So been testing classes builds and party setups somewhat, theres still much I would like to figure out for certain but I'd like to share what I figured out so far.
NOTE: I will be discussing efficiency on nightmare difficulty, so please avoid the usual pointless "play what you like" or "but X or Y works well/better in another difficulty" and things of the sort, remember the keywords -> efficiency (as in directly practical efficiency) and nightmare difficulty and while I will make comments regarding aoe friendly fire in honor of previous DA combat systems I heartily dis-encourage it as frustrating pointless and impractical due to the changes done to how combat and specifically the AI/tactics works in Inquisition.
So lets fit the molds first:
warrior = tanking - dps, rogues = dps (purest) - crowd control (limited), mage = support - dps (aoe) - crowd control (this is part of support really but since its the strongest mage suit I made the distinguish considering buffs and healing are pretty much gone as a role, awful move, blame the "healing/support is lame" crowd for the state of mages in Inquisition)
the Best DPS:
<<<Archery + assassin + sabotage rogue>>>
Key talents:
archery right side branch, first blood all the way to long draw (secondary nuke); no upgrades or left side branch needed tho they can be acquired if you have spare talents if you fancy them (you should have spares by lvl 16 ish or so depending on how many spare talent point you got)
Sabotage poisoned weapons and its upgrade and fighting dirty for extra poison duration
Assassin left side branch Hidden blades (main nuke) all the way to mark (for high hp targets that dont die to your 2 main nukes burst) everything else is optional tho you should consider getting the armor pen and target health low to extra dmg talent too
<<Fire + Spirit + Knight enchanter mage>>
Key talents:
Spirit right side branch, all the barrier talents (for party support and fire dmg boost)
Inferno tree diagonal branch from immolate(secondary nuke) to fire mine(main nuke) and all assorted upgrades + chaotic fire (draws huge damage boosts from your large regen'ing barrier)
Knight Enchanter left branch including the CC last tier skill (it doesnt directly give you damage but does give you alot of surivability)
ps: use spirit blade in between fire nukes, the blade does decent dps on its own and has strong combo detonations, also its spirit dmg so against fire immune its the only option)
pps: you wont do as much single target dps as the above rogue build, but you will be close enough IF not facing fire resistant enemies, plus you will do absurd aoe dmg while having decent tanking power for agro you will inevitably get and not die from it thanks to strong barrier and time warp CC.
IMPORTANT: this is completely out of question when playing with friendly fire on.
Best Tank:
<<<Sword and board + vanguard + champion (duh)>>>
Key talents: not going into detail tbh, what you need is anything that will allow you to actively control your guard and talents that boost both guard and general survivability (armor defense hp etc)
then you need whatever talents you work best with for keeping targets on you, personally I use only challenge (single target ranged taunt with optional stamina regen) and line in the sand (awesome ability tbh) tho dont discard abilities like warcry (short range aoe taunt) and even chain if it suits your combat style better (chain does plenty of aggro passively as it pulls stuff to you, its practical even if not a tanking ability per se)
ps: honestly considering how powerful and manage-able guard is, you can even consider using reaver specialization for your tank, as it gives you some control over dps and your onw health bar, tho efficiency wise, champion is the clear mitigation/agro control winner.
Best Crowd Control:
<<<Spirit + frost + rift mage>>>
Key talents:
Spirit barrier talents (same as the fire dps build above)
Winter winter's grasp -> Ice mine -> frost mastery tho everything in the tree apart from blizzard will help significantly either controlling the battle field or survive it, and even blizzard if upgraded is a decent option when you have the power to cast it without huge sacrifice to everything else.
Rift mage - > everything but the aoe dmg ultimate (and its still worth it considering it only costs 1 point to get and does pretty nice mana free dmg)
note: this is also the only viable mage if you play with friendly fire, rift gives plenty of options for controlling and aoe'ing mobs better together with the mostly passive weakened debuff that helps everything really.
<<Test weird loligagger rogue>>
going to mention this cuz its fun and awkwardly effective, feels cheap really but, you can build an archery (left side branch for mobility/evasion) sabotage (for the slow trap) subterfuge+assassin (for the blindings cc) to build a kiting- crowd control archer rogue, haven't tested it in many scenarios but it but with extra control over your character and party it can be potentially more powerful in some scenarios like dragon fights than the controller mage.
SO -> ideal party setup:
2 shield tanks 1 archer and 1 troller mage OR
1 shield tank 1 archer 1 fire mage and 1 troller mage (best output of defense+offence tho not really usable with friendly fire)
and yes I do often play with friendly fire, I cling to the idea that Inquisition can sparsely relate to a tactical/strategy rpg (or am simply masochist)
I also get frustrated losing hours of defeats after defeat for retarded aoe misshaps and just turn it off tho, so there is hope for me yet.
anyone has builds strategies to share? go go go go





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