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Hybrid Rogue Build.


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#1
Bayonet Hipshot

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One of the major drawbacks and annoyance of Dragon Age Inquisition is the fact that classes are not restricted by their weapons, unlike say in Dragon Age Origins. 

 

This irked me a lot, especially when playing as a rogue since this is how rogues are defined as, for me at least :- 

 

 Rogues as a whole have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. A rogue is versatile, adaptable, and skilled at getting what others do not want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and their sneak attacks can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. An experienced rogue can develop quasi magical powers and skills as he or she masters the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item. 

 

Versatile, adaptable and skilled...Yet can only use one type of weapon in combat... :sick:

 

However, there is way to get around this pointless limitation imposed on us in the name of variety BS and this is, IMO, the best way to do it.

 

This is the build essentials:- 

 

  • Tempest Specialization – 6 (Flask of Fire+, Flask of Lightning+, Fury of the Storm, Killer’s Alchemy)
  • Double Daggers Tree – 0
  • Archery Tree – 6 (Explosive Shot+, Full Draw+, First Blood, Pincushion)
  • Sabotage Tree – 5 (Caltrops, Throwing Blades+, Looked Like it Hurt, Cheap Shot)
  • Subterfuge Tree – 7 (Stealth+, Evade, Shadow Strike+, Evasion, Easy to Miss)
  • Mark of The Rift – 2 (Mark of the Rift, Focused Teamwork)

 

+ stands for upgrades. 

 

This is how the skillbar should look like:- 

 

  1. Flask of Fire
  2. Flask of Lightning
  3. Stealth
  4. Explosive Shot
  5. Full Draw 
  6. Shadow Strike
  7. Throwing Blades
  8. Mark of the Rift

 

Inquistion perk list:- 

 

Forces

  • Underworld Knowledge
  • Massache's Method
  • Advanced Focus
  • Master Focus
  • True Grit
  • More Healing Potions
     

Secrets

  • Arcane Knowledge
  • Enhanced Studies 
  • Forward Scouts
  • Optimal Cutting
  • Deft Hands, Fine Tools
     

Connections

  • Nobility Knowledge
  • Sterling Reputation
  • A Favor For A Favor
  • The Short List
     

Inquisition

  • History Knowledge
  • Antivan Tailoring
  • Imperial Court Tailoring
  • Tempered Glass Flasks
  • Exclusive Training

 

The reason why I chose Tempest is that it is the most versatile rogue specialization that we have. You have an ability to handle everything.

 

For archery abilities we have Explosive Shot and Full Draw, both which are extremely powerful abilities that work well.

 

For "dagger" abilities we have Shadow Strike and Throwing Blades. Both these abilities either require a bladed weapon or close quarters engagement. This is shall serve as out quasi-dagger abilities. 

 

For the Tempest specialization itself, Flask of Fire and Flask of Lightning are the most useful. Flask of Frost is necessary only if you want to tank and as for damage negation, you are a rogue so you should not be getting hit in the first place. 

 

For the Focus, it might seem surprising for me to take Mark of the Rift but I did so for a very good reason. The other focus abilities just do not make any sense to me whatsoever. How can you not use any stamina to stab something repeatedly (Thousand Cuts) or to replicate an ability constantly without any elixir of some kind (Hail of Arrows) is beyond me.The idea of a Focus ability, that is, a powerful ability that is not governed by traditional stamina or magicka limitation only makes sense for the Inquisitor's Focus ability which is Mark of the Rift. 

 

As for the build itself, it needs 24 points in total to work, which is not much and certainly achievable in mid to late game. It also only has 8 skills in total that you will use so you do not need to worry about replacing anything with anything else. 

 

So there you have it. A hybrid build that allows you to use both arrows and blades just fine, coupled with unique magic and advanced chemical technology. 
 

I included my Inquisition perk distribution just for fun since I do not see many others including it. 

 

Thoughts and comments are welcome. 

 

Cheers.  B)


  • wepeel_ aime ceci

#2
wepeel_

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Good and thought-through build imo, nice way of approximating what you want even though the game doesn't really support it.


  • Bayonet Hipshot aime ceci

#3
Duelist

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First of all, I'll preface anything I say with this disclaimer: everything works. In addition i won't be touching on any RP reasons you have for this build.

That said, I've never been a fan of hybrid builds simply because they don't come close to a specialist.

 

Now on with the critique:

 

- Throwing Blades is a waste of a point IMO, considering that you pick up Cheap Shot on the way.

 

- The value of Full Draw is dubious at best for a Tempest. As a means of opening a fight or taking down annoying enemies like archers and wraiths, it's good.

That said, Long Shot would be of much more use in conjunction with Flask of Fire as you can get more off during it's duration.

 

- For me personally, the defensive benefits of Flask of Frost are worthless. It's best used to take advantage of the Killer's Alchemy and Ride The Storm passives for an extra three seconds and 15% damage during Flask of Lightning, all this in addition to the bonus from Pincushion.

 

Shadow Strike is also a wasted point, even with it's upgrade. As an archer and a Tempest, you have superior options of dealing with melee enemies either with a flask or Leaping Shot.

 

- As you don't have it on your hotbar (and have Leaping Shot available to you) , Evade is also a wasted point unless you're going after Ambush which is kind of waste since you already have Cheap Shot.

 

To me this looks like your own attempt at making an archer who can fight at all ranges but IMO, the close quarters Artificer would be a better bet as it is far more versatile than a Tempest as well as bringing something to the table that no other rogue has: crowd control in the form of Elemental Mines, the best CC skill in the game with the right passives and decent crit chance.

 

Hopefully the much more knowledgeable Matth85 decides to chime in but other than that, that's my two cents. Take it for what you will.



