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Gearing my SnS warrior


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#1
Ribosome

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I just started up my first non-mage playthrough and decided to go with the Berserker/Reaver SnS build. I'm one of those types who's ocd about what gear I'm going to be aiming for in the endgame and I'm not entirely sure on what to settle on, because I'm completely new to warriors in this game.

 

After perusing all my possible options on the wiki, as far as weapons go, from my understanding the spirit axes from the item packs that level up with you are probably the best choices (am I correct in assuming that Edge of Night is the superior choice due to the attack speed bonus?). And then for spirit immune enemies, Glandivalis looks alluring (I'll be doing MotA and then Legacy last, so I'd be getting the Baron's sword extremely late in the game, ideally it'd replace glandivalis).

 

I think I'm just extremely unsure of what would be the best option for committing the Primeval and Devastation runes to. Is it correct that the physical damage weapons aren't really worth bothering with on NM?

 

Shields look like a pretty simple choice. Mage's Friend until I get the shield from the end of MotA (unless I find the rune slots valuable, but I kind of doubt it).

 

I'm also completely unsure of what the optimal accessories are for this kind of setup. Should I just be going for items that increase attack speed and/or crit chance, or what?



#2
mr_afk

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Yeah, for act 1 and 2 it's generally best to alternate between Edge of Night and Desdemona's Blade depending on elemental weaknesses. For act 3, Glandivalis/Baron Arlange's Sword will be a useful replacement for Desdemona's for the most part. The Edge of Night will probably be the best option for the Primeval Lyrium Rune since it levels up and end-game has a lot of enemies weak to spirit.

 

The downside to physical weapons is that physical damage gets affected by armour, is harder to buff, and misses out on the double damage from elemental weaknesses. It also causes knockback instead of elemental effects, which can be inconvenient. The main advantage is that it doesn't require swapping weapons when facing mixed groups of enemies. That said, the Blade of a Thousand Battles is a decent option if you want to go down that route.

 

For my shield I personally went with Courage throughout the game. I tend to find damage resistance the most useful for increasing survivability.

 

The best accessories for damage tend to be things that increase critical chance/critical damage. Damage resistance is most useful for tanking. With all the speed you're getting from (double) haste, barrage, fervour, and the primeval lyrium rune, it's unlikely the minor speed bonuses from accessories will be worth it compared to crit gear. 

 

Some gear worth mentioning includes Four Fingered Eddie's Lucky Talisman, Graven Circle, Puzzle Ring of the Black Fox, and Seven Deadly Cinch/Master Wyvern Hunter's Belt. 



#3
Ribosome

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Thank you, this was a great help afk! Courage did look like one of the most alluring options because I don't intend on investing more than 20 base con, in order to focus my attributes on building a sizable stamina pool. I guess I shouldn't be all too surprised about the accessory choices; for the most part, those seem to be the catch-all endgame choices for all the classes, similar to the ones origins had. Hopefully we see better itemization when Inquisition rolls around.



#4
mr_afk

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No worries, happy to help! And yeah, it's a pity how going dps with crit gear is pretty much the most effective way to play each class. 

 

That said, if you're up for something a little more experimental, it could be worth looking into equipping mage gear for +%elemental damage. Equipping the Robes of Unblemished Cleanliness, Ring of the Ferryman, and Smite for the ~+61% electricity damage could end up rather competitive damage-wise. The only downsides are that you would have to waste a few points on magic and go through the hassle of pre-buffing. Also, it won't be very useful for +%spirit damage.

 

From memory I think you can get up to ~15(?) magic from pre-buffing, which means you only need to spend ~5 points into magic (to get to 15, from a base of 10). My calculation may be off, since I'm essentially stealing from an old comment of mine, but the process involves reaching 30 magic by equipping:

Cap of the Antivan King (+1 all attributes)

Golden Prince's Raiment (+2 all attributes)

Smite (+4 magic)

Ring of the Ferryman (+2 magic)

Ring of Resilience/Various act 3 rings (+1 all attributes)

Enchanted Silverite Belt (+1 all attributes)

Rune of Valiance (+2 all attributes)

 

Once at 30 magic, switching to the Circlet of the Dreamer will give the additional +2 magic to reach 32. Once the requirements for the Robes of Unblemished Cleanliness are met, more useful equipment can be re-equipped.

 

While theoretically this approach mixed with crit-gear will be probably be the optimal damage-wise, it can be rather inconvenient obtaining the equipment necessary and it only really works with electricity/fire damage (and cold to a lesser extent). So on that note, perhaps switching Glandvalis to Sataareth (fire damage) to face electricity immunities could work out quite well. 

 

And in case you were interested, here's the old thread I found discussing some of these options: http://social.biowar...ndex/15834361/2

 

 

Well, hope this helps and here's to even more options in Inquisition! haha



#5
mr_afk

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Argh, my maths is horrible. Also, I can't figure to edit on these new forums.

 

Anyway, that should be 7 points into magic that are necessary to reach 17 (from a base of 10).

30-13-10 = 17, not 15. Duh. Haha



#6
mr_afk

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30-13-10 = 17, not 15.

 

 

...I'm not even going to say anything.  :lol: