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Warrior Archer Build


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13 réponses à ce sujet

#1
ilikecookiesalot

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Hi,
I've decided to start a new game and since I've never played as a hero warrior archer, I'd like to try it. He's going to be and evil Dalish Elf :devil: Just wondering though does anyone have recconmondations for stats and equiptments because since I've never played a warrior archer, I'm not really sure how they work.
Thanks! 
P.S I have read Archery: An Efficent Approach on the wiki but it's basicly all about rouge archers and the parts thats about warrior archers is in Awakenings.

#2
Requiesta De Silencia

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I played warrior archer for a bit...and got bored out of my mind, but let me share what worked for me :P

For stats go about 30-35 str and the rest into dexterity, that'll give you good damage, great defense, and you probably won't miss much.

For equipment I liked the Sorrows of Arlathan, but then again so does everyone. Anything with Rapid Aim at a high weapon level is a good bow to use (so you don't need to use rapid fire). A full set of light armor, Wade's is my favorite but some people like other types, with the helm of honnoleath. The Spellward, Andruils Blessing in Origins replaced by the Sash of Power in Awakening, Key to the City and the Lifegiver (or Ring of Ages if you prefer resistances).

Oh and throwing in Specs :D I'd grab Templar/Champion/Spirit Warrior or Templar/Reaver/Spirit Warrior

#3
Last Darkness

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Id say see my sig but youve already read it, the same principles apply for rogues as for Warriors.
Though in origins you can actualy cheat a bit and use xbows until you get better stats and bows.

Also you want medium or heavy armor and avoid massive armors.
I suggest Evons+Wades.

This build really shines in Awakening.


Its too bad though that Xbows no longer use Str for their damage mods.
Otherwise you could actualy just buff str on a warrior archer and switch to Dex and bows in Awakening.

Modifié par Last Darkness, 15 septembre 2011 - 04:02 .


#4
gandanlin

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I ordinarily build my warriors with some archery talents -- Melee Archer and Aim being the ones I generally opt for. I like to have Aim because if the rogue in the team has Bard talents there can be some very nice extra bonuses to critical chance for all archers with Aim.

The top tier longbows require 34 dexterity, though there are one or two that only require 30. I kind of like my warriors to have 36+ dexterity by lvl 25 (going by PC game numbers here).

Otherwise, it is mainly a warrior build -- lots of strength for armor and swords and plenty of constitution to get through the longer battles.

But the build is mainly a question of how much archer and how much warrior you want from the character.

#5
ilikecookiesalot

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I would defintnetly more archer than warrior not uplcose and personal, I want to pick off enimies for a distance so I was think probably enough strength for heavy armor then rest into dex. Is this a good idea?

#6
LT123

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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?

#7
WJC3688

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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 .


#8
LT123

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Ah. That makes sense. My only archer so far was a rogue, so maybe I'll try a warrior one next time.

Modifié par LT123, 16 septembre 2011 - 03:59 .


#9
Last Darkness

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@WJC3688

May want to re-investigate your specs. Berserker only gives +8 ranged damage if you switch to melee everytime you activate it then switch back to ranged. Its very annoying since that miromanging takes alot of time for example.

@LT123
So you have a much greater gear selection options. Some of the heavier armors really do have much better stats. You can always mix and match.
But as a Warrior Archer especialy with a Dex build tanking is a very real option to explore as well even though its a weird concept for many. You have the talents, specs and stats to make this work well(even more so in Awakening+)


The Warrior talents and specs actualy are more efficient for a Archer then for a Rogue.
Champion/Templar is incredble and so is Reaver/Templar.

#10
gandanlin

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ilikecookiesalot wrote...

I would defintnetly more archer than warrior not uplcose and personal, I want to pick off enimies for a distance so I was think probably enough strength for heavy armor then rest into dex. Is this a good idea?


If you are mainly interested in building the character as an archer, then go mostly dexterity and don't worry too much about heavy armor.  The high dexterity of the build allows archers to dodge very well.  20 strength is enough to equip very good archer-type armor.

Dual weapon talents also fit with a dexterity build.  Best matched with daggers, not strength-based weapons such as swords.

Modifié par gandanlin, 16 septembre 2011 - 10:01 .


#11
WJC3688

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May want to re-investigate your specs. Berserker only gives +8 ranged damage if you switch to melee everytime you activate it then switch back to ranged. Its very annoying since that miromanging takes alot of time for example.


