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Starting an Archer...


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31 réponses à ce sujet

#26
mosesofwar

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cJohnOne wrote...

It's embarassing but this is the first time I found the Spiders in the Deep Roads since this is my fifth time through but I miss alot of things. That's a pretty tough fight. It's the first time I had to use decoy on the huge spider. I wonder why no one mentions it. It's a fun fight.

I won against the Deep Roads Dragon on my second attempt although Anders was the only one left standing. That was much easier then before.

I tried Dougal's offer to give me funds for the Deep Roads expedition. It seems to leave you in the same place as if you didn't take the offer. Is that right?


Yup. No matter what, you bonus for the Deep Roads is 50 Gold. So its, +50 gold (to what you have whether or not you take Dougal's offer). Dougal just tries to extort you for 100 after the Deep Roads, which in that case, you can his his ugly Dwarven ass.

#27
thendcomes

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The spider fight can be cheesed by simply walking up the stairs. The spider can't fit his fat body through.

#28
NaclynE

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cJohnOne wrote...

  For an archer I'm putting 2 points into Dexterity and 1 point into Cunning, So I can lift my armor.  When I get 18 points into Cunning I hope to switch to all Dexterity.

  I'll be taking Shadow/Assassin because I think it will be fun but I don't know how to do Shadow.

  I started out taking Evade and Stealth.  I hope that's alright.  Should I waste a point on Speed?

  The Ogre was way easier after the Patch but I was barely able to beat him and the darkspawn on Hard. But that's pretty good for a weak archer.  I guess.


 


Well for archerers i would research into precision but the sucky thing is you might have to put one point into either speed or muscle which is dumb if your trying to max either precision or speed or get the boost ability (which is very good). I think speed is good for archerers because I noticed a differance in fireing rate for Varric on one of my last playthroughs where he shot alot faster than he did before. It helps you shoot faster if you go with bows too. However unlike precision or muscle speed is designed primarly attack speed so don't expect to do alot more damage (Muscle) or critical attack more often (precision).

Frankly I wouldn't go with shadow cuz all it does is make you always stealth while eating your stamina all the time. If your expecting to do Rain of Arrows, explosive arrow or arrow lance expect yourself to be unable to since you have shadow on. I am sure there might be an ability to cut the stamina - rate down but I don't like abilities to eat stamina because you would fall short to useing your good stuff since your stamina eaters are one. Assassin is a good choice though so you can drop targets quicker and would work great even for archerers so you can paint targets like the ogre then watch your special attacks drop him in seconds.

takeing out evade and stealth is a good idea because those two are more designed for if your playing a melee rouge and not archerer rouge.

Putting points into dexterity is a good thing. However the down side of the game (which I kind of hate) is you primarly need cunning to open locked boxes. Like for an example:

First year of Kirkwall through end of expidition: 20 or higher cunning. Preferably 20 because you'll find some traps in some quests early on (Like finding your families will quest) that are only visible as long as you or another person like Verric has 20 cunning.
Second year of Kirkwall through Quanari attack: 20 through 30 cunning. There are some 'complex' boxes which require 30 cunning to open.
Third year of Kirckwall through end: 30 through 40 cunning. There are some 'Master' boxes which require 40 cunning to open.

The reason why I point this out is if your doing the Quanari swords quest late in the game there is a treasure chest at the docks at night that can ONLY be opened with someones cunning be 40. Frankly if I had my way they should of kept the lockpick skill as opposed to expecting you to emphasize on Detereity (to wield better weapons)and Cunning (to open locked boxes) as two important factors to rouges.

#29
cJohnOne

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Oh, Stealth saved my bacohs many a time. I turn it on and the monster turns around and lets me shoot him. I haven't used evade much after the early game but it's on the way to chameleon's breath which I don't use either but it's nice to have around. That would save two ability points to use on Specialist tree where I'm short a couple of points.

#30
mosesofwar

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...An archer without shadow...? If anything Duelist is definately skewed toward melee rogues and Shadow definately benefits archers. As an archer, you better damn be hitting a critical with every shot you take; you shoot so slow, you need to be hitting that spike damager, ergo, even MORE cunning than melee rogue counterparts. This is why you need shadow; shadow allows perma-obscure, and shadow allows all attacks, while obscured, to do criticals. This means, that you need less dexterity (just enough to use the best bows) and allows you to put more points into cunning, allowing for higher crit damage. Shadow and stealth also provides you with multiple ways to mitigate aggro; as an archer, spiking such large damage with each shot, you need these ways to mitigate your aggro. And with stamina usage, Assassin gives you an increase to stamina regen in adddition to the Scoundrel tree. But, with the new update, the stamina regen per attack is fixed, so really, you have enough stamina to the point where you should not run out without serious ability usage.

Also, the reason why Varric attacks so quickly is the abilities in his tree in addition the the speed sustain.

Modifié par mosesofwar, 30 juin 2011 - 03:09 .


#31
mr_afk

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And not to mention the +100% crit dmg from shadow..


Also,
- inconspicuous seems to be more reliable than evade at dropping aggro
- precision is better early game while speed is better once you reach 100% crit-chance; speed effectively increases dps by 10% while precision allows you to get your 150%+ critical dmg (for a shadow) into action more often
- cunning vs dex depends on devious harm and your base damage/critical damage%; the optimal will vary from build to build but generally speaking early levels it's better to pump dex and post-100% crit chance it may be better to pump cunning (but not always)
- i think that a duelist-shadow archer could work if you were willing to sacrifice devious harm, mark of death and assassinate - so probably it'll make for a suboptimal archer (as vendetta/defence buffs would be less useful)
- in terms of opening locks you just need an improved lockpicking item for early game (and later game you should have enough cunning via damage optimisation)
- aaand i think i'll drop back into my DAII forum hiatus :)

#32
thendcomes

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For dex vs cun, I think it's clear you should go Dex through level 9.  Once there, it would depend on how often you can stay obscured.  If you have another rogue spec'd into Chameleon Breath, you can probably sit there obscured all day, in which cunning would be stronger.  If you have no rogue and you notice around a 50% downtime, it would depend. You'd be getting only 50% crit chance per point, but at least you're getting base damage.  Once you can get Devious Harm at 14, and enough obscure to go around, most of your points should probably be in Cunning.

NaclynE wrote...
Well for archerers i would research into.....


NaclynE, your playstyle focuses on special attacks, which is fine, just don't confuse the OP by claiming that it's better than Shadow.  100% crit and automatic disorients while obscured and a free 100% crit damage is far stronger than using specials in the Archer tree.

Also, there are master level traps in Act 2, eg. Bartrand's house during a Family Matter, and I think Master chests as well, though I can't recall where.  

Modifié par thendcomes, 30 juin 2011 - 03:29 .