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2H Reaver vs ranged mobs


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#1
Jackal19851111

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I'm facing a severe weakness with my 2H reaver build and haven't really found a way to counter it. Previously with my DW rogue I had 2 ways to go into stealth which helped me lose the aggro from the ranged mobs. However now with my reaver, he's always the target (must be the horns).

 

Been using charging ram to knock them down/generate guard but there can be so many of them sometimes, and in some battles I'm using war cry just to stay alive! Playing on hard difficulty. I'm trying to reach Devour without respecing my character, is that the ability that's going to keep me alive?



#2
simpatikool

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I play on Nightmare Difficulty only and I also use the 2H Warrior.

 

Charging Bull is great, and I rely on that skill more than any other to stay alive, and get where I need to be. Don't be afrain to use it to reposition.

 

Some things I tend to do to stay alive...

 

- I take another tank with me. Usually blackwall. Make sure that in the tactics setting you have them set "Preferred" to taunt skills. That helps a bit.

 

- Make sure you get the Bear Mauls Wolves passive. (Ignores flanking) As a Reaver, you are gonna get in the middle of fights, often. It helps quite a bit.

 

- I went for the unbowed skill also on my Reaver.

 

- Regen Potions. Upgrade them if you can.

 

- Focus on the Archer and Mage types of Mobs if you can. Cut them down first then worry about the big guy in the group.



#3
Jackal19851111

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Whoa that's... alot of points spent in the defence/swordshield tree. Looks like I'll have to rethink my build.

How about your offence?



#4
PillarBiter

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On my reaver (nightmare) I use: 

Devour, dragon rage, chain (also great for archers!), roll, mighty blow, charging bull, unbowed, madness.

 

I charge headfirst into the archers, my other tank can draw the rest's aggro. Chain any leftover archers. 



#5
Selea

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Sincerely, warrior 1 handed DPS builds are much better than 2 handed. It seems that the majority of people go for 2 handed because they think they will do more damage but they are completely wrong.

The DPS difference on tier 3 axes from one hand to two hand is only about 20 (unnoticeable) but attacks are faster so you actually do MORE damage, you have a shield and passives in the S&S tree synergize very well with Reaver (and also active skills like Payback Strike do). Moreover 1 handed has more burst skills to use with little CDs.

The only little downside of 1 handed in comparison to 2 handed is the AOE area, but this last is little too low of a benefit to fill the gaps of the above points. I tried both and a 1 handed Reaver beats a 2 handed one in practically every aspect.

If you want to go 2 handed for roleplay reasons fine, but if you want a build for DPS then go 1 handed. You will be much more sturdy (hence you can go lower on health as you will receive much less damage given the passives in the S&S tree and a shield), you will have more DPS and you will have many burst skills to use instead of relying only on spamming the two Reaver ones.


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#6
Churchader

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1h using dragon rage has to spend more life and spends it also faster to do the same. And dont forget that crafted 2handers have higher offensive stats than w&s

#7
RavenousIron

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I think the main point of 2H swords is the AoE damage they can bring. As for dealing with Archers as a Reaver, I find that the Chain Pulling skill is the best. I have my Iron Bull as a Battle Master/Two Handed/Reaver and he's pretty damn good.



#8
Swin

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1H reaver is viable but it's a lie to say you don't lose damage.

 

-The stated DPS of a weapon has no bearing on ability damage, which is calculated on flat weapon damage.

-Greataxe and greatsword do AE damage on basic swings. I know you CAN hit more than one with 1H but it's not 360 degree.

-2H weapons lose less of their damage due to enemy armor values since they hit slower but harder.

 

2H weapons therefore will always be superior to 1H weapons of comparable level.



#9
zeypher

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Also a reaver pretty mucch only needs dragon rage ring of pain and devour ALL 3 of which work fromn the base of your weapon.



#10
actionhero112

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Bob and weave when running at them. It seems and looks stupid, but they'll sometimes miss. Use ranged knockdown abilities too. Usually I'll have Varric fulll draw one to start the fight. Grappling chain is pretty godlike.

 

1h reaver is perfectly viable. I'm don't use it because I like might blow's aoe knockdown as well as block and slash on dragons, but I don't even think you lose THAT much damage. For example serpent's rage (t3 masterwork axe) is just as strong as t3 2handed weapons, the only difference is that you can only give them like 4 cloth/metal/leather instead of 6 most of the time. 

