For DW rogue choosing a spec is a nightmare.
The focus ability of Tempest is worth it alone. But I hate "potion spam" gameplay of tempest, so I only want the focus.
The assassin tree has a crappy focus, but it has A LOT better skills and passives.
So yeah... the choice of Tempest vs Assassin is hell.
Rogue Class/Spec Guide and Advice
#101
Posté 30 novembre 2014 - 08:21
#102
Posté 30 novembre 2014 - 08:50
Yeah and Artificer has Hail of Arrows, which is a great Focus Ability for Archers.
From reading around here and other forums, it seems like there's only really 1 stand out in the Mage and Warrior classes, if that. And the stand outs are so OP people are turned off by them.
Rogue seems to have such well made and balanced Specs.
#103
Posté 30 novembre 2014 - 10:11
Rogues have a lot of DMG Passives that rely on Health. Bloodied Prey (10%), First Blood (15% for first 20%), the Archery Tree's Full Draw (800%) and the Assassin Tree's Throatcutter (2% for each 10% Missing Health). It pretty much has you covered for every bar of Health that your target has.
If First Blood works for you - great.
It makes sense, when looking at the HP reliant DMG Passives. First Blood has you covered for the first 20% of enemy HP, Bloodied Prey has you covered for the last 20%. When you think about it, the correct opening combo should bring your target down to less than a quarter health, anyway, so that's why Bloodied Prey works out so well. Same as the Throatcutter.
Interesting.
My thinking was that First Blood will help make the first shot, the only shot although Bloodied Prey and Throatcutter should make things easier if follow up shots are needed.
Thanks for your feedback.
I'm curious as to what your thoughts are on Cloak of Shadows?
While I initially found it underwhelming, I imagine it would be excellent with an Assassin archer and Varric in tow to take advantage of those criticals.
#104
Posté 30 novembre 2014 - 11:41
For DW rogue choosing a spec is a nightmare.
The focus ability of Tempest is worth it alone. But I hate "potion spam" gameplay of tempest, so I only want the focus.
The assassin tree has a crappy focus, but it has A LOT better skills and passives.
So yeah... the choice of Tempest vs Assassin is hell.
I've never played a DW Rogue so won't comment on that but i'm just about to spec my Rogue Archer into Assasin for 1 main reason.
Imo Tempest is good on paper but will be much more difficult to play without wasting flask time. Time wasted switching (Finding) new targets and effects like knock downs etc will impact on your flask time uptime and i feel it will get wasted a fair bit.
I'm sure i will play around with it at some stage but much later i think, or unless i don't like Asassin.
#105
Posté 30 novembre 2014 - 04:13
Tat's the very reason why artificer is the best archer spec. it eliminates any CD down time while providing hail of arrows.
it is possible for artificer to even dual shoot full draw within 1 sec.
I tested all 3 spec and that's the conclusion I get. assassin and tempest both have skill CD to worry about.
#106
Posté 30 novembre 2014 - 05:33
All right, now that I have played some of the game (Archer/Assassin lvl 14), I'm ready to start my canon playthrough as an Archer/Artificer. To that end I would like to ask you guys on you general experience and knowledge about Rogues.
Sabotage
1. Caltrops Is it Frinedly Fire (FF)? Do you have control over where exactly you put it, or is ti entirely predetermined by where are you standing and where are you facing at the moment of casting?
2. Cheap Shot. How much does it sunder armor? 20%, 50%, 100%?
3. Poisoned Weapons. Does it apply to traps as well (Caltrops and the Artificer ones)? Is it constantly reapplied while shooting the same target, or is it applied for the duration and only after it's run out you have a chance to apply it again?
4. Explosive Toxin. Is it FF? Does it stack with ongoing damage from Poisoned Weapons?
Archery
5. Archer's Lance (the upgrade for Long Shot!) Is it FF? Do you find it relevant enough, or do you have to maneuver too much to get it to strike more than one enemy?
6.Leaping Shot Is it FF? Does the damage bonus form Rolling Draw apply to the Leaping Shot attack, or to the next one (the knockdown does apply to the next one!) ?
7.Explosive Shot This is definitely FF. Does it strike 2 targets total, or is it 1 primary and 2 secondary? Are those strikes counted separately, as in each has a critical chance, like the arrows from Leaping Shot?
