I started Arcane Warrior and I just got the AW specialization but teammates and I died a crapload of times before getting it. I heard we get choose AW immediately after we turn level 7 if we beat the game the first time but this is my first playthrough on the PC. I will finish my current playthrough but it would be nice to know now which class I should play next. Also please tell me every single skill I should get as well as equipment and the exact number of base attributes I should have. You can link me to a guide if you want. Thanks
Which class is dominant from very beginning to end?
#1
Posté 10 avril 2014 - 10:41
#2
Posté 10 avril 2014 - 11:39
Really, it depends on your play style.
If you are more of a damager when you play as a mage, get Stonefist and fill the hex bar in the Entropic spell tree. Also get Death Magic and grab Heal ASAP. Heal will really help keep everyone alive until you get Wynne and Death Magic will regen your health whenever an enemy dies near you. The hexes (Vulnerability Hex, Misdirection Hex, Death Hex) will help you debuff enemies. Invest points into AOE spells too (Inferno, Blizzard, Tempest, Death Cloud, Sleep, Anti-Magic Burst for enemy mages, Waking Nightmare, Grease, and a few others, I think) so you can damage/impair/disrupt groups of enemies as you fight them. And make sure you buy/make a lot of lyrium potions.
Healer mage is pretty simple. Hang back from the fight and keep everyone up and fighting as long as possible (grab Mind Blast and Stonefist to keep enemies off you). You'll need to put points into the first three bars of the Creation spell tree, maxing them out. Definitely grab Glyph of Repulsion and Glyph of Paralysis. Focus on magic and willpower for your mages.
Warriors:
S&S warrior should have a lot into constitution and strength as well as a good amount into dexterity. Focus on the S&S skill tree and definitely put points into the first bar of the warrior skill tree (Bravery, Powerful, Threaten, and Death Blow really help). Grab the best armor and shield you can equip and put them on (the heavier, the better). Once you max out the S&S skill tree and reach at least 42 base strength, dump your points into constitution. Maybe put some into willpower too. Always have Threaten active as well as Stonewall.
2-Hander warrior... now here's one I can definitely help you with. I've made only one 2-hander warrior, but I only got downed twice in the whole game with him (early game). 2 points into strength and one into constitution every time you level up. You will take quite a bit of damage early game, but once you start getting heavier armor, you will be able to tank more effectively. Max the first bar of the Warrior skill tree and grab Precise Striking while putting points into the 2-hander skill tree. Once the 2-hander skill tree is maxed, start putting 2 points into constitution and 1 into willpower per level. Always keep Indomitable, Powerful Swings, and Precise Striking active.
Dual-wield warrior... Pretty similar to a dual-wield rogue, I think (I haven't done this one yet, but it seems pretty straight forward), except that instead of putting points into cunning every level, you put them into constitution. 1 point for strength, 1 point for dexterity, and 1 point for constitution. Same deal as 2-hander warrior with the Warrior skill tree. When you have your strength at at least 42, start putting more into dexterity. Dexterity should be high, because it increases your defense and constitution should be fairly high too to increase your health. I'd say that at around... 40 constitution, you can start putting points into willpower. I say stop at heavy armor, dual-wield two main hand weapons (sword, waraxe, or mace) once you max out the first bar of the Dual-wield skill tree. Keep Precise Striking on.
Archer warrior... I think it's similar to a Dual-wield warrior, but more focus on dexterity. Keep to heavy armor and have a sword and shield as your secondary weapon set to defend yourself up close if needed. Either go with crossbows (require strength), shortbows (low dexterity requirement), or longbows (higher dexterity requirement). Don't put much into the Warrior skill tree other than getting Powerful, Precise Striking, and Disengage. Maybe even get Perfect Striking. Leave on Precise Striking and Rapid Shot or one of the other sustained archer abilities.
Rogues:
Dual-wield rogue... focus on either dexterity and cunning (if focusing on twin daggers), or dexterity, cunning, and strength (if you want to use main-hand weapons). Again, fill out the Dual-wield skill tree, but invest into the Rogue skill tree. Backstabs are your best friend with this class, so be sure to get Combat Movement as well as Deadly Strike, Lethality, and Evasive. You can put points into Stealth if you want, but you won't be able to use it in combat until its third rank. Definitely go with high dexterity as it'll increase your defense. Keep to light or medium armor.
Archer rogue... 2 points into dexterity and 1 into cunning per level after getting your strength up to at least 21, as drakeskin (tier 7 material) leather armor requires 21 strength to equip. Fill out the Archer skill tree and equip either shortbows or longbows. Make sure to get Evasive. Have twin daggers as your secondary weapon set if you need it and have a couple of points into the Dual-wield skill tree just in case. Stick to light armor.
Hope this helps and sorry if it's a bit long.
#3
Posté 11 avril 2014 - 12:42
@ TheChosenOne:
For a first playthrough I would turn difficulty down to easy and go smell the roses, have fun and enjoy the game. The fighting will still be there as often as you want but there is only one first time. And at the end of that first time you'll have a much better idea how things work in Ferelden, which means you probably would kick ass with the exactly the same party that now got creamed by a revenant or dragon.
