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Rogue Class/Spec Guide and Advice


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#226
HeroxMatt

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On multiple enemies and when the same enemy runs along the Caltrops, yes. Anything that counts as a "hit", this doesn't include bleed/poison damage, the % of Masterworks apply.



#227
SonsofNorthWind

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DW Artificer is just as viable as Archer, I think. Here's how combat generally goes. 
 
If you aren't confident you'll win, or to spare Health Pots, use Fallback Plan. This is good to isolate enemies as well, once it is upgraded because you bring them back with you and use Knockout Powder to make them useless or kill them away from the bulk of the fighting. One of the advantages DW Artificer have over the Archer Artificer.
 
If there is an enemy Rogue, throw down Elemental bombs. This will prevent them from flanking. If any are Critical Hits, you'll regain Stamina from the Looked Like it Hurt Poison Passive (imperative). Worth noting, is that this also works if you're starting to get mobbed and need to make an escape. Throw Elemental Bombs, use Evade and watch the fireworks.
 
All this is done before the fight.
 
From there, it follows standard DW combat. Stealth + Flank Attack + Twin Fangs and then finish with either Deathblow or Shadow Strike. I choose Shadow Strike, mainly because Deathblow is bugged, but also because Shadow Strike reduces CD even more with the Artificer traps. 
 
I play a party of Dorian (for Panic although Solas using his Weaken skills works, with Mercy Killing in Subertfuge tree), Cassandra as Tank and also because she can buff the party and you and the last spot goes to another Rogue, or a high-crit chance Mage.


Since you're packing crazy crit, have you noticed whether the Evade upgrade can crit?

#228
HeroxMatt

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It can, which is great. :P Although, at this point in the game I don't use it all that much. I have Guard on Hit, Heal on Hit and Fallback Plan.



#229
SonsofNorthWind

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It can, which is great. :P Although, at this point in the game I don't use it all that much. I have Guard on Hit, Heal on Hit and Fallback Plan.


If you're not Evading, how come no Spinning Blades? Seems like Spinning Blade has about as much cool down as Shadow Strike if all hit and crit, and that's a lot of guard and heal on hit (as well as HB procs). Or just use Spinning blade - Flank Attack - Shadow Strike to permaloop Fallback Plan (assuming you can cool it down before you activate it). At max crit that's what, 3 rotations to fully cool down Fallback Plan?

My game time is pretty limited, but I'm really being tempted to try Artificer instead of Tempest for my Nightmare rogue play through. Plus if I play tempest I'll have to have iron will to avoid abusing 1000 cuts...

#230
HeroxMatt

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That's an interesting idea and it would work. Although I wonder if an upgraded Elemental Mines would do the same thing?

 

Personally, I'm not a big fan of the Passives on the way to Spinning Blades. I think the points are much better spent in other areas because really, it's four points: the two passives and then to have it upgraded.



#231
Cmpunker13

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Hi guys, I need a couple of info about the DW tempest.

First, while playing rogues I hate those things:

1- crits by just autoattacking;

2- need to attack from stealth;

3- need to backstab (but I can bear it).

I like ability spamming (autoattack key doesn't count :P).

 

I'd like to play a rogue as a sort of warrior (like the strenght rogue from Origin). Considering what I said, is tempest ok for me?

If so, I have few more questions:

-what abilities should I use with Flask of Fire on? One of the guide here suggests Poison Weapons, but elsewhere I've read it's not that good. Thoughts?

-what when all flasks are on cooldown?

-what would be a standard "rotation"?

-pre-skyhold, is ok to spec immediately to mercy killing ad use KP and the jar? What skills should I take after I get mercy killing?

 

Thanks in advance.



#232
SonsofNorthWind

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That's an interesting idea and it would work. Although I wonder if an upgraded Elemental Mines would do the same thing?

Personally, I'm not a big fan of the Passives on the way to Spinning Blades. I think the points are much better spent in other areas because really, it's four points: the two passives and then to have it upgraded.

I dunno, but I often toss EM right by an opponent so the possibility of flatlining my stamina on a whiff is not appealing.

As a replacement for Shadow Strike you basically can even swap in Spinning Blades - no evade, evasion, or SS+ is also four slots. I'd also argue that Spinning Blades and Looked Like It Hurt on some level frees you from having to take Dance of Death, since if all hits land Spinning Blades net cost could be a gain of 25 stamina, which if you wanted to keep SS would still free you from Twin Fangs and Dance of Death.

And Bloodied Prey isn't bad. Unforgiving Chain is of course bad once you max crit.

#233
SonsofNorthWind

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Hi guys, I need a couple of info about the DW tempest.
First, while playing rogues I hate those things:
1- crits by just autoattacking;
2- need to attack from stealth;
3- need to backstab (but I can bear it).
I like ability spamming (autoattack key doesn't count :P).
 
