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In your opinion, what is the most underrated skill in your build?


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#1
Arvaarad

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For me, it's upgraded Hook and Tackle.

I hardly see anyone recommending it in dagger builds, but it's incredibly useful. If a dragon is winding up to a breath attack, why should I pay the stamina cost of an Evade when I can zip to their back leg for free? Plus, if an enemy runs away, my dagger dps drops to 0 until I close with them.

I think the hook does more for my dps and survivability than any other skill (minus maybe Mark of Death).

So what abilities do you think are sorely under-used?
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#2
Feranel

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I think Payback Strike gets ignored/overlooked a lot. Many people don't realize that it dispels all negative effects off of you when you use it, including stuns and being knocked down.
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#3
actionhero112

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Dispel and Block and Slash.

 

Dispel gets dismissed because it doesn't have a damage modifier on it, even though it frequently causes high damage and provides utility as well.

 

Block and Slash doesn't get used because people suck with it. 


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#4
sinosleep

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For me, it's upgraded Hook and Tackle.
I hardly see anyone recommending it in dagger builds, but it's incredibly useful. If a dragon is winding up to a breath attack, why should I pay the stamina cost of an Evade when I can zip to their back leg for free? Plus, if an enemy runs away, my dagger dps drops to 0 until I close with them.
I think the hook does more for my dps and survivability than any other skill (minus maybe Mark of Death).
So what abilities do you think are sorely under-used?


It works extremely well for ranged artificers as well. I get most my dps from spamming leaping shot since it has multiple hits which can all crit which resets my cool downs. And it works better at point blank range. So hook and tackle leaping shot a couple of times hook and tack again, rinse repeat.


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#5
DementedSheep

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Well you already took mine. Although I don't care whether I could be better served by a different skill on my skill bar. Hock and Tackle is fun.


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#6
matcjur

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Energy barrage with crit chance gear to proc flashpoint and artificer cooldown. Can only be good.
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#7
Arvaarad

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Energy barrage with crit chance gear to proc flashpoint and artificer cooldown. Can only be good.


Ah, what would I do without some nice snoufleur skin? At this point I don't even bother buying mage or warrior schematics, because everyone seems to benefit from wearing rogue armor.

Sure, they may lose out on personal damage potential, but the constant crits let them apply enough CC for the rogues to go to town.

#8
Biotic Flash Kick

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For me, it's upgraded Hook and Tackle.

I hardly see anyone recommending it in dagger builds, but it's incredibly useful. If a dragon is winding up to a breath attack, why should I pay the stamina cost of an Evade when I can zip to their back leg for free? Plus, if an enemy runs away, my dagger dps drops to 0 until I close with them.

I think the hook does more for my dps and survivability than any other skill (minus maybe Mark of Death).

So what abilities do you think are sorely under-used?

I recommend hook and tackle for all artificer builder.
It has great potential.

 

archerficer.

 

poison weapons -> Hook and tackle -> leaping shot -> hook and tackle -> spike trap -> longshot -> leaping shot -> hook and tackle

You can string hook and tackle to much it's retarded especially since it's free and can CRIT

 

plus with crits you get cooldown reduction and stamina back to can literally string a hook and tackle -> leaping shot -> hook and tackle if you constantly get you and the party critting 

 

daggerficer:

hook and tackle -> Stealth -> upgraded spike trap -> say hello to twin fangs from stealth with knockdown/flanking extra damage -> Engage far away target with HnT -> spinning blades -[hook and tackle back or]> flank attack -> spike trap -> twin fangs

 

Took and tackle can be DEVASTATING for tempests! 

 

Hook and tackle in -> Flask of frost and enjoy Twin fangs/longshot shatter and

Or Flask of Fire -> hook and tackle -> leaping shot x 2 -> longshot or if there is a wall behind you, you can leaping shot 4 times after hook and tackle.

