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Nightmare pre skyhold 2h warrior


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#1
Valerius

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Hey guys for those of you who have played 2h warrior in nightmare, how do you build your inquisitor to make the early stages of the game easier on your team? Any tips would be appreciated.

#2
luism

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Go for unbowed asap

#3
Matth85

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Pre-skyhold 2h warrior is built for 2 things: Control, and knockback damage.

 

First of: You start the game with 2 points, you finish the tutorial at level 3. 4 points out of the gate, or 5 as a human. Respec as soon as you can; War cry is not required by a dps.

 

- First 2 points: Mighty blow + upgrade.

- Second 2 points: Grappling Chain + upgrade.

*This gives you a combo. Grappling chain knocks down, mighty blow deals huge damage to knocked down targets.

- Next 3 points(Level 6, or 5 as human): left side of the 2 handed tree for Pommel Strike.

* Pommel strike: Hits hard. Hits fast. Stuns. Has low CD. Has low Cost. It's awesome. 

- Next 2 points(level 8, or 7 as human: Battlemaster tree left side. Pick up Crippling Blows and Combat Roll. At this stage you start seeing lots of Terror demons. You need that roll!

- Next 1 point(Level 9, or 8 as human): Pick up Coupe de Grace in Battlemaster, to the left. More damage on knocked down targets? Awesome!

- Next 2 points(Level 11, or 10 as human): Get Charging Bull in Vanguard. Take War Cry for it. Also upgrade it the next level!

 

At this point you should be near, or already have, your specialization.

 

* Note. I know somebody will swear on Charging Bull earlier. If you want to, get it before Coupe de Grace. I woulds till take Pommel strike and Combat roll before it!

 

This gives you:

 

Mighty Blow + upgrade: It can knock down multiple targets. It hits hard. It does a shitton of damage on knocked down targets. yey!

Pommel Strike: It hits fast and hard. It cost little, and can be used often. It stuns. It's awesome.

Combat Roll: Evade anything. Mighty blow have a recovery time, at which you can get murdered. With combat roll - just roll out. It cancels the recovery time. It's awesome!

Charging Bull: It serves 3 purposes, or 4 with upgrade: Positional movement, knockdown, guard generator and eventually free-ability. 

*Tap Charging Bull to knock down an enemy, then use a free mighty blow. A lot of damage for 10 stamina ;)

Grappling Chain: Get archers closer. Get mage closer. Knock down stuff. Combo it with Mighty blow for damage, or Pommel strike for CC. Strike. It's pure awesomeness!

Block and Slash: Counter attack. Can avoid a melee attack. If you are tanking 1 melee it's awesome. It's not worth much above that.. but you get it anyways, so might as well use it!

Passives: CD reduction on crit, Weakness on crit and 30% more damage on knockdown or stun (You can do both of these...).

 

And just to get this out of the air asap: Do not build for guard early-levels! Outside of Charging bull, it's not worth it! Why? you may ask. Well:

100% guard equals 25% of your max hp. At level 11 my max hp is 700. 25% of 700 is 175. By generating, say, 40% guard with unbowed (with 2 enemies) you generate 70 guard worth of health. Since you are a 2h at low level, you do not get the mitigation you need to support that. 

 

So outside of charging bull, I do not recommend guard-focus. I only recommend going for Unbowed at the end of your build (at about 15ish or so). At that point you also start getting tier 3 schematics, and can build enough mitigation to support guard. 


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#4
Downluck

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I'd take Charging Bull right after Mighty Blow, it's more useful than grappling hook.  Of course you go straight for grappling hook after that.  With 3 knockdowns at your command you won't have trouble with anything that's not a boss.



#5
Kortok

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Hey guys for those of you who have played 2h warrior in nightmare, how do you build your inquisitor to make the early stages of the game easier on your team? Any tips would be appreciated.

Honestly my tip is to switch to SnS and go Templar on nightmare.  Just got sick of having my character afk during fights with aoe melee mobs while Cass and the ranged characters were all fine.  SnS you can toggle shield wall and attacks so you don't lose health.