8. Strafing Shots Does it apply only when shooting or does it increase overall combat movement speed?
9. Pincushion Is it 5% damage bonus for the duration or is it 5% bonus off of the previous shot (e.g. on third basic shot you'd have 105% x 105% x 105% of weapon damage)? Description would point toward the latter. Does it affect temporarily base weapon damage and if so, does it affect Poisoned Weapons' damage?
Artificer
10.Spike Trap Is it FF? Is it sprung when entering some proximity area or does the enemy have to stand right on top of it?
11. Elemental Mines Are they FF? Does it place one mine of each elemental type or does it place one mine of random elemental type? Do you chose where to put them or is it entirely dependent on your position and orientation at the moment of casting? When having the upgrade Throw Everything, does it automatically expend all your remaining stamina (or up to the amount set in Behaviours), or do you have control over how many additional mines you set?
12 Opportunity Knocks I think this is pretty clear the case, but do you benefit from your own criticals?
I know some of those are easily checked, but I thought it would be nice to have those answers collected in a single place, i.e. this thread, for all the people who are planning their builds and have no experience with Archer and/or Artificer yet.
#107
Posté 30 novembre 2014 - 10:25
Interesting.
My thinking was that First Blood will help make the first shot, the only shot although Bloodied Prey and Throatcutter should make things easier if follow up shots are needed.
Thanks for your feedback.
I'm curious as to what your thoughts are on Cloak of Shadows?
While I initially found it underwhelming, I imagine it would be excellent with an Assassin archer and Varric in tow to take advantage of those criticals.
It's awesome. But ONLY at Tier 3 level. 9 Seconds of +50% Damage from Stealth? The ability to position into Flank? Drawing aggro away from your mages/rogues for the duration of the effect? I think it's great. You're right - with the right party, it gets an insane amount of damage. Probably not best with 2 warriors, for example.
Your'e right, Bloodied Prey is numbers based. It is next to useless on higher level targets, like bosses or Dragons. However, against lower level enemy targets that have taken AoE or have been hit by other party members, Bloodied Prey finishes them off. Because it is numbers based, Bloodied Prey is only required at early levels and can be specced out at higher ones. Or avoided completely. But because there's interaction with the other two passives mentioned, First Blood and Throatcutter, it has nice synergy.
All right, now that I have played some of the game (Archer/Assassin lvl 14), I'm ready to start my canon playthrough as an Archer/Artificer. To that end I would like to ask you guys on you general experience and knowledge about Rogues.
Sabotage
1. Caltrops Is it Frinedly Fire (FF)? Do you have control over where exactly you put it, or is ti entirely predetermined by where are you standing and where are you facing at the moment of casting?
2. Cheap Shot. How much does it sunder armor? 20%, 50%, 100%?
3. Poisoned Weapons. Does it apply to traps as well (Caltrops and the Artificer ones)? Is it constantly reapplied while shooting the same target, or is it applied for the duration and only after it's run out you have a chance to apply it again?
4. Explosive Toxin. Is it FF? Does it stack with ongoing damage from Poisoned Weapons?
Archery
5. Archer's Lance (the upgrade for Long Shot!) Is it FF? Do you find it relevant enough, or do you have to maneuver too much to get it to strike more than one enemy?
6.Leaping Shot Is it FF? Does the damage bonus form Rolling Draw apply to the Leaping Shot attack, or to the next one (the knockdown does apply to the next one!) ?
7.Explosive Shot This is definitely FF. Does it strike 2 targets total, or is it 1 primary and 2 secondary? Are those strikes counted separately, as in each has a critical chance, like the arrows from Leaping Shot?
8. Strafing Shots Does it apply only when shooting or does it increase overall combat movement speed?
9. Pincushion Is it 5% damage bonus for the duration or is it 5% bonus off of the previous shot (e.g. on third basic shot you'd have 105% x 105% x 105% of weapon damage)? Description would point toward the latter. Does it affect temporarily base weapon damage and if so, does it affect Poisoned Weapons' damage?
Artificer
10.Spike Trap Is it FF? Is it sprung when entering some proximity area or does the enemy have to stand right on top of it?
11. Elemental Mines Are they FF? Does it place one mine of each elemental type or does it place one mine of random elemental type? Do you chose where to put them or is it entirely dependent on your position and orientation at the moment of casting? When having the upgrade Throw Everything, does it automatically expend all your remaining stamina (or up to the amount set in Behaviours), or do you have control over how many additional mines you set?