 

I just like 2h'd weapons because the Ornate Battle Axe schematic has like 12 Leather offense slots which means like 22% critical chance instead of 16%. But with the extra masterwork slot in your shield, I'm not sure whether it's even worth it. Definitely worth testing. 

 

Critical Chance is important because every time you crit you weaken, shred armor, and decrease cooldowns, which means more charging bull. 

 

This is all lategame however, The Masterwork Engraved Greatsword > Masterwork Wave Blade early.



#11
Sevitan7

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Just get Turn the Bolt and Turn the Blade and you'll be fine.

 

Then all you need is Dragon Rage.



#12
pyre

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Going Reaver you absolutely should respec and go "full Reaver." This isn't an additional spec to a base class like Tempest for Rogue; this is basically a new class. You almost ignore non-Reaver attacks altogether after the switch.

 

Because ROP is stationary I really find the chain invaluable for a Reaver. I did not find Charging all around the battlefield for just 1 enemy at a time to be effective, esp since many can be on platforms or cliffs. 

 

Ranged damage is beastly, the 50% 1H ranged mitigation is really one of the better perks of being a warrior and not hard to reach.



#13
BLOOD LORDS

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I find dedicating one party member (nearly always the one I control) to killing off mages/archers, then having the tank ball the rest of the guys up so a mage can fireball them is a good way to go about it. I'm using KE for my inquisitor, and I pick the mages off with her- but I used to only play as Iron Bull untill I got the specalisation, and as other have said the charge, chain hook and dodge roll are all excellent for this too. Stunning the mobs with the ground pound, or the pomel bash is excellent too. As is trapping the whole group in a static cage with your melee (my favorite way to open encounters).

While I use both of my mages to barrier up my two warriors, build wise I find it is essential for them to both be able to build guard fast. So that means having a few taunt abilites.

#14
Swin

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Back on the original subject, I don't bother with archers or many ranged mobs to be honest with my warriors LOL.

 

In my first playthrough I used two 2-handed warriors, my 2h champion inquisitor and Cassandra as a 2h templar. I always would let Varric and Solas take care of any ranged opponents. Make ranged priority targets for your own ranged companions. Full draw can take one out pretty quickly and a mage can handle a second, this is especially true if you barrier before the start of battle, make use of their barriers as it's only going to decay otherwise. If you really feel the need to chase them down, use disabling or knockdown abilities until you can close with them. Bull rush is great for crowd control and reaching the back ranks quickly, plus will give you some guard to mitigate some of the damage. I didn't use the chain pull much, has a habit of missing, although I would use it on despair demons with Cassandra while I disrupted the rift as they had the habit of being the last demons standing :)



#15
Jackal19851111

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Chain glitches too much for me to rely on it, even with all the knockdown abilities mighty blow and charging bull, when there's around 4+ ranged mobs or mages, I'm combat rolling everywhere. Then I run out of stamina...



#16
GhoXen

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The DPS difference on tier 3 axes from one hand to two hand is only about 20 (unnoticeable) but attacks are faster so you actually do MORE damage, you have a shield and passives in the S&S tree synergize very well with Reaver (and also active skills like Payback Strike do). Moreover 1 handed has more burst skills to use with little CDs.

 

Incorrect. Weapon DPS already takes into account of weapon speed. 1H weapons are indeed faster, which is not necessarily a good thing. Although the difference in their DPS is minor, due to the fact that 1H is faster, the weapon damage per hit of 2H weapons are vastly higher than 1H weapons.

 

Abilities scale off weapon damage, ergo with Dragon Rage  (no cooldown), a 2H warrior can effectively turn into a DW rogue in terms of both damage(vastly better)  and survivability (worse).

 

I'm facing a severe weakness with my 2H reaver build and haven't really found a way to counter it. Previously with my DW rogue I had 2 ways to go into stealth which helped me lose the aggro from the ranged mobs. However now with my reaver, he's always the target (must be the horns).

 

Been using charging ram to knock them down/generate guard but there can be so many of them sometimes, and in some battles I'm using war cry just to stay alive! Playing on hard difficulty. I'm trying to reach Devour without respecing my character, is that the ability that's going to keep me alive?

 

As for the TC. Turn the Bolt and Turn the Blade are absolute musts. Those two abilities decrease the enemy's damage before all forms of damage mitigation. For example, if your armor is 45 (mitigates 70 damage), then a 150 damage ranged attack would hit you for 80 damage without Turn the Bolt, and only 10 damage with Turn the Bolt.

