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Inquisition Perk Discussion


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41 réponses à ce sujet

#1
swk3000

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According to the official guide (which I take with a very large grain of salt), you'll only get about 10 Inquisition perks over the course of the game. If this is true, then it's very important to know what perks are worth taking, and which are better left unpurchased. What perks have you taken? Would you suggest others take those perks? Are there any perks that you regret taking?

Also, my personal questions:

How useful is the Deft Hands, Fine Tools perk? Is there anything good hidden behind Masterwork locked doors, or is it all random loot?

How are the schematics provided by the Warrior, Rogue, and Mage Schematics perks? Can the schematics provided by these perks be acquired elsewhere?

#2
revan017

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Deft Hands, Fine Tools is pretty much a necessity as some collectibles are behind doors that require this. These include mosaic pieces. Before you spend four points to unlock it though, just go through the story and recruit agents for Leliana to reduce the requirements.

 

 

Schematics are good for early game but if you can hold off I would. They aren't spectacular. Not by any means.

 

I personally went for the 4 dialogues upgrades, extra potions, extra XP for researched creatures, deft hands, bonus 5% xp, bonus 10% more gold when selling, and extra 10% defense. I still have 2 inq perks left not sure where to put it. Probably focus. Or extra pockets.


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#3
Lerrasien

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The guide you read is a lie... unless you choose to miss out on a lot of content throughout the game. My rogue (lvl 21) has lvl 17 in the perks department, and there are still about 60 items in the shop to buy that still give influence, and those are the most expensive(give the most) out of the bunch. I would say that at a max if you were to absolutely go for as many as you can before finishing, you could probably get at least 20-25 points to throw into perks.



#4
Lerrasien

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As for what is important, the bag space, deft hands, forward scouts, +10% defenses to all, the +1 potion slot, +4 healing potions, +50% xp from turn ins (trophies essentially dropped from mobs), 5% kill xp, and the schematics are by far the most helpful.



#5
Lerrasien

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Oh and the +1 skill point if you really want to throw points into the other crap to get it.



#6
swk3000

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As I said, I take the official guide's information with a grain of salt. Most guides I've seen have nowhere near enough information on the game to satisfy me, assuming the information they give isn't outright wrong. The only reason I picked it up in the first place was so I could figure out how to unlock specializations; I was expecting a system like the one in Origins, so I was afraid I'd miss one because it was located in the back end of nowhere. Turns out that I needn't have bothered, but I have it now, so what's done is done.

#7
LexXxich

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In case it needs to be said directly, acquiring agents counts as perks for certain perks' requirements. If Secrets category has 4 agents, you can take Deft Hands right away.

Also, a question. There's no way to respec those perks?

#8
StrikeQ

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The max Inquisition level is 20 (not player level), so you can get 20 perks total. Also as posted above agents you recruit count towards the "Need to spend 4 points in this tree" abilities.

 

AFAIK there is no respec option



#9
SomeoneStoleMyName

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If you play on hard or nightmare, your first prio should be to obtain true grit (+10% to all defense for your whole party). Capture a keep to get it :)

Edit: Also the extra potion slot seems bugged. I took it and still only have 8/8 healing pots when I rest :(



#10
Zorpen

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Edit: Also the extra potion slot seems bugged. I took it and still only have 8/8 healing pots when I rest :(

 

It worked for me. I now have 12 potions.



#11
StrikeQ

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If you play on hard or nightmare, your first prio should be to obtain true grit (+10% to all defense for your whole party). Capture a keep to get it :)

Edit: Also the extra potion slot seems bugged. I took it and still only have 8/8 healing pots when I rest :(

 

If that's the perk from the Inquisitor tree, it gives an extra potion SLOT, not extra potions. IE you can now equip 3 different potions on each character.

It worked for me. I now have 12 potions.

That's the perk that gives 4 extra potions, I believe in the Force tree? not the perk that gives an extra slot


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#12
swk3000

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If you play on hard or nightmare, your first prio should be to obtain true grit (+10% to all defense for your whole party). Capture a keep to get it :)

Edit: Also the extra potion slot seems bugged. I took it and still only have 8/8 healing pots when I rest :(


When you start the game, you only have 2 potion slots. So you can only equip, say, Healing Potions and Regeneration Potions. The Extra Potion Slot perk gives you 3 slots; you can't hold more of the potions, but you can carry, say, Healing Potions, Regeneration Potions, and Jars of Bees.
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#13
SomeoneStoleMyName

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If that's the perk from the Inquisitor tree, it gives an extra potion SLOT, not extra potions. IE you can now equip 3 different potions on each character.

That's the perk that gives 4 extra potions, I believe in the Force tree? not the perk that gives an extra slot

Duh >.< I think I know what you mean... it opened the third potion slot - it didnt add another potion count? I always thought the last potion slot was unlocked by level or quest advancement.



#14
Bitterfoam

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True Grit (+10% to all defenses for party) seems to be bugged. It only applies to the Inquisitor, not the rest of the party. I checked their Attributes tab both at home in Skyhold and across multiple zones to check that out.



#15
Drake0713

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If max Inquisition level is 20 then that would mean you only get 19 perks right?