I'd like to play a rogue as a sort of warrior (like the strenght rogue from Origin). Considering what I said, is tempest ok for me?
If so, I have few more questions:
-what abilities should I use with Flask of Fire on? One of the guide here suggests Poison Weapons, but elsewhere I've read it's not that good. Thoughts?
-what when all flasks are on cooldown?
-what would be a standard "rotation"?
-pre-skyhold, is ok to spec immediately to mercy killing ad use KP and the jar? What skills should I take after I get mercy killing?
 
Thanks in advance.


Flask of Fire can spam your big hit (spinning blades or deathblow). Or you can use it on Shadow Strike whenever you're behind an opponent and Flank attack from front to get behind and stealth. With full tempest upgrades 2 Shadow Strike plus casting times basically means you can always have an elixir active, so you don't need an "elixir on cool down" rotation. SS does make positioning important tho, but if you really want to avoid autoattacking I think it's worth it. For this kind of character I'm not sure Poison Weapon is worth it - better on an archer. Its still good damage on DW but I think of Tempest as a combo deck and it's more important that you get your combo pieces together ASAP.

Or, if they haven't fixed it, you can flask spam Thousand Cuts and break the game. But then it's kinda your loss.

Pre sky hold I'd spec archer.

#234
Matth85

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Pre sky hold I'd spec archer.

Out of curiosity, why would you recommend that?



#235
SonsofNorthWind

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Mostly because one of the two sky hold unlocking missions has a boss who I find absurdly annoying to face in melee and I'd rather tank - dual barrier - archer him. Better to manual control tank and let ranged characters hold position and shoot.

#236
Matth85

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Mostly because one of the two sky hold unlocking missions has a boss who I find absurdly annoying to face in melee and I'd rather tank - dual barrier - archer him. Better to manual control tank and let ranged characters hold position and shoot.

I can think of 2 bosses who absolutely hate melee. One before Skyhold and one after.

Besides, as a rogue you should side with the Mages. There is one hell of a dagger in there ;) With Stealth speed and stuff, if my memory serves me right.



#237
SonsofNorthWind

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I can think of 2 bosses who absolutely hate melee. One before Skyhold and one after.
Besides, as a rogue you should side with the Mages. There is one hell of a dagger in there ;) With Stealth speed and stuff, if my memory serves me right.


I was already a Mage who sided with mages. My rogue for my NM play through already failed out of a storyline boss fight (Dw rogue with 2 melee companions) and had to go back an hour to grind + respec

#238
Cmpunker13

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I was already a Mage who sided with mages. My rogue for my NM play through already failed out of a storyline boss fight (Dw rogue with 2 melee companions) and had to go back an hour to grind + respec

 

Thanks for the warning, but I know the boss you're talking about. I don't know which road to take, eventually I'll respec to archery just for him, I don't want to play archery all the time pre-skyhold.

I want to roleplay in a certain way, I was thinking about using jar of bees a lot, as I never used it with my mage. That's why I was asking for mercy killing.



#239
Blackstork

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That boss is doable with bees and DW with evade. Alternatively only for that fight you take bow. For the case i never specced pre-Skyhold DW into more than 3 points inot the DD trees (Flank attack upgrade, un-upgraded Twin Fangs). I do not think that taking Death Blow (which is bugged), or especially Spinning Blades  pre-skyhold is good idea, at least for increased complexity (Duo-solo game Nightmare at least) . I playing Duo Nightmare now. Extra damage ability wont save you, CC and crit for your existing abiulities will.

The whole Subtrefuge tree makes huge sence before skyhold, because you need: Evade, Mini-aoe CC ability which also provide you crits, CC ability that do ok damage and cut your CDS for stealth, FA, KP. So its more than viable if you spec not into DW too much, and if you just take bow for that match this means you will still: have Mercy Killing and hit boss with full crits while he is under bee panic, Can evade properlty , Can deal with adds easily. 



#240
Pizzalover

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Is it possible someone can upload a video of the dw artificer in action? would really appreciate it



#241
HeroxMatt

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It's mostly just using DW skills, on a constant loop. With Looked Like It Hurt from the Poison Skill Tree and the Artificer Buffs that reduce CD, you can pretty much always use your skills. 

 

I also have Throwing Knives and use Elemental Mines to increase the chance of Hidden Blades and make the most of my Guard on Hit and Heal on Hit masterworks. I'll try and get a video but it's holiday season so may be busy. :P



#242
xelander

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Stardusk has a guide on youtube. Action starts at around 18:40.

 

Having beaten the game as Archer Artificer I think more and more that the Artificer specialization is all about 2 talents: Opportunity Knocks and Elemental Mines(upgraded). With crit chance above 35%, the mines become the best AOE CC and damage skill in the game. Mobs simply cease to exist.

 

Especially if you get that sweet +50 stamina amulet from the Sandy Howler in the Hissing Wastes. Unfortunately, I only killed it last on my first playthrough, but when I try the DW Artificer I'm gonna rush it. I will also try to kill a dragon simply by spamming Mines. :D



#243
HeroxMatt

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Who am I kidding, I'm never too busy for DA:I. 