#6
knownastherat

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I had, early levels until 8, Grappling Chain and its very good but its single target. Charging Bull is better imo. What I use now, level 10,  is in this thread and its working for me. Only time I used Mark of the Rift was on the raptors in the Exalted Plains as they were few levels above and gang up. Two my party can handle. Not four, not in real time. If you are not going to solo other party members should be taken to consideration for synergies/utilities/behavior. Every swing is AoE, use it and use mobility to set up fights the way you want, like turning mobs away from party for flank bonus - Charge through them, taunt, they turn, you are invincible before they strip your Barrier/Guard, swing few times to give time for your party to land cc/aoe -> Mighty Blow. 

 

edit: and if everything fails, everyone's favorite, you can just kite and taunt and let ranged do their job :)



#7
Precursor Meta

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Not sure if this applies since I've never made a 2H warrior on Nightmare but I reckon starting off with mighty blow and the chain. MD just shuts enemies down, and the chain has a pretty nifty knockdown once upgraded.

#8
Valerius

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Pre-skyhold 2h warrior is built for 2 things: Control, and knockback damage.

 

First of: You start the game with 2 points, you finish the tutorial at level 3. 4 points out of the gate, or 5 as a human. Respec as soon as you can; War cry is not required by a dps.

 

- First 2 points: Mighty blow + upgrade.

- Second 2 points: Grappling Chain + upgrade.

*This gives you a combo. Grappling chain knocks down, mighty blow deals huge damage to knocked down targets.

- Next 3 points(Level 6, or 5 as human): left side of the 2 handed tree for Pommel Strike.

* Pommel strike: Hits hard. Hits fast. Stuns. Has low CD. Has low Cost. It's awesome. 

- Next 2 points(level 8, or 7 as human: Battlemaster tree left side. Pick up Crippling Blows and Combat Roll. At this stage you start seeing lots of Terror demons. You need that roll!

- Next 1 point(Level 9, or 8 as human): Pick up Coupe de Grace in Battlemaster, to the left. More damage on knocked down targets? Awesome!

- Next 2 points(Level 11, or 10 as human): Get Charging Bull in Vanguard. Take War Cry for it. Also upgrade it the next level!

 

At this point you should be near, or already have, your specialization.

 

* Note. I know somebody will swear on Charging Bull earlier. If you want to, get it before Coupe de Grace. I woulds till take Pommel strike and Combat roll before it!

 

This gives you:

 

Mighty Blow + upgrade: It can knock down multiple targets. It hits hard. It does a shitton of damage on knocked down targets. yey!

Pommel Strike: It hits fast and hard. It cost little, and can be used often. It stuns. It's awesome.

Combat Roll: Evade anything. Mighty blow have a recovery time, at which you can get murdered. With combat roll - just roll out. It cancels the recovery time. It's awesome!

Charging Bull: It serves 3 purposes, or 4 with upgrade: Positional movement, knockdown, guard generator and eventually free-ability. 

*Tap Charging Bull to knock down an enemy, then use a free mighty blow. A lot of damage for 10 stamina ;)

Grappling Chain: Get archers closer. Get mage closer. Knock down stuff. Combo it with Mighty blow for damage, or Pommel strike for CC. Strike. It's pure awesomeness!

Block and Slash: Counter attack. Can avoid a melee attack. If you are tanking 1 melee it's awesome. It's not worth much above that.. but you get it anyways, so might as well use it!

Passives: CD reduction on crit, Weakness on crit and 30% more damage on knockdown or stun (You can do both of these...).

 

And just to get this out of the air asap: Do not build for guard early-levels! Outside of Charging bull, it's not worth it! Why? you may ask. Well:

100% guard equals 25% of your max hp. At level 11 my max hp is 700. 25% of 700 is 175. By generating, say, 40% guard with unbowed (with 2 enemies) you generate 70 guard worth of health. Since you are a 2h at low level, you do not get the mitigation you need to support that. 

 

So outside of charging bull, I do not recommend guard-focus. I only recommend going for Unbowed at the end of your build (at about 15ish or so). At that point you also start getting tier 3 schematics, and can build enough mitigation to support guard. 

Great Build thank you! Decided to play a warrior after trying out mages and finding them a little bland from what they used to be. Also want to try something difficult considering most people say nightmare is a breeze if you roll a mage. As for my specialization, would champion allow me to play a little more aggressively due to the absurd amounts of guard generation they possess later into the game? If not templar seems like a good choice for a support player.



