Blackadder: Why only half way?
Baldrick: Well, he steals from the rich, but he hasn't got round to giving it to the poor.
__________
Introduction
Archers in DA2 have a problem. And his name in Varric. Along with all that chest hair, he not only has access to the same archery talents as Hawke, but also his own Marksman tree, which blows the basic archery talents out of the water in every conceivable way. Seriously, Varric's archery talents make Hawke look like the country bumpkin she's desperately trying to prove she isn't.
Then along comes Sebastian, and even he has an additional archery tree. Which is also better than Hawke's. It may not compare with Varric's, but at least in Righteous Chain he has the archery equivalent of dual-wield's Unforgiving Chain, allowing multiple basic attacks to increase the chance of a critical hit.
It just isn't fair.
Similarly, the Shadow specialisation also has a problem. No matter how hard it tries, it's never going to compete with Duelist for dual-wield (DW) rogues. Not even close. And that's because Vendetta is probably the sexiest talent in the game. Who doesn't want to disappear in smoke, reappear on the other side of the battlefield, and one-shot assassins? It's as close to 'click a button and something awesome happens' as this game gets.
Coupled with the fact that the Assassin specialisation is more-or-less required for every rogue build, it's hard for Shadow to get a look in.
This build hopes to go some way towards rectifying these problems.
Disclaimers / Acknowledgements
This build is being been tested on Nightmare. It's my first time through on NM, having completed Hard with all three classes. I don't have wicked skills, so if I can make it, most people should be able to ;-) This also means the build isn't yet finished; I'll be testing as I go, and will include things like companions, tactics and gear later.
In preparing the build, I have extensively read AreleX's excellent guide to DW rogues (http://social.biowar...ndex/6890353/1), and IN1's awesome guide to soloing Nightmare with an Archer (http://social.biowar...index/6653090/1). Indeed, these guides formed the inspiration for me to try writing my own, which is coincidetally my first.
A detailed discussion of tactics for Anders has been written by Waltzingbear (http://social.biowar...5/index/6850878), and a great guide to advanced tactics by SuicidalBaby (http://social.biowar...5/index/6985076).
The only 'cheat' I used throughout was using Vaddin to get hold of free Maker's Sigh potions. I did buy about three in Act III, and any cash estimations include these purchases. Also, I was careful to avoid picking up 'free skills' when using the potions with the 1.01 patch, editing the savegame file when necessary.
Constructive criticism is extremely welcome :-)
Fundamentals
First of all, no points whatsoever will be put into the Archery tree. It isn't impressive enough to be worth it: Pinning Shot doesn't (reliably) pin, Bursting Arrow causes Area of Effect (AoE) damage (and thus Friendly Fire), and Rain of Arrows is surely one of the quickest ways to kill your entire party on Nightmare. I'll be honest, I haven't even tried Archer's Lance, because the rest of the tree is so unimpressive that the point investment is hardly worth it. Again, compare this with Marksman: Kickback and Rhyming Triplet are awesome, Bianca's Song is a fine sustainable, and Well-Oiled adds attack speed. Really, I could weep.
Instead, the build will focus on critical chance and damage for basic (auto) attacks, and on the synergy between Subterfuge, Shadow, and Sabotage. Assassin will ultimately add some incredible spike damage in the form of Assassinate, but this build is more about setting up regular high damage than firing off talents.
Another reason for abandoning Archery talents is that the rogue may also use dual weapons, as circumstances dictate. This is still an archery build; but the flexibility to switch from ranged to melee combat, and still take full advantage of the invested talents, is not insignificant.
One more thing before the gory details: I do not advise putting any points into the '100% critical' passive talents such as Twist the Knife (against stunned opponents) or Ambush (from stealth). They are all highly situational, and will be even less useful when you acquire Pinpoint Strikes. For example, having to enter stealth in order to guarantee a single critical hit is highly inefficient, and prevents for you from having the talent in reserve to get out of harm's way. And in any case, in the late game you should be aiming for 100% critical chance from Dex, gear, and talents like Precision.
