So did anyone know is each Focus skill change based on their Weapons since I heard that Focus skills will change depending on what type of weapon the Inq has.
IIRC Varric still had Hail of Arrows even when he had equipped daggers.
So did anyone know is each Focus skill change based on their Weapons since I heard that Focus skills will change depending on what type of weapon the Inq has.
IIRC Varric still had Hail of Arrows even when he had equipped daggers.
Anyone got the Inquisitor skill tree available?
Spoiler
You're going mage on your first playthrough, nice. May have to steal this build HEHEHE ![]()
Anyone got the Inquisitor skill tree available?
Good point, that should be in the OP. Lets see if I can find that for u. ![]()
You're going mage on your first playthrough, nice.
I always do, Mage first then Warrior and I generally go fir similar skill sets too (i'm so boring) ![]()
I am aiming to try out everything though, I wanna do eight or nine playthroughs.
Well, after a bit of tinkering I've got a solid outline for my Qunari Archer, sort of a mix of alchemy and Archery.
Archery
Long Shot
Archer's Lance
Death From Above
First Blood
Leaping Shot
Rolling Draw
Strafing Shots
Full Draw
Stunning Shot
Sabotage
Poisoned Weapons
Infected Wounds
Fighting Dirty
Subterfuge
Stealth
Easy to Miss
Tempest
Flask of Fire
Fury of the Storm
Thousand Cuts*
Killer's Alchemy
Flask of Lightning
Actives
Long Shot
Leaping Shot
Full Draw
Poisoned Weapons
Stealth
Flask of Fire
Thousand Cuts
Flask of Lightning
* Thousand Cuts depends on whether it makes me run up and stab a hundred enemies, or lets me shoot a hundred enemies a la Scattershot. If the latter, it stays. If the former, I replace it with Explosive Shot.
Inquisitor tree
@SomeoneStoleMyName : Ahh my friend I've thought about it quite a bit, I got a build I can do in 27 points (lvl 25-26) he will be using a 2H weapon, but has 7 points in SnB. Why? That's crazy? Well I get to use all the passives from that while using a 2H weapon.
Anyway yeah I can list it out here, hell I even have the text file up I wrote it all down in (along with 3 other characters
).
So his names Kurn, he's probably going to be a Qunari unless the hair drives me insane then ill re-roll.
I currently only have 7 skills picked, kinda tossing around 4 or so for that 8th spot but here they are.
2-hand : Block and Slash
Reaver : Dragon-Rage, Devour, Ring of Pain and Rampage - All passives except Terrifying Fury, ignoring that cause I don't want stuff randomly running away.
Vanguard: War Cry and Charging Bull - ALL passives cause there sexy
Weapon and Shield: All passives, it'll take 7 points to do that but I feel its worth it for the tanking... also it fits the character from an RP perspective (the passives, anyway).
So yeah that's 7 actives for 27 skill points... at a loss for my 8th. For RP reasons the Fear Horn kinda makes sense, but it kinda ruins it by being a horn, and not him just doing a blood curdling roar. Combat Roll could prove useful, Unbowed and Challenge would be the cheapest awhile remaining useful for different reasons. While the fear horn would cost the most to get, it would also come with the Deep Reserve passive which would be of great benefit.
One snazzy thing about the SnB passive for stamina, every 10% lost health nets you 10% stamina (or +10 stamina cause we have 100 base with out items). Nifty, right? Now if that works with guard (it specifically states HP so it probably doesn't) thats great buuut... even with out that, Dragon-Rage consumes your HP per attack. So Dragon-Rage does good dmg (I think 200 or 300%) awhile lowering your health... which makes you do more dmg, and will sometimes give some stamina. ![]()
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Oh, I'd definitely take the fear passive in reaver if I find outthey don't run away like they do in... every game ever. My Blood Barb in DnD had Terrifying presence along with his absurd Intimitation skills. It ultimately lead to lower lvl enemies being paralyzed in fear (this was on a PW in NWN). So that would actually fit quite well... but if I have to chase **** down running at super speed screw that BS.
Is it confirmed that you only generate focus while having a focus ability in the bar? Because having to have an ability in the bar that you cannot use 50% of the time (just a guess) doesn't seem that nice
i probably won't be using focus, unless I know I'm heading towards difficult battles, and even then, I don't have focus built into my builds anyway, until very late game.
But indeed, not building it while you don't have it mapped is even less of an incentive to use for me.
My first two Play-through Builds:
PC Knight Enchanter Build
Spirit (6 Points): Barrier + Upgrade, Mind Blast + Upgrade, Guardian Spirit (+ 3 Constitution), Strength of Spirits.
Storm (9 Points): Chain Lightning + Upgrade, Lightning Bolt + Upgrade, Static Cage + Upgrade, Static Charge (+ 3 Constitution), Storm Bringer (+ 3 Magic), Conductive Current (+ 3 Magic).
Winter (5 points): Fade Step + Upgrade, Winters Grasp + Upgrade, Frost Mastery (+ 3 Magic).
Knight Enchanter (5 Points): Spirit Blade + Upgrade, Fade Shield (+ 3 Magic), Knight Protector (+ 3 Constitution), Combat Clarity (+ 3 Constitution).
Ability Loadout: Barrier, Chain Lightning, Lightning Bolt, Static Cage, Fade Step, Mind Blast, Winters Grasp, Spirit Blade.
PC Templar
Weapon & Shield (6 Points): Lunge and Slash + Upgrade, Payback Strike + Upgrade, Turn the Blade (+3 Constitution), Turn the Bolt (+ 3 Constitution).