It can be done in between battles--if activated outside of battle, Berserk stays active until and through the next fight, so you don't lose any time switching weapons and going through the casting time during the fight itself (that's how it is on 360 at least, maybe it's different on PC, I wouldn't know). Doing this in between every single fight might get tedious, and in that case I'd recommend just doing it before particularly difficult encounters, you should be able to breeze through easier ones without it.

Modifié par WJC3688, 17 septembre 2011 - 04:04 .


#12
Last Darkness

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WJC3688 wrote...

May want to re-investigate your specs. Berserker only gives +8 ranged damage if you switch to melee everytime you activate it then switch back to ranged. Its very annoying since that miromanging takes alot of time for example.


It can be done in between battles--if activated outside of battle, Berserk stays active until and through the next fight, so you don't lose any time switching weapons and going through the casting time during the fight itself (that's how it is on 360 at least, maybe it's different on PC, I wouldn't know). Doing this in between every single fight might get tedious, and in that case I'd recommend just doing it before particularly difficult encounters, you should be able to breeze through easier ones without it.


Hence the problems, which is why the other specs are alot better. No Micromanging and you have the effects always active.

Some people though this would work for, im looking at you people who micromanage every single action for every character. I like a more fluid flowing through the game style.

Berserker, really dosnt benefit a Archer. +8 Damage, slight health regen and lower stam regen. Final Blow might work for ranged ive never tried but its still considered the worst talent in the game.

Champion, adds to attack and defense scores of the entire party and has a AOE knockdown.

Reaver, has a self heal a single target long duration stun and a damage aoe aura. The last ability is not so good for anyone.

Templar, has cleanse area of of magic, more mental reistances and a AOE Stun/Knockback. It also allows one to build a 100% magic resist character.

A mixture of the last three would benefit most. Although I would avoid Champions Rally if your more of a talent spamer.

#13
WJC3688

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Champion, adds to attack and defense scores of the entire party and has a AOE knockdown.


Correction--it adds to the attack and defense scores of characters who are nearby the archer.  Given that this is, again, an archer we're dealing with, this is obviously not going to be synonomous with "the entire party" in most battles.  War Cry requires a similar clarification; it's not just an AoE knockdown, it's a self-centered AoE knockdown, meaning enemies actually need to be near the archer in order for it to do anything.  These abilities are much better suited for a melee character who is required to be near the enemies in order to do damage (and thus will also make better use of the defense bonus from Rally).

It's also worth noting that Rally can't even be picked up until level 12, while Berserk can be chosen immediately at level 7, which is a strong argument in favor of Berserker as a better first spec than Champion.

Reaver, has a self heal a single target long duration stun and a damage aoe aura. The last ability is not so good for anyone.


Devour is a self-preservation talent (and an iffy one at that), something the OP's archer shouldn't be in much need of.  Frightening Appearance certainly has its uses, but once again, can't be picked up until level 12.

Templar,
has cleanse area of of magic, more mental reistances and a AOE
Stun/Knockback. It also allows one to build a 100% magic resist
character.


I can't imagine that the ability to build a 100% spell resist archer is of much value, considering that it requires you to equip massive chest armor.  Holy Smite, the biggest draw to choosing Templar, requires level 15 before it can be chosen, and if Templar is the second spec, then you can't get it until level 17.

Berserker, really dosnt benefit a
Archer. +8 Damage, slight health regen and lower stam regen. Final Blow
might work for ranged ive never tried but its still considered the
worst talent in the game.


I'd have to disagree.  +8 damage obviously benefits an archer; consider that it's equal to the damage boost you'd get from 16 additional points in Str or Dex, which is about 5 extra level-ups of attribute points.  Not only that, but it's present right away at level 7, as opposed to the other three specs, all of which fail to offer anything appealing until level 12 at the earliest (in other words, choosing one of them as your first spec is fairly wasteful).  Reaver, Champion and Templar all offer abilities that are better suited for a tank or some other melee character.  As a final note, Berserker also gives +2 to a damage-increasing attribute (strength), while the other specs give passive boosts to irrelevant stats like magic or cunning.

Modifié par WJC3688, 17 septembre 2011 - 07:30 .


#14
Last Darkness

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@WJC3688

You are correct, I am speaking from my personal point of view with a Warrior Archer tank who has 100% Spell immunity and close to 100% dodge along with the fact of a insanely high defense and attack score and also does incredibile damage. I have this character tank well alot as Reaver/Templar/Spirit Warrior in Awakening.

So my view is rather skewed towards a Archer tank. I forgot we are talking about the archer who avoids being attacked.

My mistake.