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Perfecting my tank's tactics rotation...


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#26
Last Darkness

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Shale Talent Tree Breakdown
(Regen Rates are PC/Console keep this in mind)

With Pulverizing Blows tree maxed out, the following modifiers are applied to Shale's stats:
+11 damage, +3 armor penetration, -10 defense.


With Stoneheart tree maxed out, Shale gains the following benefits:
+12 armor, +20% elemental resistances, +3/+6 stamina regeneration, +6/+12 health regeneration.


With Rock Mastery tree maxed out, the following modifiers are applied to Shale and the party members:
Shale: +50 missile deflection, -5 armor, -10 defense, -10% critical chance.
Party: +10% ranged critical chance, -2.0s aim speed.



With Stone Aura tree maxed out, the following modifiers are applied to Shale and the party members:
Shale: +15 armor, +25% spell resistance, -50 defense, -10 stamina regeneration, knockdown and paralysis immunity.

Party: +10 attack, +10 defense, +10 spellpower, +5% critical chance (both melee and ranged), +3 armor penetration, +3 damage, +4/+8 stamina/mana regeneration, +6/+12 health regeneration and +4% spell resistance.

The aura also debuffs all enemies within its range, imposing -5 attack and -5 defense penalties, as well as reducing their movement speed. (Basicaly means your getting an extra +5 attack and defense for your party)



Keep in mind Stoneheart Tree enemy hostility increasing effects dont work currently. So Shale does not gain extra threat. Also Stone Aura drains staminia but is not deactivated when staminia reaches 0.
Shale is best used in her Rock Mastery tree then when low on Stamina to go into Stone Aura. Stone Aura while drawing 20 threat per the wiki on activation continues to draw additional threat from the buffs on party members and debuffs on enemies. 

On side note, Shales Crystals give great passive bonuses. Of Note Are.
Small Brilliant Spirit Crystal
+3 to all attributes
+2 armor penetration
+30% spirit damage
Converts all damage to spirit damage


Small Brilliant Natural Crystal
+6 constitution
+6/+12 health regeneration in combat
+30% nature damage
Converts all damage to nature damage

(Keep in mind a large amount of enemies are immune to Nature damage)

Large Brilliant Fire Crystal
+4 strength
+9 defense
+50% fire resistance
+3/+6 stamina regeneration in combat


Large Brilliant Ice Crystal
+1.25/+2.5 health regeneration in combat
+15 defense
+50% cold resistance
+15% to healing effects received


Large Brilliant Spirit Crystal
+1 to all attributes
+50% spirit resistance
+16% spell resistance
+25 mental resistance

(Spirit Resistance is King against the Archdemon)

I would personaly go with stacking Nature/Ice for the Health Regen.
My Shale is 38 Str and all other points Con. 

Modifié par Last Darkness, 05 juillet 2011 - 10:36 .


#27
Last Darkness

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To compare to Song of Courage

Song of Courage
The bard can only sing one song at a time. The bard launches into an
epic song of the party's exploits, gaining (3+0.1*[Cunn-10]) attack,
(2+0.05*[Cunn-10]) damage and (3+0.1*[Cunn-10])% critical chance while
singing. The bard can only sing one song at a time.


So lets say your average decent Cun Rogue has 70 Cunning (The target number not to need Coercion or I think deft Hands even)

This Translates into 60 cun due to -10 effect.
+9 Attack
+5 Damage
+9% Critical Chance


Also
Song of Valor using same 70 Cun Rogue.
+1.1 Mana/Stamina Regen

*Edit* If your Warden is the Bard and you get Power of Blood. For completionist purposes.
The Tainted Blade (Rogue Warden only) using same 70 Cun.
+17 Damage

Also you can conceivably have Song of Courage stacked up to 3 times on a non-rogue character and 2 times on your rogue characters (I think one of the rogues will get 3 stacks) . But that requires you to have 3 Rogues including the Warden in your party.

Modifié par Last Darkness, 05 juillet 2011 - 10:44 .


#28
Highlander78

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@Last Darkness

Well, my goodness, aren't you just the Encyclopedia for all things Dragon Age. *grin*

Thanks for the breakdown.

#29
Last Darkness

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Highlander78 wrote...

@Last Darkness

Well, my goodness, aren't you just the Encyclopedia for all things Dragon Age. *grin*

Thanks for the breakdown.


haha no problem, its a curse. Im a information sponge, I hope it helps though.

Both are viable in differant situations and differant party setups. Though 3 Bards + Shale is some over kill lol.

I also suggest looking into the debuffer setup of a Arcane warrior/blood mage. As this can benefit a party greatly if you place a empasis on debuffs and buffs.

Stone Aura+Song of Courage+Mage Buffs and Debuffs+Champions Aura and Cry can really be a good balanced combo.

I really find Shale benefits ranged and caster groups more, as with archers you can get a team that has abouve or close too 100% ranged crit rate, or her Stone aura buffs can be a nightmare in a 3 mage party due to the benefits and high regen rates.

The Bard get much better one you can break 110+ Cun at least in Awakening. Though that practicaly locks you into needing to be a backstabber due to the low attack problem.

#30
Last Darkness

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Keep in mind the following spells benfit a tank GREATLY

Herioc Offense, Herioc Defense, Glyph of Warding(Will stack with itself), Glyph of Neutralisation,

Misama, Weakness, and Disorient spells can greatly weaken targets.

Modifié par Last Darkness, 05 juillet 2011 - 01:57 .


#31
74 Wrex

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Just put this tactic in your tank
Ally-attacked by melee attack-Taunt