eventually.
#65
Posté 19 février 2011 - 02:51
Dual Wield Tree:
-Unforgiving Chain
-Explosive Strike
-Merciless Strike
Total: 3 talent points
Sabotage Tree:
-Rush
-Charge
-Miasmic Flask
-Improved Formula
-Fatiguing Fog
Total: 5 talent points
Specialist Tree:
-Speed
-Lightning Speed
-Energizing Speed
-Harmony
-Precision
-Power
Total: 6 talents
Subterfuge Tree:
-Stealth
-Silent Running
-Camoflauge
-Ambush
-Lingering Shroud
-Evade
-Subtlety
Total: 7
Scoundrel Tree:
-Back to Back
-Followthrough
-Blindside
-Twist the Knife
Total: 4
Total of 25. Assuming that you can get more talent points later on via tomes to invest in specs.
Switched it up from the build I posted earlier before. Removed Lacerate/Maim and Backstab, because you're not going to be using Backstab a whole lot due to the nature of Unforgiving Chain and its sister skills. Basically, the most important skills are Unforgiving Chain, Explosive/Mercliless Strike, Speed and Subtlety.
Skills I can remove from the build to invest in specializations:
-Power
-Precision
-Harmony
The only real talents you'll be using are the occasional crowd control and escaping danger/diving back so you don't waste time with DPS. Basically, this is a burst DPS build due to the nature of your primary means of offense. I don't mean to be redundant but you want to be THE boss killer of the party. Lesser minions are for your
Going to work on a more fleshed out, technical rogue build now. Then archer, then 2h DPS warrior.
Modifié par Zabaniya, 19 février 2011 - 02:53 .
#66
Posté 19 février 2011 - 02:52
namedforthemoon wrote...
I don't really do character builds... I just go along and play the game, and when I level up, I look at the skills and I think, "Oh, that looks useful" or "That looks fun" and I play by trial and error.
Which is probably why I always get my ass handed to me on a platter. lol. But I get the hang of it eventually.
Lol I wish I could do it this way. But I'm mega OCD when it comes to my RPG characters. I don't feel right unless I've spent hours choosing the right skills, and following said skills. It would be alot less stressful if I could do it your way.
#67
Posté 19 février 2011 - 02:57
namedforthemoon wrote...
Which is probably why I always get my ass handed to me on a platter. lol. But I get the hang of it eventually.
I do this in almost every RPG too. Especially in my first foray into that game's series. I can't even tell you how many times I started over on Morrowind because I kept messing up.
#68
Posté 19 février 2011 - 03:01
Lv.20 Warrior
----------------------------------
Two-Handed: 5
Mighty Blow
Giant's Reach
Whirlwind
Tornado
Cyclone
----------------------------------
Defender: 8
Stonewall
Bulwark
Adamant
Turn the Blade
Raise the Guard
Elemental Aegis
Elemental Shroud
Resilience
Resolute
----------------------------------
Warmonger: 4
Pommel Strike
Taunt
Below
Bravery
Bravado
----------------------------------
Battlemaster: 3
Rally
Battle Synergy
Fearless Synergy
Taunt, Bravery, & Fearless Synergy keep the spotlight on my tank. If you have a sword that big, you deserve all of the attention anyway.
#69
Posté 19 février 2011 - 03:02
dreamextractor wrote...
edit:dreamextractor wrote...
For the heck of it, Anders & Fenris' potential builds with the male Hawke I posted earlier:
ANDERS
Primal:
Stonefist
Petrify
Rock Armor
Chain Lightning > Chain Reaction
Tempest > Strikes Twice
Galvanism
Spirit:
Dispel Magic
Arcane:
Barrier > Arcane Fortress
Arcane Shield > Arcane Wall > Elemental Shield
Creation:
Heroic Aura > Valiant Aura
Haste > Greater Haste
Heal > Greater Heal
FENRIS
2 Handed:
Mighty Blow > Shattering Blow > Killer Blow
Scythe > Reaper
Whirlwind > Tornado > Cyclone
Vanguard:
Might > Muscle
Assail > Besiege
Battlemaster:
Rally > Unite
Battle Synergy > Fearless Synergy
Bolster
Last Push
Second Wind > Deep Breath
I left five talent points open for their unique specs.
Idk, should I change anything? Also, I'm having Aveline tank, but I don't know what her build will potentially be yet.
Weapon & Shield:
Shield Defense
Perception
Shield Bash > Pummel
Scatter > Disperse
Safeguard
Assault > Battery
Defender:
Stonewall > Bulwark
Elemental Aegis > Elemental Shroud
Warmonger:
Tremor > Aftershock > Quake
Taunt > Below
Battlemaster:
Rally > Unite
Might be Aveline. Does this sound good for a tank/like a balanced party? Thought about replacing something with the Turn the Blade set up. Mind you, I'm just messing around with all of this for fun. Thought it might be entertaining to get a feel of what my party could be like early.
Your team seems pretty sound but do you need Elemental Shroud for Aveline if Anders has dispel magic?
Modifié par Eclipse_9990, 19 février 2011 - 03:03 .
