Hi,
Ive been working on my character for my first playtrough in DA:I and this post is ment to get some opinions about its viability and improvements. My Inquisitor is a two-handed human warrior and the party is composed to keep him centered, elevate his potential and make him as fierce as possible.
Skill build and ideas
Key component is the first skill in the two-handed tree, Mighty Blow. With the bonus damage to knocked down opponents, I want to make sure they are knocked down first. So glancing at the other trees, I found that Vanguard hosts Charging Bull, which knocks down opponents and looks like a great combo to setup myself as initiation. Upgraded Charging Bull makes your next ability cost no stamina, double win. I also think the previous abilities to reach charging bull is decent, giving an AOE- and single target taunts. I would also look to upgrade the single target taunt for stamina regen bonus.
So with Mighty Blow buffed and a way to initiate combats, Im looking for some flexibility. We have an impact detonator in Whirlwind which I think might be worth picking up and investigate how we can maximize its potential. If we can get an AOE incapacitation down, we can detonate. So Im looking to have one of my party members using either one of Horror (Necromancer), Static Cage (Storm) or Veilstrike (Riftmage). The upgrade makes it do more damage the longer I sustain it, and I think its draining stamina? If so, I would either want to use my single target taunt before I start sweeping foes or I get a mage to upgrade their barrier to provide 35% stamina regeneration for the duration of the barrier. With stamina and incapatitation capabilities, we can benefit from Whirlwind.
Following this, I would like to buff my potential by digging into the battlemaster tree. Horn of Valor + Upgrade with 35% increased dmg for 10 seconds along with 15% more armor looks pretty awesome and the path to get it is pretty good. Grappling Chain + Upgrade provides crowd control and scales well with Coup de Grace, which increases your damage vs. stunned opponents by 30%. Crippling Blows weakens your enemy when your critical hit by 15% and isnt bad and Im ok with spending one point on it to get by it.
So with Coup de Grace, Im looking for things that stun our opponents. Theres on in the left side of the two-handed tree called Pommel strike, that stuns for 4 seconds and does 300% weapon damage with upgrade. Block and Slash I dont like much but we have to spend a point on it, and Im ok with one point on Flow of Battle that reduces active cooldowns with 1 second when critical hit.
So with a decent two-handed Inquisitior forming, I opted not to go for any specialization as it doesnt work well with what Ive got so far going for this character. So the best continuation from here is to keep building on the two-handed tree, looking at Earthshaking Strike + Upgrade as the best option leaving us here. Clear a Path skill with the potential 10% stamina regen on auto-attacks is pretty decent and Guard Smasher works well vs. big shield guys with 100% damage bonus.
Two-handed Weapons - 13 Points
Mighty Blow + Upgrade
Shield-Breaker
Whirlwind + Upgrade
Block and Slash
Flow of Death
Pommel Strike + Upgrade
Guard Smasher
Clear a Path
Earthshaking Strike
Vanguard - 6 Points
Challenge + Upgrade
War Cry
Charging Bull + Upgrade
Battlemaster - 6 Points
Grappling Chaing + Upgrade
Crippling Blows
Coup de Grace
Horn of Valor + Upgrade
Utilization
Ill be upfront and the "tank" in the Group, heading first onto the fights and having the three others to back me up. Starting with Charging Bull, I ram target(s), following up with either Whirlwind, Mighty Blow or Earthstrike depending on the situation. Based on number of enemies, whats left to fight, orientation of enemies and so on. Here, I will support my Inquisitor with either barriers, crowd Control and incapacitation depending on whats out there. As the combat develops, we can utilize skills like Grappling Chain, Horn of Valor and taunts to control the battle and the pace of it. The key to my approach is flexibility and adjustment after my opponents.
Solas looks like a good pick to have with me with his Rift Mage capabilities, buffed barrier and some points in storm will surely add to his own damage output. Dorian is also a good choice as him being a Necromancer and the powerful Horror + Upgrade spell he got lying in there. That along with frost could potentially be a great third party member for crowd control and a second weak barrier. Lastly, I would like to have a rogue that can sunder enemies and single target some enemies that are out of reach for my warrior.
If you got suggestions or critizism, dont shy away
. Thanks.