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#16
SpaceV3gan

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I have been asking myself about the 5% xp from killing enemies. Each enemy that I kill at my exact level gives me about 20-54 xp, which translates into 1-2.5 extra xp per enemy. I can't see that making a lot of different over the course of, say, 20 levels, especially because the xp required after each level increases considerably and those 1-2.5 xp per enemy looks less significant with time.
Also, I happen to get a ton of xp by closing Rifts. Something like 450-960 when they are at my level or one or two levels above. I presume this 5% bonus doesn't apply to this case.

Also, I glad to know I can get Deft Hands for free if I meet the requirements. As well as to know those Class specific schematics aren't top notch - it would make no freaking sense to spend 4 points into something that will be replaced at a later stage in the game.

Looking at that 4 points tier, extra Focus looks like the most appealing to me. Even though the game isn't that hard on Hard mode to justify them.



#17
brazen_nl

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True Grit (+10% to all defenses for party) seems to be bugged. It only applies to the Inquisitor, not the rest of the party. I checked their Attributes tab both at home in Skyhold and across multiple zones to check that out.

 

Yeah, I had this too. I save before I make such a decision, so I dropped it again.

 

FWIW, I went for:

  1. Forces, 3 whatever
  2. Forces, 2 upgrades to Focus
  3. Forces, More Healing Potions
  4. Secrets, Deft Hands, Fine Tools
  5. Inquisition, Tempered Glass Flask


#18
RVallant

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I picked the dialogue perks but haven't really seen them crop up much. Rarely in fact. I got 1 smuggler option and 3 history options and that was it from just before the mage/templar through to skyhold. 

 

Doesn't help that most of the dialogue choices can be served by using the right companion - the Underworld one = Varric for example. 


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#19
StrikeQ

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If max Inquisition level is 20 then that would mean you only get 19 perks right?

You start at level 0 I believe

 

Edit: Just made a new character, you do start at level 1 so it probably is 19 perks max.



#20
cryosoul

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so curious the focus upgrades do those count for mana as well, or just focus?



#21
brazen_nl

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so curious the focus upgrades do those count for mana as well, or just focus?

 

Focus is focus, and mana is mana. So, no.



#22
Butters158

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I picked the dialogue perks but haven't really seen them crop up much. Rarely in fact. I got 1 smuggler option and 3 history options and that was it from just before the mage/templar through to skyhold. 

 

Doesn't help that most of the dialogue choices can be served by using the right companion - the Underworld one = Varric for example. 

 

Dialogue perks give quite a bit of extra XP. Think about how many codex entries you pick up.



#23
zeypher

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Look i have 18 inquisition perks now and i will say based on my experience, the perks first one must unlock re definitely the convo ones, deft hands and if you can spare a point the schematics for your chosen class. That schematics helps a LOT as it takes a while before one can craft proper t3 gear. Since these schematics can be unlocked early they help immensely for quite a while.

 

For conversation perks get chantry related one first as first act of the game one deals with chantry stuff a lot, then rogues or mages and nobility the final one. Do not get the increase inventory as one does not need it, only do so when you have points to spare.

 

The reason i say convo perks first is that they add to you exp as well and its not retroactive. So getting them earlier is better.



#24
Bruxae

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Deft hands is a must, since some collectibles and side quest items are behind masterwork doors. The schematics are useless after a certain level and there are much more important ones early on so i'd skip them if I were you. I'd take conversation perks first since they add to the story and the codex XP is not retroactive. Extra potions is a god sent on higher difficulty. None of the Montilyet ones are really worth it since theres plenty of money if you dont skip side quests or buy blues every level. That's pretty much what I remember.



#25
Jackums

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The merchant perks unlock otherwise-unattainable purchasable items from merchants, though, no?
 
Personally, I'd focus on:

  • Underworld Knowledge (Dialogue options & +50% exp from codex entries)
  • Arcane Knowledge (Dialogue options & +50% exp from codex entries)
  • Nobility Knowledge (Dialogue options & +50% exp from codex entries)
  • History Knowledge (Dialogue options & +50% exp from codex entries)
  • Massache's Method (+5% exp from killing foes)
  • True Grit (Party +10% increase to all defenses)
  • Enhanced Studies (+50% exp from each foe studied)
  • Deft Hands, Fine Tools (Rogues can open masterwork locks)
  • The Short List (Merchants will offer special, rare inventory)
  • Exclusive Training (+1 talent point for the Inquisitor)

Now that's 10, so you have your surety that you'll definitely attain those in a full playthrough. The guide actually says 10 points is normal for a standard playthrough (ie. story-focused), not that 10 is the max. Anyway, if you're doing a completionist playthrough, you'll get a load more perk points, which you can invest in potion capacity, inventory space, focus upgrades, etc. Unless you're playing on a higher difficulty, though, I find potion capacity to be entirely negligible. I played on Normal and never even actively used potions, they'd only be consumed automatically by companions at the health threshold.

 

Remember, Enhanced Studies is applied retroactively, so ideally you'd purchase that last. The same can be said for Exclusive training.

 

To maximize experience gain and open up early-game dialogue options, I'd definitely focus on the four "Knowledge" traits right from the start, followed by Massache's Method and Deft Hands, Fine Tools.