Version 2.0
The original version of this build focused almost exclusively on Subterfuge, Shadow and Assassin. The first two of these have a particularly tight synergy: Subterfuge offers Stealth, an obscure effect through Chameleon's Breath, and then the ability to perform two actions when both stealthed and obscured through Lingering Shroud. Shadow adds disorientating criticals when obscured, allowing cross-class combos (CCCs) to be set up, with Shadow Veil automatically stealthing and obscuring you at the same time, along with a second way to enter stealth through Decoy. Really, the two trees seem like basic and advanced versions of a single tree, and the first build took advantage of that.
Unfortunately, two of the key talents - Lingering Shroud and Shadow Veil - are currently bugged, which largely strips the trees of that wonderful synergy, and so the essential strengths of the build. Hopefully the next patch will fix this issue, but in order to make the Shadow build viable I have removed all trace of stealth for the moment, instead focussing on the also underestimated Sabotage tree. The ultimate talent of Sabotage - Fatiguing Fog - slows the movement and attack speed of enemies, disorientates them, and obscures allies at same time. As the build will illustrate, this plays very well indeed with the remaining talents of Shadow and Subterfuge.
Verison 2.1 includes a completed talent tree, going up to level 24, and begins including notes on gear in Act III.
So, without further ado, here is the build:
STATS
Boost Dexterity to 25 as fast as you can, so that you can purchase the Arlathan Replica Bow as soon as you hit Kirkwall. You won't find a better bow until Act II, so it's a prudent investment.
Then increase Cunning to the same level. Keep in mind that the best bow in the game (Absolution) requires 41 Dexterity; although the Champion's armour requires only 31 Cunning, you'll need 40 in order to open the highest level chests. So aim to keep Dexterity and Cunning level until you reach 41/40, bearing in mind that you'll need to have 35 Dex when you start Act II in order to be able to use The Heaven's Answer.
Basic progression:
- Boost Dex to 25.
- Boost Cun to 25
- Raise both to 30 (Cun 30 for Complex chests)
- Boost Dex to 35
- Boost Cun to 40 (for Master chests, which first show up in Act II)
- Boost Dex to 41
- Boost Dex?
TALENTS
Graphical version at biowarefans.
You should remember that there are three bonus talents available over the course of the game. Hubert (Act I only) and Master Ilen (Act II only) have Tomes of Technique available for 21.93.25, while the Elixir of Physical Technique can be bought from the Black Emporium for 27.6.87 at any time.
Prologue / Act I: The basics, Sabotage, and Shadow
- 1) Miasmic Flask
- 2) Evade
- 3) Precision
- 4) Chameleon's Breath
- 5) Armistice
- 6) Rush
- 7) Pinpoint Precision
- 8) Inconspicuous
- 9) Disorientating Criticals
- == Blitz (Tome)
- 10) Decoy
- 11) Fatiguing Fog
- == Blindside (Elixir)
- 12) Impenetrable Fog
- 13) Overpowering Fog
Evade (Subterfuge) is a basic talent which will allow you to get out of harm's way quickly. It isn't as useful for an archer as for a DW rogue, as the archery animation is on the long side and you won't be able to use Evade until it finishes. It also isn't really worth upgrading, because although the stun effect sounds useful, it only affects enemies attacking you from behind. Evade is also required for Chameleon's Breath.
Precision (Specialist) is a good investment early in the game, as it will increase you attack rating and critical chance, and hence your damage output. Indeed, without the Parry talent from Duelist, it may prove valuable throughout the game, especially for those with a Cunning-heavy build, and its upgrades are relatively easy to unlock. Later on, Speed may be the preferred talent; however, the upgrades for Speed require heavy investment in the Specialist tree, so you would have to acquire Precision in any case.