#9
knownastherat

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If you are going to tank with that build you gonna have interesting times. 



#10
Matth85

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If you are going to tank with that build you gonna have interesting times. 

Tanking with a 2h in Nightmare would be interesting regardless. The shield itself it what breaks the game. Example:
Blackwall. Level 11. 184 armor. 14% melee defense. All good passives. Hit in front? 1 damage from Ferelden Frostback. Hit without shield? 100-200 damage.

That either means the 30% defense is calculated early on, or the "Armor at front" efficiently doubles your armor. I don't know! I digress. Back to point.

 

Tanking with a 2h in Nightmare would require: A qunari for the melee defense, get tier 2 schematics and tier 2 materials(from oasis) asap. Get as much +% defense as possible. Early game would consist of CCIng all archers/Mages, as you simply can't tank them. Late game you never take more than 1 damage either way, so that's fine.



#11
GhoXen

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A few skills you should aim to get for 2H on Nightmare. There should be room for specilisations later as well (except for Reaver, where you will want to swap some 2H skills with Reaver skills). Yes, the skills are for a 2H DPS, not a tank. Unlike every other DPS in the game, 2H warrior do not have any threat reduction ability, so they have to make up for it by being more tanky. Being in melee range also will result in greater damage intake in general. You probably don't need Turn the Blade and Turn the Bolt if you are playing on lower difficulties.

 

In order of priority:

1. Turn the Blade.

2. Turn the Bolt.

3. Combat Roll.

4. Mighty Blow.

5. Charging Bull.

6. Block and Slash.

 

After that, feel free to grab another active ability like Whirlwind (or from specialisation), and consider getting stamina regen passives from 2H and Battlemaster trees. I  find Unbowed completely unnecessary, since it's easy to max out your Guard using Charging Bull on every cooldown. Charging Bull is capable of hitting individual enemies multiple times if you charge directly through them. As a result, it's often a better single-target damage dealer than Mighty Blow due to its low stamina cost (if used at melee range) and fast cooldown.

 

Inter-class combos (combo setup by a warrior, then triggered by a warrior, i.e. yourself) are not worthwhile. Either get your rogue to put everyone to sleep (Fulldrawn + upgrade being one of the more practical ways) so that you can trigger cross-class combos, or simply set up stuns but let other classes trigger the combo on your stun.


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#12
CohibaX

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I am tying a 2h tank playthrough on nightmare atm and I have to say this is the first time I actually found the game to be nightmarish... This is just what I was wanting.

 

Ordinarily I don't put two mages in the party since two mages effectively trivializes every encounter in the game, but with a 2h tank it might be possible to have two in a a party and still have some challenge.   Pretty fun so far.

 

EDIT: Just not sure what I'm gonna do about giants when I get to em.



#13
Matth85

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I am tying a 2h tank playthrough on nightmare atm and I have to say this is the first time I actually found the game to be nightmarish... This is just what I was wanting.

 

Ordinarily I don't put two mages in the party since two mages effectively trivializes every encounter in the game, but with a 2h tank it might be possible to have two in a a party and still have some challenge.   Pretty fun so far.

 

EDIT: Just not sure what I'm gonna do about giants when I get to em.

 

Ehem. Enchantmen--- ehem, I mean, roll!



#14
knownastherat

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Tanking with a 2h in Nightmare would be interesting regardless. The shield itself it what breaks the game. Example:
Blackwall. Level 11. 184 armor. 14% melee defense. All good passives. Hit in front? 1 damage from Ferelden Frostback. Hit without shield? 100-200 damage.

That either means the 30% defense is calculated early on, or the "Armor at front" efficiently doubles your armor. I don't know! I digress. Back to point.

 

Tanking with a 2h in Nightmare would require: A qunari for the melee defense, get tier 2 schematics and tier 2 materials(from oasis) asap. Get as much +% defense as possible. Early game would consist of CCIng all archers/Mages, as you simply can't tank them. Late game you never take more than 1 damage either way, so that's fine.

 

As I noted already I started 2H to see how it plays here. Its not Qunari, have not been to Oasis and did not get meele or other +% defense. Took 3 mages and did not find unbeatable encounter of appropriate level.