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Finally beat this game plus all DLC, what are the best builds for future playthroughs?


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#1
saadishsnake

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EDIT: Just realized I posted this on the wrong forum -- can a moderator move this to the right one?


For my first playthrough of this game I was a Dwarf Commoner, Dual-Wielding Warrior on Normal difficulty. I intend to play it five more times, for every Origin, and using a different build for them.

Here's what I've got in mind:

- Human Noble 2-handed Warrior
- Dalish Elf Archer Rogue
- Dwarf Noble Sword/Shield Warrior
- Human Mage (not sure what direction to take this build in)
- City Elf Dual-Wielding Rogue

In Origins I mainly used Alistair, Morrigan and Leliana; in Awakening I mainly used Anders, Nathaniel and Justice.

How can I best spec my future PCs and party members, both in terms of stats/abilities and gear, in future playthroughs?  I intend to play on Hard and eventually Nightmare so I want to be in tip-top condition. I know there's a "debate" when it comes to what stats are best -- dexterity or constitution for tanks, dexterity or cunning for rogues...etc.

I'd also like to know what are the best sustained abilities to have turned on for all builds/party members, and
what are the best abilities to activate during certain situations. And for the mage, I'm not sure what kind of spell trees to take or what specs to take as there's quite the useful variety.

What I'm looking for are optimal builds for everyone...including less popular choices like Dog or Sten.

Another thing I'm wondering is Tactics and what other players feel is the best setup. Sure, I can set these up myself, but I'd like to hear everyone else's opinion.

I know this is a complex question, and I also know it's been asked before multiple times, but I don't want to sift through so many opinions and follow the wrong ones.


BONUS QUESTIONS:

- What are some mods I should get?

- How do I best prepare myself for the final boss of Golems of Amgarrak on Hard/Nightmare, and for that Green Golem Room? I beat this DLC on Normal, including the Green Golem Room, though the second time around I want to have a better go at it.

- How do I best prepare myself to beat the final boss of Witch Hunt on Hard/Nightmare? I beat it on Normal, it wasn't that bad, though any help is appreciated.

Modifié par saadishsnake, 31 décembre 2012 - 02:17 .


#2
keeneaow

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Here is good mods
http://forums.steamp...34&postcount=22
http://forums.steamp...06&postcount=25
And you ought to try out arcane warrior if you want to be almighty

#3
ejoslin

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I'd suggest using mine -- ZDF Dialog Fix -- and also Terra_Ex's Morrigan Restoration patch. Is it in bad taste to recommend my own mod?

Modifié par ejoslin, 31 décembre 2012 - 01:33 .


#4
dainbramage

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keeneaow wrote...

Here is good mods
http://forums.steamp...34&postcount=22

Eww, that's basically a list of mods to make the game mind-numbingly easy.

Mods I'd recommend to anyone:
http://social.biowar...7003/1#15156882

Recommending others can vary depending on how much you want to alter the game. Purple Lady's list has a lot of suggestions. I personally wouldn't recommend all of these, but it depends on taste.


-------------------------

Builds:

Warrior:
Unless mentioned otherwise, enough dex for talents, rest in strength. For SnS, DW and 2H this is usually the best build. Exceptions are:

Dagger+dagger - enough str for massive armour, rest in dex. Autoattack is on par with a DW using axe/sword+dagger but talents are significantly weaker. In exchange it gets lots of defence and is quite a good tank

Super-tanky SnS - Enough str for massive armour, rest in dex, use a dagger. IMO this is inferior to a strength SnS build since you have the offensive power of a wet fish (talents in particular are near-useless) and the increase in tanking isn't mindblowing, but others swear by it.

Bow - enough strength for heavy (not massive, it reduces your attack speed!) armour, rest in dex.

Oddball dual striking: Same as above for stats, but equip a dagger in your main hand, and a large weapon (starfang being the best for this) offhand. Dual striking only depends on the attack speed of your main hand, so this lets you attack extremely fast.

Talents:
2H - go for indomitable and sunder arms ASAP, then 2-handed sweep. Death blow is also very important as two-handers absolutely depend on talents.
DW - Unless you're doing the DS build above, dual weapon mastery generally isn't worth the dexterity you need for it. Mostly because the rose's thorn (dagger) has stupid good enchantments. Dual-weapon training first thing obviously, then rush for momentum. I'd go for riposte after that, then get talents in whatever order.
SnS - shield wall is the best sustain. Get all talents in whatever order, though shield wall and shield expertise are the priority.
Bow - Scattershot is the best active talent, and about the only one worth using. Good sustains are suppressing fire and defensive fire (archer tanks are hilariously viable), Aim if you're using the repeater gloves from RtO, and rush master archer especially if you want to wear heavy armour.

Equipment - Usually massive armour and focusing on crit-boosting gear is a good idea. These attributes are often found together, such as warden-commander armour and cailan's gauntlets. If you're focusing on tanking then blood dragon plate (1.0 version, 1.1 is pretty ****) is a nice alternative. Lifegiver if you're really focusing on tanking.

Mage:
Everything in magic - really easy. Applies for just about every mage build there is, including melee arcane warriors, shapeshifters and blood mages

Spells:
Way too many to list fully. Offensively, fireball and the cone spells from primal, and virulent walking bomb are excellent. For crowd-control you have paralysis explosion (glyph of repulsion + glyph of paralysis ontop of eachother) and blood wound as your main tools. Grease complements both of these nicely, as a DoT and CC.

