Dual Wielding Artificer Build Guide
For all your mayhem causing requirements I present what I believe in the most fun (subjective I know) rogue build in the game. I hope you can profit from it and have as much fun with it as I have been. Cheers
Dual Wielding Artificer Build Guide
For all your mayhem causing requirements I present what I believe in the most fun (subjective I know) rogue build in the game. I hope you can profit from it and have as much fun with it as I have been. Cheers
It's nice to know the spike trap is pretty much instantly cast.
And who doesn't love throwing flashy little balls all over the place and see them explode?
I like this build and I have the feeling the more min/max you do in this game the less fun you propably gonna have, because you won't create builds like these and are pretty much forced to play the class a certain way.
As if it were necessary to maximize your dps... the enemy goes down anyway.
Elemental mines ftw.
It's nice to know the spike trap is pretty much instantly cast.
And who doesn't love throwing flashy little balls all over the place and see them explode?
I like this build and I have the feeling the more min/max you do in this game the less fun you propably gonna have, because you won't create builds like these and are pretty much forced to play the class a certain way.
As if it were necessary to maximize your dps... the enemy goes down anyway.
Elemental mines ftw.
Sparkly fun...for everyone.
Glad to see more DW Arty love ![]()
I've been using (almost) the same build on Varric in my last playthrough, and I recommend grabbing Pincushion from the Archery tree late game. I would cut the Fallback plan upgrade, the Elemental Mines upgrade and Easy to Miss for those 3 points.
FBP+ simply doesn't do enough to justify a point imo. The upgrade to Elemental Mines I feel is not necessary, other than for the fun factor I guess. The reason being, you have basically 0 cooldown anyways, so you can toss more mines when you feel the need, and if your mines happen to miss the enemies you're not left with 0 stamina. As for Easy to Miss, since you shouldn't have cooldown or stamina issues, you can use stealth to clear threat so it's simply not necessary.
Artificers are the hipsters of the rogue world.
I prefer trapsters.
Artificers are the hipsters of the rogue world.
Three Eyes thinks he's so damn cool.
Artificers are the hipsters of the rogue world.
"I was an artificer before it became cool!"
I definitely want to try it, but I wanna try to avoid the Dual Daggers tree, well except flanking attack because it's upgrade lets you stay stealth pretty much all the time
I was thinking toxic cloud/poisoned weapons fits together with artificer better as a debilitator/trapster, and I've already done the dual daggers/assassin build and bow/tempest build
do we really need building guides anymore? we are not alowed to mess up with stats anymore
do we really need building guides anymore? we are not alowed to mess up with stats anymore
You can do whatever you want...this is merely all suggestion.
I've been trying out throwing knives lately and it's surprisingly effective and a great fit for the build. First off it rips armor to shreds, almost pays for itself, helps with cooldown reduction, and perhaps most importantly, it works at range. This effectively lets a DW rogue maintain damage even against melee/ground aoe where they would normally have to stand back. It has great synergy with Pincushion, Opportunity Knocks and let's you maintain a safe mid-range distance together with Elemental Mines.
The great part about Pincushion is it increases all your damage against a target, so using Throwing Blades buffs itself, your traps, Twin Fangs etc. against a single target, all from a safe distance. Also: requires only 2 points instead of the 4 it takes to unlock spinning blades, which leaves room for Poisoned Weapons+, which has great synergy with Arty and fast attacks in general!
I've been using it in my latest NM playthrough with heavy gear restrictions (t2 crafting max, no hidden blades, no guard per hit etc) and it's been ****** awesome.
I've been trying out throwing knives lately and it's surprisingly effective and a great fit for the build. First off it rips armor to shreds, almost pays for itself, helps with cooldown reduction, and perhaps most importantly, it works at range. This effectively lets a DW rogue maintain damage even against melee/ground aoe where they would normally have to stand back. It has great synergy with Pincushion, Opportunity Knocks and let's you maintain a safe mid-range distance together with Elemental Mines.
The great part about Pincushion is it increases all your damage against a target, so using Throwing Blades buffs itself your traps, Twin Fangs etc. against a single target, all from a safe distance. Also: requires only 2 points instead of the 4 it takes to unlock spinning blades, which leaves room for Poisoned Weapons+, which has great synergy with Arty and fast attacks in general!
I've been using it in my latest NM playthrough with heavy gear restrictions (t2 crafting max, no hidden blades, no guard per hit etc) and it's been ****** awesome.
I might try this out. I plan on moving on to warrior after this though.
I've been trying out throwing knives lately and it's surprisingly effective and a great fit for the build. First off it rips armor to shreds, almost pays for itself, helps with cooldown reduction, and perhaps most importantly, it works at range. This effectively lets a DW rogue maintain damage even against melee/ground aoe where they would normally have to stand back. It has great synergy with Pincushion, Opportunity Knocks and let's you maintain a safe mid-range distance together with Elemental Mines.
The great part about Pincushion is it increases all your damage against a target, so using Throwing Blades buffs itself, your traps, Twin Fangs etc. against a single target, all from a safe distance. Also: requires only 2 points instead of the 4 it takes to unlock spinning blades, which leaves room for Poisoned Weapons+, which has great synergy with Arty and fast attacks in general!
I've been using it in my latest NM playthrough with heavy gear restrictions (t2 crafting max, no hidden blades, no guard per hit etc) and it's been ****** awesome.
For a mid-range build like this, are you still relying on flanking to improve your critical chance, and are you still using flank attack for positioning? I assume you still need stealth to lose aggro.
I was having a think about trying to add throwing blades to the build you posted earlier, but the problem of course is the abilities limit. Do you think twin fangs is essential as a detonator? Or could spinning blades for close range and throwing blades for mid work out alright?
You definitely want to be flanking even with Throwing Blades, for both the crit chance and flank damage bonuses. You can flank at range as well. Flank Attack is great for positioning/stealth like with all DW builds.
Having a detonator is a must in regular play IMO, maybe not for bosses. However I think Twin Fangs is a great ability and deals impressive damage from stealth with after opening with Throwing Blades for sundering/Pincushion buff.
I don't have enough points on my 22 Varric to take Spinning blades with all the other abilities I listed, but if you do you could cut Poisoned Weapons for it I suppose.
However, since you have really low cooldowns anyways, it seems like a waste to take both Spinning Blades and Throwing Blades. They kinda serve a similar function (fast multi hit attack, primarily single target). I would personally pick one of the two. SB might be stronger if you stack Hidden Blades procs, but I like TB better for a low gear playthrough.