Gear-wise, warrior and rogue archers are pretty much the same, unless for some reason you want your archer to also be a tank (which you've said you don't). Since they are rarely attacked and mainly provide extra damage to the party, gear with offensive bonuses is ideal for them and their ideal gear sets are basically the same. The same holds true in terms of what talents to use and the general principles of the build; use Song of Courage, Shale's Rock Mastery, Aim, and gear to boost your crit chance alot and auto-attack away. The significant differences between warrior and rogue archers (that I can see, at least) are only two:
1. Stats. This is really simple, lack of access to Lethality/Song of Courage/The Tainted Blade means that a warrior invests in Str or Dex instead of Cunning. Str lets you wear heavy armor while Dex gives you a high defense score, neither of which matters much if your archer is rarely attacked (which ideally would be the case), so just pick one and go with it.
2. Specializations; if you've read Archery: An Efficient Approach then you know that ideally archers won't be using very many talents and instead rely on auto-attacks, so I'd start with Berzerker. Berserk mode adds +8 damage in exchange for less stamina; again, you hardly use any talents, so the stamina penalties are insignificant. Final Blow might be interesting too, I don't know how it would work with archery (or if it works with archery at all, for that matter).
Any of the other three specs could work in the second spot, they all offer their own utility.
Champion: War Cry + Superiority is a good GTFO move in the event that enemies do come after you, and since again, you barely use talents, there's no reason not to keep Rally active most of the time.
Reaver: Blood Frenzy is a pretty interesting option. If you're picking off enemies from afar and not getting attacked, then you could use it in combination with Aura of Pain/Blood Thirst and healing spells/poultices to micromanage your own health pool and keep it floating around 20-30% for extra damage. Of course, this is only in a theoretical situation where you never get attacked, which probably won't be the case ingame; you might find it too risky to fight at such a low health all the time.
Templar: Cleanse Area is a lifesaver when things like Curse of Mortality or Crushing Prison get cast on your allies, though if you have a mage with Dispel Magic or another Templar with the ability then you won't need it. Then there's Holy Smite, a ranged AoE knockdown with a very short casting time. In other words, it's arguably better than any of the archery tree's own activated talents, and one of the few decent uses you'll have for your stamina pool.
The last thing is that warriors have a different Power of Blood ability from Warden's Keep. Blood Thirst adds a flat +10% ranged crit chance, so keep it active as often as possible and make sure to activate it before turning on Aim, not after.
Out of curiosity, why would you need 30-35 strength for an archer, since
you'll most likely be wearing light armor? Wouldn't it be better to put
the points in dexterity?
That much Str lets you equip Cailan's Gauntlets, which leaves the Red Jenny Seekers free to be used by a rogue companion, allowing both characters to get that nice +15% crit damage.
Modifié par WJC3688, 16 septembre 2011 - 02:49 .