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Ideal Team changes during playthrough


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Tharkun

Tharkun
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You would think this is obvious but I finally got it.  The team composition changes depending on where you are in the game.  Spec, Gear quality and Inquistior class make a big differenc. For me the ideal team pre-skyhold is two mages at least one of which has wall of fire and both with barrier.  One tank and one rogue as well.  The rogue should have mercy killer.
 
The next big change depends on class/spec and gearing.  For my artificer rogue I went with Sera as a mercy killer machine gun build + a wall of fire mage until I got Sera geared up with tons of crit and the sneak attack passive.  Then I switched to a static cage+ rift mage who also uses chain lightning.  I kept the crit high on the mage as well since all of those hits are going to help everyone.  I used a hidden blades masterwork on Sera and chain lightning masterwork on Solas.  
 
Since I am running a Artificer rogue myself I am maximizing crit for everyone.  The gear selection for companions defaults to:
  • offensive cloth: heal on kill
  • offensive leather: crit chance
  • offensive metal: stagger on hit
  • utility cloth: willpower
  • utility leather: cunning
  • utility metal: constitution
  • defensive: choose magic, ranged or melee defense
 
Solas gets dragon webbing in his utility cloth if it is available.  I do enough damage that I figured the incremental benefits of heal on kill and stagger on hit for the companions is worth it.  I use an offensive masterwork on all companions (shield bash for cass, chain lightning for Solas, hidden blades on Sera).  Solas and everyone causes weakness due to Cass's passive Maker's Will.  I give Cass heal on hit on her shield.  Because my Dagger Artificer gets more powerful when anyone on the team crits she values a team that is alive.  I put hidden blades on Sera since it is single target and will only aggro the target that Sera is shooting at.  She doesn't need extra aggro, though I put stealth on preferred so she will draw less aggro.  Solas gets Chain Lightning on hit since he is already using it and I want to maximize the shocked/weaken->sleep combo.  Also more chain lightning that CC'd targets aren't being ignored by the companions.  The brief stuns from stagger, the sleep from shocked/weaken and the panic from sleep->nightmare combos are nice but I am not focused on CC at this time.  I want to hurt things.  So I want the CC to be short.  I have only geared part of my team thus far but the results have been great.
 
My first partial playthrough was a Knight-Enchanter Mage and to be honest it didn't matter what the rest of the team did.  I am finding the holistic view that my Dagger Artificer is taking to be more engaging.  I used a lot of Bees potions pre-gearing and pre-spec and a whole lot of regen potions.  Once you get decent gear I find the pace gets much faster and I go longer in the field and get a lot more questing done in a single outing.