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Why do people say DW and Artificer don't go well together?


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#1
sergel02

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Just something I'm curious about. Haven't got a chance to play a DW artificer, only Varric. On paper it they seem to mesh well, especially since Spike Trap and mines are close range and Fallback Plan could be used to get out of trouble. Hail of Arrows is useless as DW, but there is Mark of Rift for that. 

 

Just wondering if it has something to do with stats and passives or maybe Tempest and Assassin are just better for DW.



#2
actionhero112

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What people? Who are these people that say it doesn't work? 

 

All rogue specializations result in dramatically increased dps, no matter what weapon type you have. 



#3
squidney2k1

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The only reason why DW Rogue & Artificer don't go together is bbecause of Hail of Arrows...and that's not that great of a reason.

Even though Hail of Arrows is great, you still have the fantastic Mark of the Rift as a focus (which only ever needs a single bar, too). Plus, Artificer helps mitigate 2 main problems with DW Rogues: 1) survivability, which can be increased by Fallback Plan; and 2) crowd control, which is alleviated by the super-awesome, stunn-inducing mines of glory.

#4
ThelLastTruePatriot

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 I dunno who these people are you refer to, but it's probably the same ones who spread false perceptions about as many builds and specs on this forum as they can.



#5
Biotic Flash Kick

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honestly? they should rename the focus ability dopplegangers or something and make you have two shadows also twin fangs / deathblow / spinning blades 

 

anyway

it's amazing for a rogue because after a spinning blades you can use it again if you crit on all/most of the hits + plus if your party is critting 



#6
squidney2k1

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I think the problem with possibly applying Hail of Arrows to dagger abilities would be very unbalanced since not only do dagger abilities generally hit harder, they are also faster in animation, and have shorter cooldowns.

#7
Biotic Flash Kick

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I think the problem with possibly applying Hail of Arrows to dagger abilities would be very unbalanced since not only do dagger abilities generally hit harder, they are also faster in animation, and have shorter cooldowns.

then give us one shadow and let archer have two

 

duet spinning blades :DD



#8
1G86

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I guess it's just the Focus Ability that you won't get to use. But otherwise, I think it's an interesting build to explore. I think the earlier comments have already some of the benefits the specialization has when building a Dual-Wield Rogue. Of course it's granted that you have to pass through Spike Trap to unlock the better part of this Tree -- I don't see it working for a Dual-Wield at all given that there are far more better Skill for both Offense and Defense in the Base Trees. 

 

If I were to build my DW Artificer, I would probably get. Twin Fangs, Flanking Strike, Evasion, Stealth, Fallback Plan, Elemental Mines, Spinning Blades (Or Deathblow). I think it's either/or for Spinning Blades or Deathblow, as I've read that the second is wonky. That leaves you with one last slot, it can be Spike Trap but I'm thinking there might be other things that can be placed.

 

Given all the flak about the other active skills in Sabotage and Subterfuge Trees, I don't know if those Skill are worth investing on using Artificer. Poison skills might work well since there are Passives in the Artificer Tree that improve Duration but it's not that all impressive.