12 Opportunity Knocks I think this is pretty clear the case, but do you benefit from your own criticals?
I know some of those are easily checked, but I thought it would be nice to have those answers collected in a single place, i.e. this thread, for all the people who are planning their builds and have no experience with Archer and/or Artificer yet.
Thanks for posting those questions. And you're right - definitely worth having the answers collected in one thread. I'll make a FAQ section in the OP.
Will answer to the best of my ability. If others want to contribute, feel free.
Sabotage
1. It is determined by where you are and which way you are facing. You don't get to position or choose where it lands, you need to be in place first.
2. Sunder is at 20% armor reduction. I've read around on other forums and this seems the consensus, however, it's hard to know without in game statistics. After testing, it may be worth having another character (Varric, most likely or a Warrior) pick up Cheap Shot. PC doesn't really need it, unless you aren't running anyone who can't use it. Otherwise, it's a great Passive.
3. Poisoned Weapons status effect does not reapply. Once they are status Poisoned, that's it - it lasts for the 8 seconds. Best tip for this is to hit as many targets as possible with something like Explosive Shot. Yes, it does apply to traps.
4. It is FF and it does stack.
Archery
5. Not FF. The upgrade isn't necessary, but is often live and viable, especially against mobs. Just follow your tank. However, with the right build you'll probably end up killing the individual targets before they can gather around your tank, anyway.
6. Not FF. Leaping Shot Upgrade applies to the next BASIC attack. So if you were to use Leaping Shot and then Long Shot, it wouldn't apply to Long Shot. It would apply to the basic attack afterwards. This upgrade is represented through a PURPLE arrow.
7. 2 targets total. And yes, count seperate CC.
8. Strafing ONLY when you are shooting arrows.
9. It doesn't influence Poison Weapon damage. And your calculation is correct: Pincushion deals 5% bonus off previous shot.
Artificer (more experienced posters may have more informed answers on this one)
10. Traps do not cause FF.
11. All traps are reliant on where you are and how you are positioned. You cannot choose to where place them, except by being in that place.
12. Opportunity Knocks only counts for ally critical hits. With the right build (DPS Rogues, mainly) this is an amazing Passive.
#108
Posté 30 novembre 2014 - 10:58
UPDATE: After the patch, the DW Passive, Sneak Attack, has changed the way it represents its description.
BEFORE PATCH, it gave "2X Base Critical Hit Chance".
But now, AFTER PATCH, it doesn't give that equation, it just gives the outright percentage increase. It still uses the aforementioned equation. For example, if your base Critical Hit Chance is 10%, the Passive will read "20% Critical Hit Chance increase".
As far as I know, whenever your base Crit Hit Chance increases, so does the percentage on this Passive. So the more you level up, the more your Cunning rises, the more this Passive adds. It does not remain fixed at when you apply the Skill.
#109
Posté 01 décembre 2014 - 02:11
@HeroxMatt what Patch?
#110
Posté 01 décembre 2014 - 02:26
Yeah, that's quite the bomb he dropped there. ![]()
#111
Posté 01 décembre 2014 - 04:49
#112
Posté 01 décembre 2014 - 12:16
OK, did some testing and here is what I got.
Spike Trap and Caltrops are placed exactly at your feet (in the case of Caltrops the center of the AoE is at your feet). Spike Trap does activate when enemy enters proximity, but the proximity area is not large, I'd say 1.5 - 2 meters. It does fling more than one target in the air though. I had success with throwing 3 hyenas in the air since they were bunched up nicely around me. Elemental mines are placed at some distance in a straight line in front of you. There is no delayed activation to any of the three skills, all are ready to go off as soon as you use the skill.
Regarding poison and traps, caltrops do not synergise with poison, even if they deal damage. Spike trap and elemental mines do, however, but only as long as your poisoned weapons are active while the enemy triggers them. I tested with getting enemies onto the traps with Poison on and with poisoned expired. I did not test if the poison if it expires, you recast it again and then the enemy triggers the trap.
Elemental mines' upgrade wastes all your remaining mana when placing additional mines and you have no control over it. So, my personal choice is to not upgrade that skill.
No trap of the three is Friendly Fire (even though one thread in one of the subforums suggested that Elemental Mines are)
Explosive Toxin does seem to stack with Poisoned Weapons, but I need some more testing to be convinced. It is not Friendly Fire.