 

Thanks for posting the vid, xelander! 

 

Here's a combat video though, as well, if anyone is interested. Watch the Stamina Bar to see the Artificer's best features. If anyone wants a Skill Tree list, I'll add that, too.

 

Merry Christmas.

 



#244
Pizzalover

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Thank guys! Appreciate it, will def try this out on my next play through, bout to give a shot at 2h Reaver tank cuz I like pain XD, Artificer gave me a few ideas =P 



#245
xelander

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@HeroxMatt

 

Nice!

 

So, no Deathblow? I was thinking, since Mines are already crazy mob killer, I'd rather load on single-target burst with the DW.

 

Also, a quick question, since I'm too lazy to test it, how do the Throwing Knives stack exactly? Is it in a progression (e.g. with 3 hits to the same target you'd get 0 + 25 +50% extra damage) or is it all at once (e.g, with 3 hits to the same target 3x25% per hit)? That is to say, when you hit one target with all four, do you get damage in the ball park of 550% or 800%?


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#246
zeypher

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Throwing knives upgrade for single target does not seem to work. This is ofcourse from my very limited testing.



#247
Duelist

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Who am I kidding, I'm never too busy for DA:I.

Thanks for posting the vid, xelander!

Here's a combat video though, as well, if anyone is interested. Watch the Stamina Bar to see the Artificer's best features. If anyone wants a Skill Tree list, I'll add that, too.

Merry Christmas.

-snip-


Was the DW Artificer as fun to play as it looked?

#248
HeroxMatt

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@HeroxMatt

 

Nice!

 

So, no Deathblow? I was thinking, since Mines are already crazy mob killer, I'd rather load on single-target burst with the DW.

 

Also, a quick question, since I'm too lazy to test it, how do the Throwing Knives stack exactly? Is it in a progression (e.g. with 3 hits to the same target you'd get 0 + 25 +50% extra damage) or is it all at once (e.g, with 3 hits to the same target 3x25% per hit)? That is to say, when you hit one target with all four, do you get damage in the ball park of 550% or 800%?

 

At the time, Deathblow was bugged so I wasn't going to upgrade it. So I gave Throwing Knives a go just to test how it went and mostly as a way to regain Stamina and then use Elemental Mines afterwards to regain even more (as well as using the Health on Hit Masterwork).

 

But you're right - Deathblow would've been better than Throwing Knives. But Throwing Knives was fun to use :P

 

Was the DW Artificer as fun to play as it looked?

 

Yeah! Constantly using Activated skills that are always Crits that always Sunder that always regain Stamina ... and with the right Masterworks, give Guard and Health. Like in that video, I was dying - but thanks to a timely Barrier, I was able to get back to full Guard and then regain pretty much all of my Health without using a Potion. Like xelander said, they've also got one of (if not) the best CC skills in the game and they deal great damage and have great party synergy.



#249
GuyNice

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I love this spec. The real power comes when you add in Pincushion. With Throwing Blades the damage stacks up fast. I also use Poisoned Weapons+ as it boosts each TB hit by 25% (also good for packs with mines). I use Fade Cloak and Walking Bomb Masterworks (Hidden Blades felt too OP to use). Been walking around with t2 crafting, 3 manning with Blackwall and Solas and still melting faces. Gotta love the DW Arty :)



#250
arkngt

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I wonder if anyone has some tips for my DW Rogue Assassin build. I've recently learned that it's a good idea to get First Blood and Pincushion from the Archery tree, which I haven't. So if I'm going to respec, which is the ideal build? Now it looks like this:

 

Double Daggers
Flank Attack - Skirmisher [Seems like a must, to restealth during fights]

Bloodied Prey

Unforgiving Chain

Spinning Blades [Not using it ATM, so not upgraded to Neverending Spin]

Twin Fangs - Ripping Fangs [Seems like a must, my rogue's staple attack]

Dance of Death

Sneak Attack

Deathblow - Thrill of Victory [Not using it ATM]

 

Subterfuge

Stealth - Lost in the Shadows [Yeah, a must]

Evasion

Evade [Not upgraded, very helpful sometimes]

Ambush

Shadow Strike [Actually a bit disappointed in it so not upgraded]

Easy to Miss

 

Assassin

Hidden Blades - Overkill [Seems like a must, awesome damage]

I Was Never Here [Seems like a must to restealth during fights]

Knife in the Shadows 

Mark of Death - Mark of Doom [Actually not sure how much it helps, but I'm always starting out with it against bosses/dragons]

 

Yeah, so that's about it. Seems it's a good idea to switch out a couple of the abilities above to:

 

Archery

First Blood
Explosive Shot [To get to:]

Pincushion

 

Also, I've seen Knockout Bomb from the Assassin tree recommended. I haven't really missed it, but perhaps it's a good idea?