Chameleon's Breath (Subterfuge) will obscure any party member within its radius, making them far harder to hit. As such, it's useful for protecting anyone going up against a tough foe. It can also help against assassins, if you can anticipate who they are likely to strike when they come out of stealth. Any talent which can prevent Aveline being taken out is a worthy investment, especially in the early game when her own talents are less than stellar. Later on, Disorientating Criticals from the Shadow tree will enhance this already useful talent.
Armistice (Scoundrel) allows you to draw attention away from a companion who is under attack, and so is a great defensive talent. It doesn't work on you, however; you'll need Inconspicuous for that. Though somewhat situational, I feel it's a useful talent for any rogue to have, and now that Patch 1.02 solved it's targeting issues for console players, it's back in the build.
Rush (Sabotage), along with Miasmic Flask, is required to unlock Fatiguing Fog in the Sabotage tree. It allows you to roll into a group of foes, knocking them down. Though somewhat situational, I've found this to be a fairly useful talent for those moments when you find yourself surrounded, or when a second wave suddenly appears just behind you. Rushing into enemies, then dropping a Decoy into the middle of them while they are getting to their feet, is a great way to control threat, allowing you or a squishy companion time to get out of the way.
Pinpoint Precision (Shadow) should be picked up the moment you can unlock the specialisation at level 7. This passively increases your critical damage by 25%, which is quite significant at early levels. It's also required to unlock the rest of the tree.
Inconspicuous (Shadow) negates your current threat and threat generation. Probably less useful than Decoy, which it unlocks, it will nevertheless help when that talent is on cooldown.
Disorientating Criticals (Shadow) increases your critical damage when obscured (via, for example, Chameleon's Breath), and any critical hit which you execute while obscured will disorientate the target, allowing you to set up a cross-class combo which your teammates can complete. Even at this stage in the game, that can produce a significant amount of damage, allowing you to take down assassins and lieutenants quickly. But more on that in the Companions / Strategy section.
Blitz (Sabotage) upgrades Rush so that it has a higher chance of knocking enemies down, and does damage. It's by no means a great talent for our purposes; but in order to unlock Fatiguing Fog, you'll either need to upgrade Rush or Miamic Flask, or take Confusion. The latter looks tempting, since its upgrade will disorient enemies; but it will also disorient your teammates, and then they'll go down quickly. In the end, Blitz is the best of the bunch.
Decoy (Shadow) is perhaps a little situational, creating a doppelgänger of yourself with which to distract an attacker; but it also automatically stealths you when activated, allows you to escape in peace. It seems to attract nearby enemies who were not actually attacking you, and it should come in handy against the Arishok, if you attempt to solo him.
Fatiguing Fog (Sabotage) could have been available at level 7, but it isn't really worth picking up until now. Or rather, the talent doesn't really come into its own until upgraded; the next couple of talent choices will do just that. At the moment, Fatiguing Fog reduces enemy movement and attack speed by 50%, and so is a good talent to throw at mobs surrounding Aveline.
Blindside (Scoundrel) passively enhances your damage against any foe who is attacking someone else; manage threat effectively, and this should be kicking in most of the time. Needless to say, it has great synergy with talents like Decoy which distract the attention of your foes. Take it as soon as you can afford to buy the Elixir from the Black Emporium.
Impenetrable Fog (Sabotage) makes the fog linger on the ground and obscures any party member who moves through it. Again, this makes it idea for throwing at Aveline, although if you throw it at yourself it will allow you to perform disorientating criticals.
Overpowering Fog (Sabotage). This is a beast. Not only does the fog slow enemies and obscure team-members, it also disorientates enemies. Targeting this at yourself would be such a waste when you have Chameleon's Breath; Aveline, on the other hand, can take advantage of the disorientation with either upgraded Scatter or Assault. Not that the talent is better than Chameleon's Breath (well, okay, it is...) but they complement each other well as you'll be setting up Aveline to take advantage of your own disorientating criticals. If you need to obscure yourself, use Chameleon's Breath; if you need Aveline to decimate a mob, use Overpowering Fog. Simple, really.