 

WIth a little freeze from allies -> hook and tackle -> Fof -> twin fangs shattered everywhere 

 

 

On top of the awesomeness that is hook and tackle you can tag an enemy below at a distance you would take fall damage and be okay :33

too bad they didnt scale this to do extra damage towards and enemy since you now gravity and acceleration 



#9
Biotic Flash Kick

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oh! i forgot!

Elemental mines and fallback plan.

 

upgraded fall back plan can be crazy shenanigans! 

 plant a fall back by and cliff and it is upgraded then enemy you take back with you sometimes will fall off a cliff :DD

 

or have a mage plant a fire mine by your fallback plan or plant some elemental mines! 

Hook and tackle into battle. Burst out and lash out then fallback plan and watch this teleproted helpless enemy get launched

 

so much fun 

 

also turning sideways then doing elemental mines and having a warrior line up a grappling chain and have an enemy TRIGGER ALL OF YOUR MINES is hilarious! 

So many numbers 


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#10
SandorClegamer

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Killer's Alchemy. Making something that was already op even more op. 

 



#11
goofyomnivore

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I have a soft spot for chain lightning. The sleep combos with Rift Mage are pretty cool, and it has a short enough cooldown to take advantage of the Rift Mage's near endless mana supply. Static Cage is probably better, but I just love the sound / aesthetic of slinging lightning.


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#12
teks

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Just remember that poisoned weapons do 60% damage every other second. They do half the damage listed on the card. So poisoned weapons = 240% damage over 8 seconds total. For an artifacer, with the low cooldowns, I think their are better choices, especially since infected wounds only boosts normal attacks AFAIK. ( I didn't test that, just heard about it)

But its a close call. Its not useless. I just wanted to point it out.

 

Now on the other side, we have throwing daggers. For DW rogue tempests.

4 hits at 100% damage. This is one of the faster abilities for a rogue, and its ranged. With a fire flask I can spam this skill 5 times, and its about double the damage output of my basic melee attack (guestimating relative attack speeds).

The ability to stay at range of a target, while retaining the ridiculous DPS of daggers is highly underestimated. For a tempest, we can spam our ability, but there are many times where doing so is suicidal, so we can't get the full use of fire flask, but with throwing daggers we are free to spam to our hearts desire free from harm. The 4 fast hits also procs masterworks like crazy, and also its just terribly fun and satisfying.



#13
NakedEmperor

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I have a soft spot for chain lightning. The sleep combos with Rift Mage are pretty cool, and it has a short enough cooldown to take advantage of the Rift Mage's near endless mana supply. Static Cage is probably better, but I just love the sound / aesthetic of slinging lightning.

 

I actually use Chain lightning to charge my barrier at the start of a fight as a non spirit blade wielding KE.  6x250% damage is enough to charge my barrier to full and proc flashpoint as well most of the time (35% crit chance)



#14
papercut_ninja

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Barrier...oh sure, people say it is great all the time...but it is so beyond great and fantastic that any way of describing it, still underrates it...



#15
JaegerBane

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Another +1 for Chain Lightning. At first glance it looks a bit pre-Captain America Steve Rogers in my lineup of 300%+ nukes, AoE crowd controls, teleports and telefraggers, but dat chain.... One of my favourites. I like the Shocked debuff too.

#16
termokanden

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Another +1 for Chain Lightning. I didn't think much of it at first, but it's really rather excellent, especially for a rift mage. Short cooldown, good damage when there's more than one mob, and it combos with rift mage abilities. Besides, there aren't that many enemies that are resistant to lightning. So far I'm mostly noticing frost resistances. So many undead.



#17
Nightdemon

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running two artificers, both using leaping shot plus mines and speced in status damage and duration and crit buff stacking with a rift mage with engery barrage = spaming abiltys all over the place me and varric have about no cd time on anything any more lol



#18
Stealth Clown

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My vote goes to payback strike. With the upgrade, it does 600% weapon damage (I think), but the real hidden gem is that it removes ANY status effect.

