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Crafting and what type of armor should be prioritized.


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#1
ANDY5151

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So I am a bit confused on what I should be crafting as a tank.  Certain armors like the Grey Warden armor will only give you attribute slots and not let you customize the gloves and boots.  Others will let you do exactly that and let you customize the gloves and boots.  For example I have a choice between wearing a 200 armor piece that only gives attributes with no glove/boots customizing and a 173 armor piece that lets me customize gloves/ boots and lets me get melee/magic/ranged defense. 

 

What should I be prioritizing as a tank? the most armor I can get? or is it melee defense? If it is melee defense then the 173 armor piece with melee defense would be mitigate more damage then the 200 armor piece with no melee defense? I am confused lol.

 

Regards,

Andy



#2
WJC3688

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As far as I understand it armor is flat damage reduction so always go for more armor when possible (unless it's a large imbalance, like 1 more armor vs 10 more defense points or something). The exception of course is magic enemies, if you're trying to close a rift that spawns a ton of wraiths then your armor doesn't matter (but the magic defense you can add with the arms + legs does).



#3
Molohk

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I think the flexibility you have with the additional attributes provided by upgrades (legs and arms) is too good to pass. On the armor itself I prioritize armor and melee defense since most damage taken is melee (mages and archers die too fast, most of the time not even tanked). For upgrades I try to focus on metal utility slots for constitution and strength (about 60-40 ratio). You can probably get equivalent survivability from non-upgrade armor, since they offer bigger attributes, but I'd rather have the flexibility from more material slots.

 

Regarding your example, an armor piece with 173 armor and melee defense MIGHT mitigate more melee damage, but if you can get Constitution in the 200 armor piece it most surely will be a better choice.



#4
Exalus

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Endgame, Armors with slots will generally be much better results overall. The real danger is magic damage as shield wall+turn the bolt gives immunity to ranged and shield+turn the blade gives near immunity to physical. I would recommend using armor that you can stack magic defense on. I ended up using mage armor crafted with dales loden wool and used arms/legs with defense:8 cloth. 

 

Early on you should be getting as much raw armor(such as no slot armors) as you can, mid game and late game, magic defense becomes key. 

There are 3 very good static armors:

  • 133 armor masterwork vanguard mail from the bandit leader from the SE keep in hinterlands
  • 20% magic defense templar armor in western approach
  • 29% magic defense knights divine armor from some random dragon
  • crafted armors obviously trumphs the above

 

It might be good to familiarize yourself with the armor options here:

http://dragonage3.wi....com/Schematics

 

Mage armor: 269 armor and up to 17.5 magic defense ---  mage legs/arms can reach a maximum of 16 cloth defense slots for a total of 28% magic defense

Rogue armor: 280(?) armor and up to 7 magic defense --- rogue legs/arms can reach a maximum of 14 for 24.5 magic defense

warrior armor: 309 and up to 7 magic defense --- warrior arm/legs is the same and 24.5 magic defense

 

Total armor , total magic defense

mage: 269 , 45.5

rogue: 280, 31.5 

warrior: 309,  31.5

 

of course many of these parts are rng drops so it might be very hard to optimize this ideally. 



#5
GoodFella146

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I just make whatever looks the coolest.  Haven't had any issues on nightmare with friendly fire on.  Sometimes that means I have weaker armor sure, but I haven't needed it because I'm not getting hit very much.


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