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Allure's Crook Templar/Reaver: That's The Spirit!


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#1
IN1

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Probably the most fascinating build based on using a cross-class weapon: warrior playstyle changes quite radically when your character becomes ranged. It also makes Templar worth it: Holy Smite is a real monster with spirit gear. 

Most +X% spirit damage items can be acquired very early into Act II: either as a drop or for a low price. It's an artificially built character, so please note I have an Act III helm here. My spirit damage bonus should be a tad lower (Dreamer's is +6%).

Overall, I think this is the best solo warrior build, utility-wise.

Video. Qunari are not weak to spirit, so the damage is quite impressive.

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Here is the same fight with realistic gear/attributes. Still works pretty well, as you can see. I had to think tactically a bit more here, but I cannot say it was challenging or demanding. The most difficult Act II fight (Dissent, Ser Alrik) was actually a breeze with this build (for obvious reasons: ranged and spirit).

Combat gear: Cap of Antivan King, Flint Company Cuirass, Zoey's Boots, Gloves of the Void, Rivaini Seer Ring, Ring of Ruin, Moonstone Amulet, Seneschal's Leather Strap (solo)/Antivan Garrotte (party).

Pre-buff gear: Vestments of the Mystic, Sandals of the Mystic, Ring of Resilience, Air of Confidence, Ring of Unheeded Wisdom, Dull Brass Amulet.

Blackguard helmet with its 2% chance to stealth on hit works great as an alt helm for soloing.

I used Aveline and Anders as Passive/Hold Position buff-bots, mainly for Bodyguard, Haste, and Heroic Aura.
 
I've spent ~155 g on gear listed and all tomes/elixirs available in Acts I + II.

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End-game video of spirit Templar.

As you can see, the idea is to alternate between Allure's Crook (ranged enemies, slightly higher crit chance) and the Celebrant (everything else) to exploit buff array > Holy Smite > stun > Whirlwind. However, the whole weapon-switching system is tailored specifically to my playstyle (solo + passive buff-bots in hold position mode). If you have 3 full-time party members and actively use CCCs, feel free to stick with the Celebrant after you beat Bysmor, Beacon and Gifre -- you'll need to invest 4 points less in Mag, in this case, which is also nice. 

You can do it quite easily at the very beginning of Act III: let it be your first quest, in fact. These guys are both weak to spirit and magical, so expect to get some funny damage numbers with your Holy Smite.

For Shades, I recommend to carry Sundering in your inventory. Naturally, your best bet is to stick with the mages: the mage side Last Straw will be a cakewalk with this setup. If you play on Hard, for some reason, the templar side Last Straw should actually be even easier: Holy Smite basically one-hits any mages/Fade creatures.

My gear, attribute and talent distribution is shown in the video. All stats are legit and perfectly attainable by end-game. I have invested additional ~85 g during the Act into Ring of No Wishes, Arcane Tome of Mortal Vessel, Circlet of the Dreamer, and Concealer's Sash. You'll also need two Runes of Valiance (in +6 gear, of which I prefer Gloves of the Void and Proving Battle Tunic) for pre-buff purposes and, obviously, another Maker's Sigh for attribute points redistribution. I'd be hard-pressed to think of any other non-negligible investment you need to make in Act III.

Modifié par IN1, 07 avril 2011 - 10:07 .


#2
SuicidalBaby

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oh my ------- GOD

in first

I have a reason to make a warrior now.
Stat allocation would be awesome, if you dont mind. :D

Modifié par SuicidialBaby, 04 avril 2011 - 08:45 .


#3
IN1

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SuicidialBaby wrote...

oh my ------- GOD


Pay attention it's party setup, and I probably have some items I cannot obtain by normal means at this stage (Dreamer's, for sure, and probably King Something's -- though spirit gear is really dirt cheap, so maybe King is possible to have by mid/late Act II). What else? Ah, another 'cheat': I've used dbg_setattrib to temporarily boost my Mag score to be able to equip Allure's. So no, you won't be such a beast, but still pretty damn close.

#4
SuicidalBaby

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was str still the modifier with staff equiped?