Stunned? PAYBACK STRIKE

Panicked? PAYBACK STRIKE

Burning to death? PAYBACK STRIKE

Electrocuted by the Gamoran Stormrider? PAYBACK STRIKE

Knocked over by anything? PAYBACK STRIKE

 

Also, my second vote goes to To The Death.

5% extra damage per second doesn't sound to good, but my best guess is that it stacks on compounds every second. When I was fighting the highland ravager, I was only level 19. I used to the death, and it stayed applied for several minutes. My ordinary attacks were hitting for ~100 damage. After a few minutes, I was hitting it for over 1000 a hit.


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#19
Back Lot Basher

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I'm just getting started as an Artificer, and I like the suggestions for using the H&T along with elemental mines and leaping shot.  I can see that being a fun combination allowing for more of a skirmisher-style archer where you aren't always looking for the long shot.  Thanks for the suggestions.



#20
Stealth Clown

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I'm just getting started as an Artificer, and I like the suggestions for using the H&T along with elemental mines and leaping shot.  I can see that being a fun combination allowing for more of a skirmisher-style archer where you aren't always looking for the long shot.  Thanks for the suggestions.

I would recommend using spike trap instead of ele mines. Ele mines take all your stamina, so you cant use leaping shot. So, I do

Hook and Tackle

Stealth

Spike Trap

Leaping Shot

Repeat 



#21
Exalus

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Killer's Alchemy. Making something that was already op even more op. 

 

I didnt even know you could multi stack the potion. crazy.



#22
xnarcosysx

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Throwing knives. I love this skill like you would not believe. I have 50% crit chance and like 180% crit damage. I throw down some flask of fire and just go to work. If you can get them caught in a static cage and war cry, it is all the more hilarious.

I rarely use thousand cuts on nightmare. It's just fun to run around with everything else.
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#23
xnarcosysx

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Just remember that poisoned weapons do 60% damage every other second. They do half the damage listed on the card. So poisoned weapons = 240% damage over 8 seconds total. For an artifacer, with the low cooldowns, I think their are better choices, especially since infected wounds only boosts normal attacks AFAIK. ( I didn't test that, just heard about it)
But its a close call. Its not useless. I just wanted to point it out.

Now on the other side, we have throwing daggers. For DW rogue tempests.
4 hits at 100% damage. This is one of the faster abilities for a rogue, and its ranged. With a fire flask I can spam this skill 5 times, and its about double the damage output of my basic melee attack (guestimating relative attack speeds).
The ability to stay at range of a target, while retaining the ridiculous DPS of daggers is highly underestimated. For a tempest, we can spam our ability, but there are many times where doing so is suicidal, so we can't get the full use of fire flask, but with throwing daggers we are free to spam to our hearts desire free from harm. The 4 fast hits also procs masterworks like crazy, and also its just terribly fun and satisfying.

Just saw this. Combo this idea with upgraded static cage, stupid fun.
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#24
Zatche

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Also, my second vote goes to To The Death.
5% extra damage per second doesn't sound to good, but my best guess is that it stacks on compounds every second. When I was fighting the highland ravager, I was only level 19. I used to the death, and it stayed applied for several minutes. My ordinary attacks were hitting for ~100 damage. After a few minutes, I was hitting it for over 1000 a hit.


That and when you upgrade it, the guard generation makes you almost invulnerable.

#25
teks

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I would recommend using spike trap instead of ele mines. Ele mines take all your stamina, so you cant use leaping shot. So, I do

Hook and Tackle

Stealth

Spike Trap

Leaping Shot

Repeat 

Yeah, except that every artifacer should always grab 'looked like it hurt' which gives +10 stamina per crit, and elemental mines crit, so you can use leaping shot after elemental mines, and do a hell of a lot more damage in the process. The only problem is I don't think elemental mines don't work as well point blank. I'll leave that to people who actually use hook and tackle. I've tried it, and am far from sold on it. At least its painless to spec to it, which is nice.