A good order of classes would be sword & shield warrior, then dual-wield rogue, then CC/nuker mage. They can all be very powerful and satisfying to play, but a warrior can feel somewhat pedestrian after you played a rogue, and it is very, very difficult to give up the power of a CC/nuker and become a mere mortal again (except maybe a rogue because they are so much fun). Also, rogues and mages tend to be more complicated than sword & shield tanks, and for some common and effective combat styles they have to rely on the services of a tank (which means it helps if you know a bit about tanking because you've played a tank before).
Does anyone know of a tool for extracting the levelling information from the story.xml in a savegame directory? That would mean experienced playerscould post the whole levelling info for a successful and enjoyable build with a simple click.
#4
Posté 11 avril 2014 - 12:53
For stats-look at your class skills and see what are the minimums you need to get all the class skills. One example-a warrior tank need minimum 26 Dex to use all the tank skills. Focus on the stats you need to use your skills, than focus on any others after those are taken care of.You may not want to use any other stats other than the ones from your class, unless there is a specific reason to do so.
- DeathScepter, Cobra's_back et DarthGizka aiment ceci
#5
Posté 11 avril 2014 - 12:59
Excellent advice. Arcane Warriors need a little more DEX than the ability descriptions might suggest, though.
#6
Posté 27 avril 2014 - 09:13
I suggest mage too. Just give them spirit talents, arcane warrior (for armour) and SPIRIT HEALER!!!
#7
Guest_starlitegirlx_*
Posté 30 avril 2014 - 02:07
Guest_starlitegirlx_*
If you run a mage, keep yourself at range. Get glyph of repulsion to thrown down around yourself to keep most enemies off you. On the way you get glyph of paralysis which when used at range on a mob, if you throw down repulsion first then paralysis over it will give you a paralysis explosion that works like mass paralysis without the mad delay for charging it but it takes more time and tactics... like using pause. Just make sure allies and you PC are at a distance or you will be paralyzed as well.
Sleep is pretty great also. On the way to getting it you get horror which kills after enemies are asleep but sleep doesn't work on those corpses it seems though I think it has worked on everything else but boss types. That makes it very useful for the most part.
The Ice branch in primal is useful. Cone of cold is great... let them come to you, pause then spray freeze them all. Keep allies back when entering and throw out COC as soon as they get close enough. Then let allies go to town on them while you pick off anything else coming at you or them that didn't get frozen.
Heal is a must. One spell that can help keep everyone up but you have to pay attention to their health.
Best talents for a mage I think are things that will work as crowd stoppers while also taking down a portion of their health. Cone of Cold is great for that. Fireball as well. At distance use grease first then fireball. They are excellent for taking out at a distance. Just keep allies out of the way and don't lay it down near yourself. You get tossed down if it happens near you.
Yeah, the ones I tend to use the most are cone of cold, the glyph explosions, sleep (gives an edge to your allies where they won't be getting attacked and you can have them target who is sleeping), grease/fireball combo... crushing prison is great but with cooldown and how much mana it uses, it's not always effective and best used on bosses or one that is coming at you if your health is low and you don't have time to heal. I've used that in a jam and it works well, but I'm not nuts about the rest of that branch. I'd rather use repulsion glyph that the mind one. And I rarely use telekinetic weapons or the shield. Lots of people love it, but I think best bang for your buck is going with a tree that gives you some good spells on the way to the best one. COC gives you winters grasp which is useful especially when paired with a hex or to finish off any COC targets that still have health.
#8
Posté 30 avril 2014 - 02:16
Arcane Shield upgrades to Fade Shield in Awakening.It adds a lot to dodge and spell resistance, and I can't imagine not getting it.
#9
Posté 30 avril 2014 - 02:39
Also, you can combine other spells like Vulnerability Hex and Drain Life/Mana Drain which doubles the effectiveness. There's also Death Hex + Death Cloud which leads to a massive hit of spirit damage. Also, freeze an enemy solid with Winter's Grasp or Cone of Cold and follow up with Stonefist for the shatter effect with instantly kills most enemies (critical hits do the same). Petrify is great for immobilizing enemies and sometimes Waking Nightmare does the same, causing some enemies to stop attacking entirely. Sleep makes sure that Horror and Waking Nightmare take effect no matter what.
As for defense, make sure to get Arcane Shield and Rock Armor. Arcane Shield increases your overall defense while Rock Armor increases your armor rating. Telekenetic Weapons increases armor penetration, but you don't have to get it if you don't want to. Grab Force Field to help fight the archdemon and the high dragon (if you plan on it). The way you use it is to send out your tank and cast Force Field on them while archy or the high dragon tries to hammer them. They won't take any damage for the duration of the spell, but they won't be able to move either, so you'll have to hammer archy/high dragon from a distance.
Personally, I prefer the hexes, Sleep, Horror, Waking Nightmare, and Curse of Mortality. I focus on Primal for my offensive spells. Mostly fire and electric spells.
#10
Posté 30 avril 2014 - 02:46
From a defensive aspect, I would say that a 2H Warrior is the most domineering in gameplay. From an offensive perspective, it would be an Arcane Warrior. IMO.
#11
Posté 30 avril 2014 - 04:53
Mage. Mages can take out groups of enemies, rogues and warriors can take out one at a time.
- DarthGizka aime ceci
#12
Posté 30 avril 2014 - 07:37
Mage. Mages can take out groups of enemies, rogues and warriors can take out one at a time.
But mages can't get executions. ![]()
#13
Posté 30 avril 2014 - 07:51
But mages can't get executions.
??? ![]()





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