Explosive shot seems pretty lackluster to me. It hits only 2 targets and for small damage. I might get better poison application by using leaping shot from a larger distance (since the arrow spread is wider). Unless Explosive shot hits everything in the 4 m area but damages only 2 enemies??
I haven't played around with Pincushion yet. But if it applies to skills, as well as basic attacks, it might be quite the awesome passive. E.g. if we consider one basic attack and Full Draw (without the bonus damage to full health). If you shoot Full draw first and then basic arrow you get 800%WD + 105%WD, but if you shoot basic arrow first and then Full Draw, you get 100%WD + 800%x105% WD (WD = Weapon Damage). That's 35% WD difference with only a 2-shot chain.
Not to mention that if Leaping shot arrows are calculated consecutively, it means that spamming leaping shot on the same target would quickly add up extra damage, even if only 6 or 8 from the 12 arrows hit. Then again, it might be that if you hit another target in the meantime (say with one of your leaping shot arrows, the passives stops working on your first one).
Also, its unclear whether this passive is applied once per target or it gets reapplied again after the duration runs out (starting again, of course, from normal 100% damage).
Also, Fallback Plan has to be manually triggered to get you back to the original place and health amount. If the duration runs out, it does nothing (at least no teleporting you back to location, didn't test the health). I think Mark of Death works much the same way. Can someone confirm?
And the best for last...
Opportunity Knocks works with your own criticals as well, despite what the description says. I tested with a lone artificer against sleeping enemies. After casting knockout powder (I specced into the autocrit vs. sleeping passive) and a spike trap to the side (just to have another cooldown), I used Leaping shot for 8 to 12 automoatic criticals. The cooldowns on both the powder and the trap were shortened by about 4-5 seconds. We'll see if this is intended, or it will be removed in a later patch.
#113
Posté 01 décembre 2014 - 04:12
OK, regardless of how Pincushion works, this is how I've decided to do my Archer Artificer:
1.Stealth
2.Long Shot
3. Death From Above
4. Leaping Shot
5. Strafing Shots
6. Poisoned Weapons
7. Infected Wounds
8.Caltrops
9. Looked Like It hurt
10. Cheap Shot
11. Fighting Dirty
12. Explosive Toxin
13. Spike Trap
14. Opportunity Knocks
15. Hail of Arrows
16. Focus generation through combos from the Mark of the Rift
17. Fallback Plan
18. Tricks of the Trade
19. Set Them Up
20. Elemental Mines
21. And Take Them Down
22. Tread Lightly
After that - upgrades for Leaping Shot, Spike trap and Fallback Plan, and the right side of Archery for Pincushion, in whatever order seems best.
I think I'll use 2H Cass (Vanguard Templar
) and Solas, plus either Sera or Cole as a second archer. Will report as my playthrough progresses.
EDIT: And of course, stacking gear that increases critical chance is... well, critical.
#114
Posté 01 décembre 2014 - 04:44
I tested Explosive shot today on my new rogue and it hits more than 2 targets (it hits the same target twice, if im not wrong), but they need to be very close.
#115
Posté 01 décembre 2014 - 05:24
if you have elemental mine in artificer spec, it is more than enough to stop advancing enemies.
there is no need for caltrop (even tho you will have it in order to get the passives)
elemental mine without upgrades (I have never buy the upgrade so I don't know as the basic mines is suffice for my own usage) will buy enough time for you to kill whoever is near you. if say the enemy breaks away from chill and freeze of elemental mine, all I did was to backflip or stealth and continue with the skill rotation cycle again.
there's only 2 types of enemies for artificer:
1 that dies without ever reaching you
1 that dies slower but can never touch you
explosive shot is not for damaging but more for chain stun.
starting with full draw sleeps mob. follow by long shot wakes mob up. immediately follow with explosive for knock down.
long shot and explosive is to bridge the full draw CD.
for mobs that cant be knocked down, the roation is different.
start with full draw, follow by long shot, 1 normal arrow for stamina gain then full draw again then long shot. that's all
in fact in long fight or big mob, explosive is a waste of stamina.
poison weapon is optional because I have yet to encounter an enemy that I cant kill
I have disable fallback plan from varric and I have never use it as an archer. think more for DW rogue
I do not know the maths and I am lazy to do it as well unless the monsters exceed artificer's capability then perhaps I will explore deeper into micro game mechanics.
and yes, your own crit refresh your own CD as well as varric's CD.
it is that awesome.
