@Swk3000
That's the build I'm working towards. It gives up the massive damage of Fire Mine in exchange for more reliable damage. I do like the idea behind Fire Mine, and I will look into picking it up later for use against less mobile targets, but for now, I want a mobbing build more than I want a Fire Mine.
I see what you are going for. Though let me explain why I like, or don't like, the particular parts of the build you names. Personal opinion though! If it works, it works. This is just my through process!
Chain Lightning - While good on paper, I found it.. unreliable. That might just be me, but the hefty cost just didn't rest easy with me.
Energy Barrage - I take it as while. Probably the best ability a mage can get!
Winter's Grasp - Strong CC. A must have for both Shatter Combos, and to get out a target from the fight every once in a while. Especially nice for a certain behemoth boss at the end of a certain Haven mission. They/He can be frozen as the only workable CC! Same with Maulers.
Winter's Chill - While Winter's Grasp is an amazing CC; the cost couples with the low damage makes it a very bad damage spell. It doesn't help that a lot of enemies are immune to frost(Er... lots of enemies are immune to fire as well.. so this point isn't quite that good!)
Arcing Surge - Not a damage increase per se, just bigger AoE. Not many big packs early game, so this isn't too useful!
Wildfire - Very good if you avoid Fire Mine. But Immolate is weak version of Fire mine! If you can't stand fire mine, I guess it makes sense!
Energy bombardement - It's nice. If I felt the mage did any sort of decent single-target damage, I might consider it earlier than I would otherwise get it. However, the difference between 50 damage and 70 damage in between spells makes this.. questionable.
Stormbringer -Random strike. Low damage. It's decent for a point -- but not worth a point this early. It doesn't bring anything reliable.
Lightning Bolt - 65 mana(!!). 24s CD. 2s paralyze. Energy Barrage + Immolate/Any other spell is worth more than this. It simply cost too much for no damage.
Gathering Storm - It's pretty decent. However, Clean Burn makes this redundant, and it's hefty in investment to reach.
I can see this build work -- but there is a total of 5 regular abilities.
Chain lightning + upgrade - 50 mana
Immolate + upgrade - 35 mana
Winter's grasp + upgrade - 50 mana
Lightning Bolt - 65 mana
Energy Barrage - 50 mana
You don't got the mana, or mana regen, to keep going between them. At which some of these spells become situational, and a waste of point. You also don't got any reliable survivability. Fade Step or Barrier is very decent to have. At this point Gathering Storm and Clean Burn also becomes unreliable, as you simply do not got the mana to cast these spells even if they are off CD.
Downluck, on 09 Dec 2014 - 05:17 AM, said:
Charging Bull really should be the first skill you grab for a 2h dps warrior. It's right there since you already have War Cry, it offers guard and knockdown on a shorter cooldown than grappling hook, and most importantly, it's group CC and as a low level that's crucial for survival. Mighty Blow, Charging Bull, upgrade Mighty Blow, then the hook plus upgrade.
Otherwise a great guide
I don't see it. At level 3 we got 4 points, at level 6 we got 7 points. Before level 6 War Cry is a 1-way-road to suicide on Nightmare. With only 7 points, wasting seem bad. Here is why I do not like it early on:
Upgraded Charging Bull costs 3 point and you get 1 useless ability on the way (War Cry).
- The guard generation is useless at this stage. Your guard is down in 2 hits anyways.
- The movement is nice.
- The free hit is useless. You are not limited by stamina this early.
- The knockdown is nice, but chaotic.
Instead of having an mediocre Chargin Bull + War Cry + Mighty Blow at level 4, giving you no damage and some CC, you can get 2 CCs + massive damage. However, I realize some people swear on Charging Bull. I don't get it, but if you do; Just grab it and get everything else later. It's no biggie!
*For me, Charging Bull doesn't become powerful unless I am a Reaver (65 stamina Devour for 10 stamina Charging Bull? Thank you!), or I got enough abilities to exhaust my stamina (Not happening unless I get one of the horns in Battlemaster). *
Anyway, can you explain your rationale for going the way you did, Math85? (EDIT: I mean in terms of LHS vs RHS Archery tree.)
It's simple, really. The left side of the archery tree only got a single mediocre passive, and a situation "selfish" get-away which is worse than Evade. Here is my thought processes and rundown of them(And yes. 3 archers down so far. I have tested the left side as well
)
Right Side:
First Blood - 15% more damage on enemies above 80%. that's 15% more damage on a full draw. If you snipe off lower-armored target, this is gold. A single full draw crits for 3.3k at level 9, and a longshot crits for 1.2k. An extra 15% on that isn't bad! Of course, on boss fights it's rather useless.
Explosive shot - It hits quick. It knocks down AoE. It applies poison to everything. Archer hitting Solas? Explosive Shot. Tank getting murdered? Explosive shot.
Pincushion - As a counter to First Blood only working at the start of a fight, this gem becomes amazing on a long-drawn fight. It's amazing on dragons/Bosses!
Left Side:
Death From Above - 25% damage at an elevation. A worthy talent, but too situational. If you are in a bad position, you won't get any benefit. Obviously, this is a point I get mid game.
Leaping Shot - It hits 12 times. You are probably never going to hit with them all (Unless it's a big enemy...). You jump backwards, inferior to evade in every way. At best, you hit 12 times for good damage. At worst you hit once. You need to aim it. It doesn't help anybody but you. I don't find it useful unless in one of these 2 situations:
A) I am fighting a dragon. Reliable 12 shots? nice
B I am an artificer. 12 crits? 6 second off CDs? Nice.
Strafing Shots - It gives nothing of important. You move near walking speed while auto attacking? When is that useful? The bulk of your damage is from Long shot. The only time this is decent is if an enemy just rounded a corner. Otherwise it's a minor, minor, auto attack dps increase. Only place I found this useful was Varric, as he likes to go into melee. However, Varric is an idiot when it comes to Leaping Shot!
It stands between 1 mediocre passive + 1 amazing passive + 1 amazing ability, versus 1 terrible passive + 1 good passive + 1 mediocre ability. I opt for the former! that said, I do tend to get the left side (At least Leaping Shot) at mid game, as I get down into Artificer.
Further, Poison seems theoretically a good idea, but it's not enough damage, especially later on. The game seems to favor burst damage
Yes and no. Archer are not burst-focuses (Well, outside of Full Draw!). They are sustained with a reliable rain of Long shot. My reasoning for Poisoned Weapons is simple: Early game things live long enough for the poison to apply its full effect, and you are not limited by 8 abilities. On boss fights the damage over time can chuck of a good portion of the fight time, and on AoE situation it works seamlessly with Explosive Shot. 6 enemies bashing my tank? Suddenly they are all knocked down and take ticks of 100 damage. More damage than any other ability I got would do collectively!
The upgrade is useless though. Since it only applies before modifiers, and not after. Meaning your auto attacks increase by a theoretically 25% (It was closer to 18% in my tests), but skills relying on damage modifier gets a much lower increase! (Long Shot got a 7% increase, and full Draw a 3.5%)