#70
Posté 19 février 2011 - 03:08
#71
Posté 19 février 2011 - 03:09
I thought it'd be nice to have that extra bonus for Elemental Aegis - personally, I thought I'd get rid of Dispel Magic instead.Eclipse_9990 wrote...
dreamextractor wrote...
snipdreamextractor wrote...
snip
Your team seems pretty sound but do you need Elemental Shroud for Aveline if Anders has dispel magic?
But yeah, that is my ideal team if we can respec companions.
Modifié par dreamextractor, 19 février 2011 - 03:09 .
#72
Posté 19 février 2011 - 03:10
Sabresandiego wrote...
I believe classes come with some skills and spells for free. I think warrior come with pommel strike and stonewall but i could be wrong.
Your mostly right. Warriors come with Pommel strike, Mages come with Mind Blast, and Rogues come with Miasmic flask.
Modifié par Eclipse_9990, 19 février 2011 - 03:12 .
#73
Guest_iOnlySignIn_*
Posté 19 février 2011 - 03:12
Guest_iOnlySignIn_*
Sengoku no Maou wrote...
iOnlySignIn wrote...
Forgive me for the stupid question, but do you really need to draw enemies to you? I know Hawke is not Shepard, but I heard enemies choose targets based on the thread presented by the target, so wouldn't Hawke be chosen most often since she/he presents the greatest threat?
You always have those moments where they may be drawn to another warrior in your party, someone else who may have damage & armor (two of the main components of Threat in DAO) comparable or greater than your warrior, an ally that attacked for quite a bit of damge, or used an ability that draws a substantial amount of threat. This was especially easy with Lethality-based Rogues and DPS mages. Taunt is a tank's best friend for a reason. I'll make a 2H tank of my own and compare if it's not a problem.
Thank you very much! I'll pay attention to Taunt.
Sengoku no Maou wrote...
Ventrue Hawke
Lv.20 Warrior
----------------------------------
Two-Handed: 5
Mighty Blow
Giant's Reach
Whirlwind
Tornado
Cyclone
----------------------------------
Defender: 8
Stonewall
Bulwark
Adamant
Turn the Blade
Raise the Guard
Elemental Aegis
Elemental Shroud
Resilience
Resolute
----------------------------------
Warmonger: 4
Pommel Strike
Taunt
Below
Bravery
Bravado
----------------------------------
Battlemaster: 3
Rally
Battle Synergy
Fearless Synergy
Taunt,
Bravery, & Fearless Synergy keep the spotlight on my tank. If you
have a sword that big, you deserve all of the attention anyway.
Yeah this is close to what I have in mind. Except less points in Defender and some more in Vanguard. I don't want Hawke to always be the tank - Aveline with Sword and Shield should tank better than Hawke.
Modifié par iOnlySignIn, 19 février 2011 - 03:16 .
#74
Posté 19 février 2011 - 03:17
2 hander: 8
Mighty Blow
Giant Reach
Sunder
Scythe
Reaper
Whirlwind
Cyclone
Tornado
Vanguard 7
Control
Might
Muscle
Destroyer
Cleave
Claymore
Massacre
5 points to spend on specs
Modifié par crimzontearz, 19 février 2011 - 03:34 .
#75
Posté 19 février 2011 - 03:19
iOnlySignIn wrote...
Sengoku no Maou wrote...
iOnlySignIn wrote...
Forgive me for the stupid question, but do you really need to draw enemies to you? I know Hawke is not Shepard, but I heard enemies choose targets based on the thread presented by the target, so wouldn't Hawke be chosen most often since she/he presents the greatest threat?
You always have those moments where they may be drawn to another warrior in your party, someone else who may have damage & armor (two of the main components of Threat in DAO) comparable or greater than your warrior, an ally that attacked for quite a bit of damge, or used an ability that draws a substantial amount of threat. This was especially easy with Lethality-based Rogues and DPS mages. Taunt is a tank's best friend for a reason. I'll make a 2H tank of my own and compare if it's not a problem.
Thank you very much! I'll pay attention to Taunt.Sengoku no Maou wrote...
Ventrue Hawke
Lv.20 Warrior
----------------------------------
Two-Handed: 5
Mighty Blow
Giant's Reach
Whirlwind
Tornado
Cyclone
----------------------------------
Defender: 8
Stonewall
Bulwark
Adamant
Turn the Blade
Raise the Guard
Elemental Aegis
Elemental Shroud
Resilience
Resolute
----------------------------------
Warmonger: 4
Pommel Strike
Taunt
Below
Bravery
Bravado
----------------------------------
Battlemaster: 3
Rally
Battle Synergy
Fearless Synergy
Taunt,
Bravery, & Fearless Synergy keep the spotlight on my tank. If you
have a sword that big, you deserve all of the attention anyway.
Yeah this is close to what I have in mind. Except less points in Defender and some more in Vanguard. I don't want Hawke to always be the tank - Aveline with Sword and Shield should tank better than Hawke.
That build doesnt work, whirlwind requires 3 points in the tree.





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