Battlemaster (2 Points): Grappling Chain + Upgrade.
Vanguard (12 Points): War Cry + Upgrade, Challenge + Upgrade, Charging Bull + Upgrade, Unbowed + Upgrade, It’ll Cost You (+ 3 Strength), Untouchable Defence (+ 3 Constitution), Trust the Steel (+ 3 Constitution), Cutting Words (+ 3 Strength).
Templar (4 Points): Blessed Blades + Upgrade, Makers Will (+ 3 Willpower), There is no Darkness (+ 3 Willpower).
Ability Loadout: Unbowed, Lunge and Slash, Challenge, War Cry, Charging Bull, Payback Strike, Grappling Chain, Blessed Blades.
I always do, Mage first then Warrior and I generally go fir similar skill sets too (i'm so boring)
I am aiming to try out everything though, I wanna do eight or nine playthroughs.
No I'm boring, I usually play the same general character over and over again. Nine playthoughs is insane for me. About four and I done ![]()
So after seeing Tempest specs, how is everyone going to spec Sera????
Yeah, I don't think I'll bother with Tempest for her.
She'll be in my party, but she'll be wielding daggers and using Subterfuge and perhaps some Sabotage stuff as well (definitely will grab Poisoned Weapons). Tempest just seems very...I dunno, odd. Not ineffective, just hard to use effectively.
No I'm boring, I usually play the same general character over and over again. Nine playthoughs is insane for me. About four and I done
Yeah it's a lot but it will be over several years, I did like 3 for origins for example and then didn't play it for ages but I came back and did a few more playthroughs over the years. Similar for DA2 but less playthroughs on the whole coz it's not as replayable.
I have like 8 playthroughs of Skyrim but then I got higher level with some than i have with others.
So what spec would be best for an archer?
All that
Thanks for the write up! Love the concept.
Now for the real theorycrafting challenge:
What class, skill, spec combo would make the most powerful battlefield disruptor in the game? Talking decimating your enemies with dots, poison, CC, traps or other debilitating effects en masse. Damage not important. What class has the potential to wreck enemy ranks the most through indirect means / disruption?
@Herkles : depends entirely on what you want. Assassin and Tempest both can output a buncha damage. That said, an Artificer gets a passive that lowers all CD by .5 seconds 'every' time anyone else does a crit. Don't think it works off the rogue them selves, but the other 3 party members could lower the CD rather drastically if you focus on crit on a few characters.
but really depends what your going for.
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@SomeoneStoleMyName : That.. is a good question. Honestly I'm not sure. Mage doesn't have to much 'indirect means'. Knight Enchanter and Rift Mage go right out the window, that's all super direct. Necromancer has 2 separate DoT's but they're single target... has a nice AoE fear I guess.
Honestly, I think for 'indirect damage' kings miiight go to the rogue with poison weapon. I mean you have a 10 duration buff, that maxed out, does 50% dmg per second for 8 seconds. Applies to all attacks, so you could do an explosive shot to apply to a group of enemies. You have the poison flask that can be doing 40% dmg as long as there in it (or 25% if they're outa the radius). Not to much is disrupty though outside of the DoT.
Mage probably has the best crowd control stuff. Fire has fears, cold is reliable freeze, that and Ice wall is a great way to split up enemy groups. Static Cage is pretty solid too, Blizzards dmg isn't to bad and that's basically a DoT. Static Cage a group + Blizzard on top is some pretty hefty damage.
I guess I'd say a mage with select elemental skills and Necromancer. Static Cage, Blizzard, Icewall, all 3 necro passives for a fear and 2 DoTs. One of which creates a limited pet summon. Yeah... yeah I'd go with that for that kinda mage.
Okay I've been reading through abilities such as long shot and death from above and damage bonuses rely on how far away or how high up you are from the enemy. So does anyone know how this is calculated in game? I mean, how will I know I'm 15 meters away or 2 meter up from the enemy? These abilities are abit iffy.
Now for the real theorycrafting challenge:
What class, skill, spec combo would make the most powerful battlefield disruptor in the game? Talking decimating your enemies with dots, poison, CC, traps or other debilitating effects en masse. Damage not important. What class has the potential to wreck enemy ranks the most through indirect means / disruption?
Hmm, maybe an Artificer/Sabotage rogue. Poison Weapons, Toxic Cloud, Caltrops, Throwing Blades, Spike Trap, Throw Everything. Just litter the area with traps and poision/sunder/slow all enemies.
I feel like every mage should have a pure damage dealing spell for them to spam as much as they can. Immolate, Stonefist, and Chain Lightning are such spells.
The best part about Stonefist is that, though it only hits one target, it also knocks them back as an interrupt. So its high damage with utility.
I don't know if I should put Gravitic Ring in my KE build. It's Not a problem of points (I think that with a bit of grinding it won't be too hard to reach level 24 before the end of the main quest. That means 25 points, 27 with a human background and a perk), but because between the tree KE spells, the focus spell and barrier I'll have only 3 Slots left.
One thing I'm not quite sure I get is the inclusion of Pull of the Abyss and Disruption Field (formerly Gravitic Ring). They just seem so similar...and yet, they're in two different specs. I'd have combined them into one ability that pulled enemies to a central point and then slowed them with an upgrade.
I'm going with assassin here's my build.So what spec would be best for an archer?
Is Hidden Blades a melee attack?
I have no idea. But I doubt it, given it's part of a specialization tree that archers can use.Is Hidden Blades a melee attack?
Is Hidden Blades a melee attack?