Gear is pretty straightforward. Things that boost magic/spellpower, mana/willpower and mana regen are good ideas.

Rogue:
Stats depend on build. If you want an independent rogue, high dex is the way to go as you have less damage, but better attack and survivability. If you want one that depends more on the team, but potentially has better damage (and contributes more with song of courage) then cunning is good.

Talents:
Dual-weapon training and momentum quickly, just like a DW warrior. Fast combat stealth is a good idea. You don't need a fast riposte because dirty fighting is better, though eventually you'll get both. Lethality is obviously a must for cunning rogues, but you can afford to get it late on dex as both of its pre-reqs suck. Combat movement and coup de grace whenever you can fit them in, they're good but not vital. Device mastery depends on your cunning score - if it's at least 70 you won't need any. Add one talent for every 10 points less than 70 cunning that you have (so if it's 50 you'll need improved tools, if it's 30 you'll need all 4). Evasion is bad even for dex rogues, as it comes with a super annoying animation that interrupts whatever you're currently doing at the time.

Assassin is the obvious choice if you're backstabbing. Cunning rogues will prefer bard as the second spec, dex can use either duellist or bard.

Bow - as with warriors though you can go cunning if you want, bard and ranger are both good specs.


Gear - cunning can go sword/dagger or axe/dagger if you want, though these can be annoying to equip without investing in strength. Both can go dagger/dagger well. Obvious gear choices are things that give dex, cunning, or +crit/backstab damage.





Constitution is a bad stat for all 3 classes, including dedicated tanks. Reducing the damage you take, whether it be from high armour, high defence, or plain old killing sutff faster is better than having more HP. With base constitution nothing will surprise and one-hit-kill you or anything, and just about everything else is preventable and/or can easily be healed through.

Modifié par dainbramage, 31 décembre 2012 - 03:50 .


#5
saadishsnake

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The links to the mods are very much appreciated -- two mods I definitely want are Skip The Fade and Advanced Tactics.

I know my question about Builds isn't as easy to answer, so are there links for the most recommended builds?

#6
dainbramage

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I actually just edited my post - check above

Addendum for awakening/golems:

Anything melee wants to become crit focused, no exceptions. Dual wielding actually pulls way ahead for warriors simply because you can equip twice as many intensifying runes (a plain 3 slot weapon in awakening is better than the best weapons from origins: +15% crit chance and +60% crit damage just from 3 runes...), and that's just cemented by the addition of voice of velvet. The crit damage cap is also slightly relaxed, I think it's to +250% rather than +200%.

Spirit warrior and shadow are both absolutely overpowered for warriors and rogues respectively. Warriors can actually become literally invincible with spirit warrior (100% spell res, 100% evasion and enough stamina regen to counter the drain from beyond the fade) or simply use it for the attack speed boost and add +spirit damage items (hoard your dreamsever from origins, and you can find a second one in awakening randomly) to reach the +50% cap (spirit warrior talents give 15%, runes in armour give 15%, dreamsevers give 20%).

Shadow simply gives +50% backstab damage (multiplies with other bonuses), which speaks for itself.

Mages do their usual **** of just blowing stuff up. They don't get as much/strong new goodies, but they were already OP in origins so they're still pretty good. Now vulnerability and affliction hexes also help out warriors a ton, as well as increasing spell damage.


EDIT: Oh, and grab some respec tomes from Wade before you finish awakening. Carry them to golems so that your companions aren't total ass.

Modifié par dainbramage, 31 décembre 2012 - 04:07 .


#7
Addai

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The builds forum has lots of old but good threads on different builds. Personally I love a high DPS party meaning dual wielders and battle mages. I recently finished a game with a blood mage, which is tricky to build correctly but powerful with either arcane warrior or spirit healer. Currently playing a DW warrior with a dual wield Alistair (thanks to the respec mod), Zevran and Morrigan. In Awakening my favored party is two mages and two rogues. The destruction is terrific. I can't abide the sloooow boring play of a sword and board warrior with healing mage type of party setup. Just something to consider. You really don't need the typical tank + healer + rogue setup.

The only character I've beaten Golems of Amgarrak with was an archer rogue who had the Legion spec that gives immunity to damage and knockdown. I also bring over lots of deep mushrooms from Origins for stamina potions, and several Manuals of Focus from Awakening, since without a respec the companions are worse than useless.  Bring my best equipment too, even if I have to leave people standing naked in camp.

Modifié par Addai67, 31 décembre 2012 - 09:23 .


#8
saadishsnake

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Addai67 wrote...

The builds forum has lots of old but good threads on different builds.



I realized I should've posted this in the Builds forum, but I don't want to repost it and have multiple topics on the same subject -- I'm still hoping a mod moves it to the right place.


EDIT:  Forgot to ask this in my OP, but how do I upgrade armor/weapon tiers?

Modifié par saadishsnake, 31 décembre 2012 - 02:53 .


#9
dainbramage

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Sell them to a vendor, save and reload, then buy them back. This depends on your level, you generally get dragonbone at about level 18. Alternatively you can install the magic box mod, which achieves the same thing but you don't have to spend money.

#10
gneisenau556

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I used a full dex archer for Amgarak