Act II and beyond: Assassin, and Specialist
- 14) Mark of Death
- == Bloodlust (Tome)
- 15) Pinpoint Strikes
- 16) Assassinate
- 17) Devious Harm
- 18) Mark of Doom
- 19) Enduring Mark
- 20) Overkill
- 21) Annihilate
- 22) Speed
- 23) Power
- 24) Harmony
Bloodlust (Assassin) regenerates your stamina every time you kill an enemy. Great against mobs, virtually useless against bosses. Arguably, for a rogue who only uses basic attacks, the Follow-Through passive from Scoundrel is better, since it increases stamina with every hit; however, it requires a certain investment in the tree to unlock, and it will be redundant for most fights as you have to pick up Bloodlust in any case on your way through the Assassin tree.
Pinpoint Strikes (Assassin) will still be useful when you pick it up, as it offers 100% criticals from all attacks for 10 seconds. Although that isn't a huge amount of time, it's certainly better than the various '100% critical' passive talents mentioned above. If you need it, the upgrade doubles the duration; but again, since you're aiming for maximizing your critical chance in any case, it isn't really worth doing so.
Assassinate (Assassin) is your one and only spike damage talent, so use it well. Though the damage multiplier isn't as high for archers as for dual wielders, your base damage is higher so it will even out. The upgrades are essential too: Annihilate reduces cooldown and adds 400% damage against brittle targets, giving you an opportunity to complete a cross-class combo. And Overkill increase the damage multiplier even further.
Devious Harm (Assassin) adds 1% critical damage for each point of Cunning, so it's a no-brainer. Cracking stuff.
After picking up Devious Harm you should being upgrading Mark of Death and Assassinate, though the exact order taken here will depend on whether you plan to solo the Arishok. If you do, the Overkill upgrade for Assassinate may be more useful than Annihilate, as you obviously won't be able to CCC him. And it may be better to upgrade Mark of Death first in any case, so that your basic attacks do as much damage as possible for as long as possible. That said, in my NM playthrough I only used Decoy, Summon Mabari, and occassionally Inconspicuous when fighting the Arishok. He hit me twice
Finishing touches
At this point the build is pretty much finished, and, if you've been using tomes for bonus skills, you should only be at level 21. That should give you about 5 more talent points by the end of the game. Where you put them is entirely up to you: upgrading Decoy, Inconspicuous and Chameleon's Breath, and picking up Subtlety along the way, might not be a bad way to go, for example.
My suggestion, however, is this: pick up Harmony, the ultimate talent from the Specialist tree. You've been using Precision throughout the game, and Harmony will make it better, adding +5 Attack speed, and a (negligible) chance to stun. But on the way to Harmony, you'll pick up Speed, which will give you a +10 bonus to Attack speed and can be used instead of Precision. With the Harmony bonus, however, Speed gains an additional +10 to attack, and +5 to critical chance, making the sustainable all that more useful.
I'm not actually going to recommend upgrading Precision or Speed directly. Precision has lower requirements than Speed, but Harmony enhances the sustainables better than any of the upgrades, without having to waste points by committing to any one of them. And Energizing Speeed, which reduces cooldown to 90% on all talents (half as good as Ander's Swift Justice), requires an enormous 5 point investment in the Specialist tree.
As far as the choice between Precision and Speed goes, I appreciate that it is relatively easy to boost attack rating and critical chance, and harder to boost attack speed. However, earlier in the game I think Precision is unquestionably better, as making you hits count is more important than firing off fractionally more shots. And it is 'fractionally more': even fully upgraded, Speed only boosts your attack speed by 15%. In contrast, Berserker's Barrage (admittedly an activated talent rather than a sustainable) boosts attack speed by 50%. And inserting the Primeval Lyrium Rune into Absolution will increase your attack speed by 37%. Upgraded, Speed is a very expensive talent with poor return on investment. That said, and bearing in mind the bonuses from Harmony, it isn't a bad place to spend your remaining talent points to round off your archer.
Bearbeitet von mjharper, 30 April 2011 - 10:18 .





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