#5
IN1

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SuicidialBaby wrote...

oh my ------- GOD

in first

I have a reason to make a warrior now.
Stat allocation would be awesome, if you dont mind. :D


I'm starting a pure solo warrior run (Act I - 2H Anderfel; but with this build in mind, as soon as I reach Act II). So if you can wait for a day or two, I'll do the dirty math work for you. If not, DIY, I guess :)

#6
rumination888

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Raw damage score of 80 with a weapon that does 35. In other words, you have 100 points in your damage stat.

#7
IN1

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SuicidialBaby wrote...

was str still the modifier with staff equiped?


Of course. There is only one dmg attribute per class. For example, try giving your rogue any spell: its damage will be modified by your Dex.  

#8
IN1

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rumination888 wrote...

Raw damage score of 80 with a weapon that does 35. In other words, you have 100 points in your damage stat.


Probably from a dbg_setattrib, too. So? Listen, mate, I did not even try to pretend it was a 'legit' run. This vid just points a general direction. Stop trying to expose me as a cheater or something, pretty please, and respec to Allure's Crook Templar :)

You know what? Even if the damage should be halved, it's still head and shoulders above any other warrior build in terms of utility and efficiency. You get a spirit (!) ranged (!!!) weapon in Act II instead of ****ing around with some clumsy physical dmg two-hander. Now, challenge this thesis :innocent:

#9
rumination888

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IN1 wrote...

rumination888 wrote...

Raw damage score of 80 with a weapon that does 35. In other words, you have 100 points in your damage stat.


Probably from a dbg_setattrib, too. So? Listen, mate, I did not even try to pretend it was a 'legit' run. This vid just points a general direction. Stop trying to expose me as a cheater or something, pretty please, and respec to Allure's Crook Templar :)

You know what? Even if the damage should be halved, it's still head and shoulders above any other warrior build in terms of utility and efficiency. You get a spirit (!) ranged (!!!) weapon in Act II instead of ****ing around with some clumsy physical dmg two-hander. Now, challenge this thesis :innocent:


Didn't you post something about "practical value" in another thread?

#10
IN1

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Hmm. What's so impractical about it? 34 Mag is unreachable by level 18-19 for a warrior that needs to invest in Str only? My assessment is: with totally legit stats it will still perform significantly better than any other Act II warrior build.

Both in a party format and solo. Ranged spirit >>> melee physical. Plus, spirit gear is cheap and available early.

Anyway, I'll do it with fully legit stats in a few days. Mayby SuicidialBaby will try it out first. Of course, this video demonstrates an 'ideal' Allure Templar (eh, not really, I have not thought about optimization yet), but it's not that the 'real' Allure Templar will be much worse. In the vid, my setup and talent allocation were so hasty and negligent, that I did not even have such staples as Assail and Might (had Control), for example.

#11
Musou1776

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IN1 you continue to impress with some of the concepts you are coming up with. Looking forward to seeing the output with attainable gear/attributes, judging from the numbers in the video they will still be very high even with more realistic numbers in constitution and strength.

Playing around with this kind of thing is becoming my new hobby since all my playthroughs (on console) have been halted in Act 2 or 3 with bugs that I need bioware to fix... Man of the Cloth being the latest one.

#12
IN1

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Yes, Bastian is one nasty bastard :)

#13
rumination888

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IN1 wrote...

Hmm. What's so impractical about it? 34 Mag is unreachable by level 18-19 for a warrior that needs to invest in Str only? My assessment is: with totally legit stats it will still perform significantly better than any other Act II warrior build.

Both in a party format and solo. Ranged spirit >>> melee physical. Plus, spirit gear is cheap and available early.

Anyway, I'll do it with fully legit stats in a few days. Mayby SuicidialBaby will try it out first. Of course, this video demonstrates an 'ideal' Allure Templar (eh, not really, I have not thought about optimization yet), but it's not that the 'real' Allure Templar will be much worse. In the vid, my setup and talent allocation were so hasty and negligent, that I did not even have such staples as Assail and Might (had Control), for example.


Its impractical because you derived your results from a setting that doesn't normally exist.