I hope I provided some insight.
edit: start with full draw 1st because it buys you ample time to prepare your course of action.
full draw sleeps enemy whereas normal attack attracts enemy not to mention full draw 1 shot trash mobs almost all the time.
with marks activated, you do not want to shoot normal arrow. it is possible to dual full draw with or without hail of arrows.
with hail of arrows full draw as starter, it's 30k damage right there on a dragon's front or 36k on his back or 72k with dual full draw all in 1 sec with 1 skill.
as I mentioned, I do not claim that i know the exact maths for this game. it's purely from in-game observation.
- Clarence2679 et Murloc Knight aiment ceci
#116
Posté 01 décembre 2014 - 08:06
Thanks to xelander for providing the questions and additional information.
Sabotage
1. Caltrops Is it Frinedly Fire (FF)? Do you have control over where exactly you put it, or is ti entirely predetermined by where are you standing and where are you facing at the moment of casting?
2. Cheap Shot. How much does it sunder armor? 20%, 50%, 100%?
3. Poisoned Weapons. Does it apply to traps as well (Caltrops and the Artificer ones)? Is it constantly reapplied while shooting the same target, or is it applied for the duration and only after it's run out you have a chance to apply it again?
4. Explosive Toxin. Is it FF? Does it stack with ongoing damage from Poisoned Weapons?
Archery
5. Archer's Lance (the upgrade for Long Shot!) Is it FF? Do you find it relevant enough, or do you have to maneuver too much to get it to strike more than one enemy?
6.Leaping Shot Is it FF? Does the damage bonus form Rolling Draw apply to the Leaping Shot attack, or to the next one (the knockdown does apply to the next one!) ?
7.Explosive Shot This is definitely FF. Does it strike 2 targets total, or is it 1 primary and 2 secondary? Are those strikes counted separately, as in each has a critical chance, like the arrows from Leaping Shot?
8. Strafing Shots Does it apply only when shooting or does it increase overall combat movement speed?
9. Pincushion Is it 5% damage bonus for the duration or is it 5% bonus off of the previous shot (e.g. on third basic shot you'd have 105% x 105% x 105% of weapon damage)? Description would point toward the latter. Does it affect temporarily base weapon damage and if so, does it affect Poisoned Weapons' damage?
Artificer
10.Spike Trap Is it FF? Is it sprung when entering some proximity area or does the enemy have to stand right on top of it?
11. Elemental Mines Are they FF? Does it place one mine of each elemental type or does it place one mine of random elemental type? Do you chose where to put them or is it entirely dependent on your position and orientation at the moment of casting? When having the upgrade Throw Everything, does it automatically expend all your remaining stamina (or up to the amount set in Behaviours), or do you have control over how many additional mines you set?
12 Opportunity Knocks I think this is pretty clear the case, but do you benefit from your own criticals?
_____________________________
ANSWERS:
Sabotage
1. It is determined by where you are and which way you are facing. You don't get to position or choose where it lands, you need to be in place first.
2. Sunder is at 20% armor reduction. I've read around on other forums and this seems the consensus, however, it's hard to know without in game statistics. After testing, it may be worth having another character (Varric, most likely or a Warrior) pick up Cheap Shot. PC doesn't really need it, unless you aren't running anyone who can't use it. Otherwise, it's a great Passive.
3. Poisoned Weapons status effect does not reapply. Once they are status Poisoned, that's it - it lasts for the 8 seconds. Best tip for this is to hit as many targets as possible with something like Explosive Shot. Yes, it does apply to traps.
4. It is FF and it does stack.
Archery
5. Not FF. The upgrade isn't necessary, but is often live and viable, especially against mobs. Just follow your tank. However, with the right build you'll probably end up killing the individual targets before they can gather around your tank, anyway.
6. Not FF. Leaping Shot Upgrade applies to the next BASIC attack. So if you were to use Leaping Shot and then Long Shot, it wouldn't apply to Long Shot. It would apply to the basic attack afterwards. This upgrade is represented through a PURPLE arrow.
7. 2 targets total. And yes, count seperate CC.
8. Strafing ONLY when you are shooting arrows.
9. It doesn't influence Poison Weapon damage. And your calculation is correct: Pincushion deals 5% bonus off previous shot.
Artificer (more experienced posters may have more informed answers on this one)
10. Traps do not cause FF.
11. All traps are reliant on where you are and how you are positioned. You cannot choose to where place them, except by being in that place.
