- choosing Strength/Constitution/Willpower ratio:
Generally speaking it is best to have zero constitution (it's simply not necessary if you deal enough damage), enough strength for around 100% attack vs normals (glancing blows suck), and all the rest into willpower (with berserk it gives the most base damage).
- equipment
If you go elemental you can either opt for robes (especially useful for spirit damage as it will also buff your templar's holy smite) or just stick with standard warrior armour (in which case sticking with the dlc is a safe bet).
In terms of gear ideally you'll aim at increasing your critical chance/damage with the puzzle ring of the black fox, the etched ring of the twins/graven circle, four fingered eddie's lucky talisman, seven deadly cinch - and maybe the enchanted silverite belt/+%spirit damage gear/anything until you can get them.
- skills
something like this could work:
http://biowarefans.c...-talent-builder (in no particular order) although you may want to focus a little more on the templar side of things and/or get and use the might sustain (although it may not be worth the loss in base damage).
The general idea is that you want the S&S tree for aoe spike damage (you can kill lots of clustered enemies all at the same time), the vanguard tree for extra damage and guaranteed kills (which improves stamina return) and then your specs for spec-cy things haha
- tactics
I cbf listing actual tactics if that's what you're referring to. But in terms of general combat tips you should try and get your disorient CCCs happening.
As I posted in another thread,
- The general idea is that hawke should be specced to be the highest damage dealer in the party.
- This (and any threat management like goad etc) draws threat such that all the enemies try to attack hawke, clustering them.
- Using cleave+spike damage talents (assault/scatter) will completely destroy most of the cluster around you. However, the main advantage about the S&S tree is its CCCs. So have Varric/Rogue set to fatiguing fog clustered enemies.
- This disorients and slows the group of enemies as well as obscuring hawke (+50% defence). This means that hawke won't be receiving as much damage and is in the ideal spot to deal damage.
- Using assault or scatter against disoriented enemies is basically an instant kill.
- Your companions should be mostly chosen and set to provide ranged CCCs and dps. This prevents them drawing as much threat which allows you to focus solely on their damage (no constitution etc) and reduces the need for hawke to babysit them.
Your mages should be focusing on
+ dropping aoes on groups of enemies (firestorm and tempest)
+ crowd controlling and brittling enemies via winter's grasp and petrify
+ performing disorient CCCs (stone fist and spirit bolt (and maybe walking bomb))
+ performing stagger CCCs (chain lightning and crushing prison)
+ buffing party (heroic aura=must, elemental weapons, arcane shield=less necessary, and haste if it's not bugged/hawke doesn't have too much magic resistance)
+ have a high dps increased by using staves corresponding to elemental weaknesses
Your rogues should
+ provide brand against elites for hawke and the mages to beat on (+25% crit chance)
+ provide disorient against elites via pinning shot
+ provide disorient against clusters via fatiguing fog and confusion
+ provide brittle CCCs (against elites) via archer's lance
+ provide threat management if necessary (armistice and goad)
+ have a high dps via abilities such as Bianca's song&Well oiled (Varric's marksman spec), speed (specialist), and blindside (scoundrel)
The end goal is for your companions providing the crowd control and damage that allows your party to receive not very much damage but deal heaps. Hawkes role is to simply draw threat and kill things.
Together this setup allows a 'glassy' no-con Hawke to 'tank' enemies- if by tank you mean drawing threat then killing them. 
- should I go with 2H? is it significantly better?
Completely your choice. They both deal similar amounts of damage (in fact S&S tends to outperform 2H most of the time) so neither one is 'better'. For elemental weapons S&S is much better (the spirit and nature weapons allowing you to hit elemental weaknesses through all of the first two acts)
Modifié par mr_afk, 31 août 2011 - 12:43 .