#4
Bayonet Hipshot

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First of all, I'll preface anything I say with this disclaimer: everything works. In addition i won't be touching on any RP reasons you have for this build.

That said, I've never been a fan of hybrid builds simply because they don't come close to a specialist.

 

Now on with the critique:

 

- Throwing Blades is a waste of a point IMO, considering that you pick up Cheap Shot on the way.

 

- The value of Full Draw is dubious at best for a Tempest. As a means of opening a fight or taking down annoying enemies like archers and wraiths, it's good.

That said, Long Shot would be of much more use in conjunction with Flask of Fire as you can get more off during it's duration.

 

- For me personally, the defensive benefits of Flask of Frost are worthless. It's best used to take advantage of the Killer's Alchemy and Ride The Storm passives for an extra three seconds and 15% damage during Flask of Lightning, all this in addition to the bonus from Pincushion.

 

Shadow Strike is also a wasted point, even with it's upgrade. As an archer and a Tempest, you have superior options of dealing with melee enemies either with a flask or Leaping Shot.

 

- As you don't have it on your hotbar (and have Leaping Shot available to you) , Evade is also a wasted point unless you're going after Ambush which is kind of waste since you already have Cheap Shot.

 

To me this looks like your own attempt at making an archer who can fight at all ranges but IMO, the close quarters Artificer would be a better bet as it is far more versatile than a Tempest as well as bringing something to the table that no other rogue has: crowd control in the form of Elemental Mines, the best CC skill in the game with the right passives and decent crit chance.

 

Hopefully the much more knowledgeable Matth85 decides to chime in but other than that, that's my two cents. Take it for what you will.

 

Throwing Blades is there for RP and dagger ability purposes. 

 

I did not use Flask of Frost. 

 

Shadow Strike is a very spammable ability with consistent damage that synergizes well with Flask of Fire. 

 

I personally hate Leaping Shot, the acrobatics of that ability irks me. 

 

I picked up Evade because the alternative is to take Knockout Powder which I cannot use since there is a 8 ability lock. 

 

Yes, the idea is to make a flexible rogue. I prefer hybrids as opposed to specialists. Notice that I emphasize the idea that I want my rogue to be able to use both daggers and bows. Having Shadow Strike and Throwing Blades combined with Archery is the best way to do this. 

 

The thing with The Artificer is that I do not know how to specialize in it. Elemental Mines is good but that leaves with only one slot, so which do I take:- Spike Trap of Fallback Plan ?

  1. Elemental Mines
  2. Fallback Plan
  3. Stealth
  4. Explosive Shot
  5. Full Draw
  6. Throwing Blades
  7. Shadow Strike
  8. Mark of The Rift

OR

  1. Spike Trap
  2. Elemental Mines
  3. Stealth
  4. Explosive Shot
  5. Full Draw
  6. Throwing Blades
  7. Shadow Strike
  8. Mark of the Rift

To be fair, The Artificer appeals to me a lot more from a roleplaying standpoint, since I find the idea of dousing oneself in volatile chemicals to be rather unsettling. Mines and gadgetry, me likey. However, I do not know which setup to pick for an Artificer Hybrid as opposed to a Tempest Hybrid.

 

Plus, Throwing Blades will crit well so it will aid Artificers. Shadow Strike will also crit and it comes with cooldown reduction which synergizes with Artifier passives. I hope you can help me choose between Spike Trap and Fallback Plan. 

 

Cheers. 



#5
Duelist

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Yes, the idea is to make a flexible rogue. I prefer hybrids as opposed to specialists. Notice that I emphasize the idea that I want my rogue to be able to use both daggers and bows. Having Shadow Strike and Throwing Blades combined with Archery is the best way to do this. 

 

Fair enough, hence my disclaimer. The only thing that matters is that your build works for you and that you enjoy it.

 

Personally, I prefer Spike Trap to Fallback Plan as I've yet to find any use for it beyond dragging an enemy onto a minefield but more than anything it's the passives that are most important for an Artificer.

 

HeroxMatt's Rogue thread has some good builds, of particular note are those of Novadove and Xelander. The latter's might be more to your liking as it's geared toward close quarters, although you may want to tweak it as it's heavily dependent on Elemental Mines and Leaping Shot.



#6
Bayonet Hipshot

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Fair enough, hence my disclaimer. The only thing that matters is that your build works for you and that you enjoy it.

 

Personally, I prefer Spike Trap to Fallback Plan as I've yet to find any use for it beyond dragging an enemy onto a minefield but more than anything it's the passives that are most important for an Artificer.

 

HeroxMatt's Rogue thread has some good builds, of particular note are those of Novadove and Xelander. The latter's might be more to your liking as it's geared toward close quarters, although you may want to tweak it as it's heavily dependent on Elemental Mines and Leaping Shot.

 

Fallback Plan is just that...The idea I think for Artificer, especially Artificer archer is to do this :- 

 

1) Toggle Fallback Plan on

 

2) Stealth

 

3) Approach enemy

 

4) Spam Elemental Mines

 

5) Toggle Fallback Plan off

 

6) Drag one unfortunate enemy with you

 

7) Deploy Spike Trap

 

8) Finish the poor sod

 

9) Continue with being an archer

 

I might even go this route

  1. Spike Trap
  2. Elemental Mines
  3. Fallback Plan
  4. Stealth
  5. Explosive Shot
  6. Full Draw
  7. Throwing Blades
  8. Shadow Strike

And forgo Mark of the Rift except for Dragon fights where traps, mines and stealth will not be working very well or for really tough Fade Rift fights. 

 

I tested the original build that I proposed with Tempest. It is very powerful but not very fun or very interesting, especially towards the end game where everything dies anyway. 

 

So I might go with Artificer.