12. Opportunity Knocks only counts for ally critical hits. With the right build (DPS Rogues, mainly) this is an amazing Passive.
ADDITIONAL INFORMATION
Spike Trap and Caltrops are placed exactly at your feet (in the case of Caltrops the center of the AoE is at your feet). Spike Trap does activate when enemy enters proximity, but the proximity area is not large, I'd say 1.5 - 2 meters. It does fling more than one target in the air though. I had success with throwing 3 hyenas in the air since they were bunched up nicely around me. Elemental mines are placed at some distance in a straight line in front of you. There is no delayed activation to any of the three skills, all are ready to go off as soon as you use the skill.
Regarding poison and traps, caltrops do not synergise with poison, even if they deal damage. Spike trap and elemental mines do, however, but only as long as your poisoned weapons are active while the enemy triggers them. I tested with getting enemies onto the traps with Poison on and with poisoned expired. I did not test if the poison if it expires, you recast it again and then the enemy triggers the trap.
Elemental mines' upgrade wastes all your remaining mana when placing additional mines and you have no control over it. So, my personal choice is to not upgrade that skill.
No trap of the three is Friendly Fire (even though one thread in one of the subforums suggested that Elemental Mines are)
Explosive Toxin does seem to stack with Poisoned Weapons, but I need some more testing to be convinced. It is not Friendly Fire.
Explosive shot seems pretty lackluster to me. It hits only 2 targets and for small damage. I might get better poison application by using leaping shot from a larger distance (since the arrow spread is wider). Unless Explosive shot hits everything in the 4 m area but damages only 2 enemies??
I haven't played around with Pincushion yet. But if it applies to skills, as well as basic attacks, it might be quite the awesome passive. E.g. if we consider one basic attack and Full Draw (without the bonus damage to full health). If you shoot Full draw first and then basic arrow you get 800%WD + 105%WD, but if you shoot basic arrow first and then Full Draw, you get 100%WD + 800%x105% WD (WD = Weapon Damage). That's 35% WD difference with only a 2-shot chain.
Not to mention that if Leaping shot arrows are calculated consecutively, it means that spamming leaping shot on the same target would quickly add up extra damage, even if only 6 or 8 from the 12 arrows hit. Then again, it might be that if you hit another target in the meantime (say with one of your leaping shot arrows, the passives stops working on your first one).
Also, its unclear whether this passive is applied once per target or it gets reapplied again after the duration runs out (starting again, of course, from normal 100% damage).
Also, Fallback Plan has to be manually triggered to get you back to the original place and health amount. If the duration runs out, it does nothing (at least no teleporting you back to location, didn't test the health). I think Mark of Death works much the same way. Can someone confirm?
And the best for last...
Opportunity Knocks works with your own criticals as well, despite what the description says. I tested with a lone artificer against sleeping enemies. After casting knockout powder (I specced into the autocrit vs. sleeping passive) and a spike trap to the side (just to have another cooldown), I used Leaping shot for 8 to 12 automoatic criticals. The cooldowns on both the powder and the trap were shortened by about 4-5 seconds. We'll see if this is intended, or it will be removed in a later patch.
#117
Posté 01 décembre 2014 - 08:28
Novadove and xelander, I might link your posts in the OP. Very useful combat tips and answers to general questions. I put the questions and answers in one post.Thanks! I also linked your Artificer build, if that's alright, xelander?
Throw Everything generates Critical Hits that can restore 10 Stamina per Crit via the Poison Skill Tree, Looked Like It Hurt and, as you mentioned, the Opportunity Knocks passive in the Artificer tree reduces cool down.
So expending all of your Stamina or cool down time isn't really that big of a deal, when you can get it back within seconds if your team is built for Crits.
Also, xelander, you are correct about Fallback Plan and to an extent, Mark of Death. With FB, you have to activate it manually. With MoD, you CAN activate it manually for more damage, however, it WILL, after the set period of time, activate on its own.
#118
Posté 01 décembre 2014 - 09:29
Yeah, of course it's all right to link the post.
It seems I and Novadove are going the two possible different routes for Archer Artificer. My emphasis is more on CC and AoE and taking advantage of the extended damage/duration of status effects, while his is more on Archer abilities cycling. i might even take the Caltrops upgrade a bit earlier, if I find it suits my playstyle.
That's interesting about Throw Everything. As I said, my highest lvl char was 14, and I tested with the lvl 11 save (right before specializing), so getting high +critical chance through gear was not viable.