Your staff requires 34 magic. Your armor requires 27 constitution and 28 willpower.
In Act 2, at level 19, you can earn 74 attribute points(54 from levels, 20 from other sources)
You have well over ~65 strength that shouldn't be there.

#14
Musou1776

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Oh and somehow it effects saves made before I achieved friendship status with him in the group, so apparently friendship status is flagged in some universal file that applies to all saves made with that character, so I can't simply load a save prior and avoid it.

Anyways, another thing I like about some of the concepts you are posting is that they apply, albeit on a less spectacular basis due to their armor limitations, to companions.

#15
Sabotin

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Hah, you're hilarious with these builds xD . Keep going :P .

#16
IN1

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rumination888 wrote...

IN1 wrote...

Hmm. What's so impractical about it? 34 Mag is unreachable by level 18-19 for a warrior that needs to invest in Str only? My assessment is: with totally legit stats it will still perform significantly better than any other Act II warrior build.

Both in a party format and solo. Ranged spirit >>> melee physical. Plus, spirit gear is cheap and available early.

Anyway, I'll do it with fully legit stats in a few days. Mayby SuicidialBaby will try it out first. Of course, this video demonstrates an 'ideal' Allure Templar (eh, not really, I have not thought about optimization yet), but it's not that the 'real' Allure Templar will be much worse. In the vid, my setup and talent allocation were so hasty and negligent, that I did not even have such staples as Assail and Might (had Control), for example.


Its impractical because you derived your results from a setting that doesn't normally exist.

Your staff requires 34 magic. Your armor requires 27 constitution and 28 willpower.
In Act 2, at level 19, you can earn 74 attribute points(54 from levels, 20 from other sources)
You have well over ~65 strength that shouldn't be there.


King Something's is evidently immaterial, this build doesn't need it. It was just there in the save I used. And you conveniently forgot that one can use +attribute items to equip other gear with high req's. Of course :)

Anyway, doesn't take a genius to see this build will perform very well even its damage output gets halved (and it won't). You are free to disagree, of course. For several days, that is: until I post some videos of the same build with realistic stats and it will get much more difficult to deny the obvious :)

#17
Sabotin

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Did you try a similar build with a rogue?

#18
IN1

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Sabotin wrote...

Did you try a similar build with a rogue?


Yes. It's not bad per se, but you still feel like you are just a faster weaker version of a regular archer :) The playstyle does not change much. Also, Assassinate with a staff is melee range... Yikes!

Modifié par IN1, 04 avril 2011 - 10:32 .


#19
rumination888

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IN1 wrote...

King Something's is evidently immaterial, this build doesn't need it. It was just there in the save I used. And you conveniently forgot that one can use +attribute items to equip other gear with high req's. Of course :)

Anyway, doesn't take a genius to see this build will perform very well even its damage output gets halved (and it won't). You are free to disagree, of course. For several days, that is: until I post some videos of the same build with realistic stats and it will get much more difficult to deny the obvious :)


Go for it. Post a vid using practical stats. I can post a vid of a physical SnS warrior(with practical or impractical gear depending on your vid) doing the same section and we can compare.

#20
Guest_Puddi III_*

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Are cross-class weapons a product of modding?

#21
SuicidalBaby

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nope, several weapons lack class requirement

#22
Sabotin

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No, Bioware forgot to give restrictions to a handful of weapons in the game, hence anyone can use them with enough stats.

Ayeeeeee, ninjaed :D

Modifié par Sabotin, 04 avril 2011 - 10:43 .


#23
Guest_Puddi III_*

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Wow, I never realized that. I guess I never tried putting a weapon on a character that wouldn't normally be allowed. Is there a long list of them, or can you name all of them on one hand?

#24
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Great build! I modded my Spirit Mage to have Holy Smite (because Mind Blast is wussy) and it feels similar:

http://social.biowar...7/index/6773862

But Cleave is really the best ability in this game. Blood Frenzy is perhaps the second.

Have you tried Templar/Berserker with this build? Seems Barrage would have worked nicely with your +600 base attacks.

#25
MrTijger

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SuicidialBaby wrote...

nope, several weapons lack class requirement


Not just that, they lack any requirement, there's no requirement stat either on those, AFAIK