 

The other key thing to know is aggro management. There is a threat system ingame, where enemies would only attack the target who has the highest threat to them, i.e. generated via damage. However, if nobody has inflicted any damage to an enemy, then that enemy would at the very start of the fight target the first enemy that was in their line of sight. My guess is you are controlling your DPS warrior and charge first into battles. What happens then is that everyone will start beating you up, including the archers, mages and their cousins. I recommend ordering your tank to charge in first, e.g. using the "Attack my Target" command.

 

Here's how I built my Reaver (Iron Bull). Damage is highly comparable to a rogue without specialisation or an Artificer. Of course, it falls behind god-tier DPS Assassin and Tempest.

 

Key passives:

  • Turn the Bolt
  • Turn the Blade
  • Ring of Pain upgrade
  • Dragon-Rage upgrade
  • Horn of Valor upgrade
  • Combat Roll upgrade
  • Block & Slash (optional)

Key actives:

  1. Dragon-Rage
  2. Devour
  3. Ring of Pain
  4. Rampage
  5. Charging Bull
  6. Horn of Valor
  7. Combat Roll
  8. Block & Slash (optional)

As a Reaver, stamina is a secondary resource used only for support abilities. Your source of damage is health. Like any other DPS, the goal is not to be attacked by enemies. You need a proper tank to shine. Dragon-Rage should be spammed as frequently as your Devour can heal you. Stamina should be used only for reapplying the awesome damage buff from Horn, or avoid/prevent damage.

 

Block & Slash is a purely optional ability, since you are better off using Combat Roll to avoid attacks. A counter will drain much much more stamina in most cases than a well-timed dodge. I put it there merely as personal preference, as I have block/counter/parry type abilities bound to my right mouse button.



#17
Jackal19851111

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The other key thing to know is aggro management. There is a threat system ingame, where enemies would only attack the target who has the highest threat to them, i.e. generated via damage. However, if nobody has inflicted any damage to an enemy, then that enemy would at the very start of the fight target the first enemy that was in their line of sight. My guess is you are controlling your DPS warrior and charge first into battles. What happens then is that everyone will start beating you up, including the archers, mages and their cousins. I recommend ordering your tank to charge in first, e.g. using the "Attack my Target" command.

 

Yes I normally charge in a SS warrior like Cass or Blackwall first, however, I then charge the archers/mages/wraiths (these things are the WORST), and the next thing I know I'm the priority target, no matter how much Cass or Blackwall tries to taunt them (especially when there's 4+ ranged mobs)



#18
GhoXen

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Yes I normally charge in a SS warrior like Cass or Blackwall first, however, I then charge the archers/mages/wraiths (these things are the WORST), and the next thing I know I'm the priority target, no matter how much Cass or Blackwall tries to taunt them (especially when there's 4+ ranged mobs)

 

If you charge them all at once, then you have just dealt more damage to those ranged enemies than everyone else in your party. Taunt does not generate aggro, it merely locks the enemy into attacking the tank for the prescribed duration, so after the taunt expires they resume attacking the guy who dealt the most damage to them (i.e. you who charged them). Let the ranged enemies beat on the tank; you should take down the ranged targets one by one.



#19
Jackal19851111

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Makes sense, thanks for that. I guess I'm in the habit of AOEing as many as I can, a bad habit I guess.

 

But hell it feels SOOOOOOOOOO good to get like 5 mobs in one place and whirlwinding them to oblivion.



#20
Jackal19851111

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Incorrect. Weapon DPS already takes into account of weapon speed. 1H weapons are indeed faster, which is not necessarily a good thing. Although the difference in their DPS is minor, due to the fact that 1H is faster, the weapon damage per hit of 2H weapons are vastly higher than 1H weapons.

 

Abilities scale off weapon damage, ergo with Dragon Rage  (no cooldown), a 2H warrior can effectively turn into a DW rogue in terms of both damage(vastly better)  and survivability (worse).

 
 

 

As for the TC. Turn the Bolt and Turn the Blade are absolute musts. Those two abilities decrease the enemy's damage before all forms of damage mitigation. For example, if your armor is 45 (mitigates 70 damage), then a 150 damage ranged attack would hit you for 80 damage without Turn the Bolt, and only 10 damage with Turn the Bolt.

 

The other key thing to know is aggro management. There is a threat system ingame, where enemies would only attack the target who has the highest threat to them, i.e. generated via damage. However, if nobody has inflicted any damage to an enemy, then that enemy would at the very start of the fight target the first enemy that was in their line of sight. My guess is you are controlling your DPS warrior and charge first into battles. What happens then is that everyone will start beating you up, including the archers, mages and their cousins. I recommend ordering your tank to charge in first, e.g. using the "Attack my Target" command.