Anyway I'll stick to my minimal Archery investment and I'll play around with using poison or skipping it in order to develop Artificer first. I'm also curious how poison plays out at end-game levels. I will report as I progress.
Overall, it seems the basic necessities for an Archer Artificer builds are Long Shot, Leaping Shot, the passives on the right side of Sabotage and the Artificer tree.
Also, I think it might not be a bad idea, once we gather enough information and experience, to make a detailed description for each Rogue skill (synergies, actual game mechanics, friendly fire, etc.), since the tooltips can be rather cryptic and unhelpful.
#119
Posté 02 décembre 2014 - 03:19
there's only 2 types of enemies for artificer:
1 that dies without ever reaching you
1 that dies slower but can never touch you
I finally did pick up hail of arrows but I almost feel cheap using it because it is a fast wash cycle. Sera in the party and it is pretty unreal, however for the life of me, I have yet to break more than 11k hit. My best is 10,800 but typical shots are still in the +7k range. This encounter lasted less than 30 seconds.

- Novadove aime ceci
#120
Posté 02 décembre 2014 - 09:35
Nice shot!
I am happy to see you rolling artificer. imagine 3 bars of mark, how much you can do. the potential is really high.
your dragon fight can definitely finish in 10 sec.
kudos to Sera for helping us shine so bright! ![]()
And YES, hail of arrow feels too cheap and I slightly regret having 3 bars of mark because it feels like an insult to the artificer....
it does help "speed up" victory in nightmare on few occasions but is entire unnecessary.
#121
Posté 02 décembre 2014 - 03:40
Do the passives from Double Daggers affect Bows?
#122
Posté 02 décembre 2014 - 05:45
Hi guys i kinda need help with my DW rogue
Level 11 right now just recently got my Tempest specialization. I need help on what to really focus early on my skill tree and where to put those skill points
I do decent damage right now and have not progress on the story missions yet..
Just tried fighting the dragon in hinterlands... Got destroyed managed to only get 20% of his hp ...
I'm having a hard time right now on choosing which skill tree progression should i go into
Do i get the two main ones from the dual blaes skill tree then progress to the tempest and get the invi thing from the subterfurge or the poison weapon first and etc ?
#123
Posté 02 décembre 2014 - 07:56
@Llegolahaora - Yes, the Passives from Double Daggers affect Bows, unless explicitly stated.
@AldsDrakul - For DW Rogue, I would recommend, in this order:
1. Stealth (you start with)
2. Twin Fangs (you start with), so upgrade
3. Sneak Attack
4. Sneak Attack Upgrade
5. Dance of Death
6. Caltrops
7. Looked Like It Hurt
8. Sneak Attack
9. Cheap Shot
Once you get your Tempest Spec, focus everything on getting Flask of Fire and Flask of Lightning as soon as possible.
You don't need to get Poisoned Weapons to get lots of DMG, but if its personal preference, I would probably get it after you've gotten your Flasks.
ALSO, has anyone tried DW Artificer?
#124
Posté 02 décembre 2014 - 10:28
#125
Posté 03 décembre 2014 - 03:14
Nice shot!
I am happy to see you rolling artificer. imagine 3 bars of mark, how much you can do. the potential is really high.
your dragon fight can definitely finish in 10 sec.
kudos to Sera for helping us shine so bright!
And YES, hail of arrow feels too cheap and I slightly regret having 3 bars of mark because it feels like an insult to the artificer....
it does help "speed up" victory in nightmare on few occasions but is entire unnecessary.
It is funny, as she did start a bit squishy, but with just a few tweaks and equipment adjustments, holy hell, she is a beast! The time it took for my 2H to reach the fray, most mobs were already done. Ranged characters are huge in this game in my opinion and the only reason Solas showed any health checks above was because he stubbed his toe on a Phoenix that wandered into the fray during that fight.
Do the passives from Double Daggers affect Bows?
Yes.
I'm considering an artificer for my second playthrough. Are traps effective for dealing damage? Or are they purely for CC?
I personally haven't really needed traps, but traps can substitute for my preference of a point in stealth. When a target hits a trap, it is usually enough time to dispatch it before it reaches you, so if you are short on points yeah, they deal decent damage and the chance to freeze is nice or panic from fire. Once you are that far down in the tree, you will probably find that a well balanced party, you won't need them very often.





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