 

Here's how I built my Reaver (Iron Bull). Damage is highly comparable to a rogue without specialisation or an Artificer. Of course, it falls behind god-tier DPS Assassin and Tempest.

 

Key passives:

  • Turn the Bolt
  • Turn the Blade
  • Ring of Pain upgrade
  • Dragon-Rage upgrade
  • Horn of Valor upgrade
  • Combat Roll upgrade
  • Block & Slash (optional)

Key actives:

  1. Dragon-Rage
  2. Devour
  3. Ring of Pain
  4. Rampage
  5. Charging Bull
  6. Horn of Valor
  7. Combat Roll
  8. Block & Slash (optional)

As a Reaver, stamina is a secondary resource used only for support abilities. Your source of damage is health. Like any other DPS, the goal is not to be attacked by enemies. You need a proper tank to shine. Dragon-Rage should be spammed as frequently as your Devour can heal you. Stamina should be used only for reapplying the awesome damage buff from Horn, or avoid/prevent damage.

 

Block & Slash is a purely optional ability, since you are better off using Combat Roll to avoid attacks. A counter will drain much much more stamina in most cases than a well-timed dodge. I put it there merely as personal preference, as I have block/counter/parry type abilities bound to my right mouse button.

 

The problem I seem to be facing now, based on other's responses as well are the points invested in the SS tree. I'm 50/50 about it, on one hand everyone is saying it - and they are playing on nightmare lol. On the other hand... I'm already stretching my points as it is (not high level yet - waiting for patch 3 before I go to the Orlesian ball)

 

Btw how have you binded block to your right mouse button? Also if you got it working doesn't that conflict with mouselook?



#21
GhoXen

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Check the "PC Control Fix" link in my signature. The downside is that it breaks tactical mode.

 

Those 4 points are a must in SnS tree. Unlike every other DPS, warriors do not have any form of threat reduction, so damage mitigation is necessary.



#22
Jackal19851111

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Your guide is excellent, thanks for that. Have you posted on the PC community concerns thread? It would definitely help out those who are still very frustrated with the current PC controls.

 

Looks like I will have to respec my Qunari too, FOUR points!!! That's 4 levels of points invested in a tree for 2 passives. Argh!



#23
Sevitan7

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  1. Ring of Pain

 

Have you checked if it actually boosts anything? I know the tooltip of Dragon Rage states it is boosted by Ring of Pain, but I didn't notice an increase in damage.



#24
Jackal19851111

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Back on the original subject, I don't bother with archers or many ranged mobs to be honest with my warriors LOL.

 

In my first playthrough I used two 2-handed warriors, my 2h champion inquisitor and Cassandra as a 2h templar. I always would let Varric and Solas take care of any ranged opponents. Make ranged priority targets for your own ranged companions. Full draw can take one out pretty quickly and a mage can handle a second, this is especially true if you barrier before the start of battle, make use of their barriers as it's only going to decay otherwise. If you really feel the need to chase them down, use disabling or knockdown abilities until you can close with them. Bull rush is great for crowd control and reaching the back ranks quickly, plus will give you some guard to mitigate some of the damage. I didn't use the chain pull much, has a habit of missing, although I would use it on despair demons with Cassandra while I disrupted the rift as they had the habit of being the last demons standing :)

 

Just curious by the way, have you found a way to make ranged priority targets using the tactics system?



#25
Selea

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Although the difference in their DPS is minor, due to the fact that 1H is faster, the weapon damage per hit of 2H weapons are vastly higher than 1H weapons.

The weapon damage in this case counts little. Attacking faster IS an advantage, especially with Dragon's Rage and then there's no way to fill the gaps with all the other points (as more survivability so you can go much lower on health, more burst skills with less CD, higher synergy between the S&S tree and Ravager - you need to waste points on the S&S tree on a 2 hander if you want to survive, and given this less skills points to use on good skills as in the Battlemaster tree).

As for weapon damage vs. DPS, in this case the comparison is valid because speed of attack IS a factor on damage output .The other variables (as runes, stats etc. counts much less but weapon attack counts a lot). Just considering weapon damage is a mistake. For the burst abilities? LOL. Practically all you do with a 2 handed Ravager is spam Dragon's Rage and nothing more because you have NO burst skill damage outside of it. Or you take something in the S&S tree (as Payback Strike) or you are forced on spamming the same two skills over and over to do damage.