LF advice on melee main
#1
Posté 01 avril 2015 - 03:10
2h Champion
SnS Reaver
DW rogue (not sure what specialization to choose)
I will be playing on hard.
If I choose either warrior build, is main tanking viable for either specs?
My main concern for DW rogue is the animation not striking because of the collision detection system when an enemy moves away right when you launch an attack. I tried out a DW rogue when I first got the game months ago and it felt smooth because I had great crafted daggers that were several item levels above my main. Once the damage leveled out, I found myself dying a lot....and that was in normal.
Which of these build with be the most fun, in your opinion? Which of these builds will have the most survivability while still pumping out a good amount if damage (so fights don't take forever)?
#2
Posté 01 avril 2015 - 03:47
The hit connect issue will happen with all melee classes as far as I know. I'm playing sword and shield warrior and I've specced for gap closers (raging bull, shield bash, lunge and slash) because of that exact quirk you mention.
With those three skills, I find the gameplay awesome. I haven't tried as Reaver so I can't say for sure, but any sword & shield warrior can main tank anything.
Also, define "Forever". The damage difference between DW rogue and Sword and Shield is immense, but we're comparing killing a dragon in ~1min to killing a dragon in ~5min.
#3
Posté 01 avril 2015 - 03:48
Go archer rogue before skyhold
When you unlock artificier, get opportunity knocks and the +5% crit chance for team passives.
Do the same for Varric.
Go to hissing wastes and get the masterwork dualblade schematic from the south-western tomb.
Respec dual-wield and create T3 daggers. Get Spinning blades + Throwing knives. Get "look like it hurt" passive.
You can now spam spinning blades and throwing knives non-stop without CD. This Blender-build makes whirlwind look like a sissy. Absolutely insane single and multi-target dps, can solo dragons easy on nightmare.
This also adresses targeting and collision as you were worried about those. Spinning blades will "stick" to the enemy and perma-throwing blades will allow you medium range damage spam.
Its basically a melee rogue version of whirlwind and energy barrage spam.
To top it off, get +5guard on hit. You can refill your guard from 0-100% in less than 2 seconds.
#4
Posté 01 avril 2015 - 03:49
There has been some discussion recently (search this page and next of threads) that SnS Reaver is a lot of fun to play. Like this one:
http://forum.bioware...extremely-good/
I haven't tried it myself yet, but plan to on my next PT.
Personally, I've found 2H a little disappointing in general. SnS has some spectacular abilities, but there is nothing that really stands out about 2H. The skill that's supposed to be the big payoff, Earthshaking Strike, is kind of yawn.
Those warrior specs aren't ideal for tanking, but they are still viable.
DW rogue was fun. Damage output gets ridiculous with Tier 3 gear, but even before that you can hold your own. Pre-Skyhold is a bit tricky and you'll need help from other party members, but after Skyhold you could go duo or solo on Nightmare and have a lot of fun. All of the specializations are worth checking out. Most people favor Assassin or Tempest for their arguably OP damage skills, but Artificer can be fun too. The stupid positioning AI is really only a problem for Twin Fangs vs. non-humanoids or larger-than-normal targets. I just spammed Flank Attack until I was in perfect flanking position, then used Twin Fang. By the time you get to T3, you won't even need skills other than Stealth. Most enemies die in a few seconds of auto attacks.
#5
Posté 01 avril 2015 - 05:01
The hit connect issue will happen with all melee classes as far as I know. I'm playing sword and shield warrior and I've specced for gap closers (raging bull, shield bash, lunge and slash) because of that exact quirk you mention.
With those three skills, I find the gameplay awesome. I haven't tried as Reaver so I can't say for sure, but any sword & shield warrior can main tank anything.
Also, define "Forever". The damage difference between DW rogue and Sword and Shield is immense, but we're comparing killing a dragon in ~1min to killing a dragon in ~5min.
I agree with this. Specialization doesn't matter at all with S&S Warrior.I don't use "lung and slash" personally. What I use to tank is "War Cry", "Body Guard" and "Grappling Chain" to pull any enemies attacking my mage or rouge. As an S&S warrior you have a tremendous amount of ways to generate guard which will keep you alive. I actually love playing as the "front line" fighter. His moves look awesome and I prefer to be in the thick of battle. I was really torn between 2-Handed and Sword & Shield and went S&S in the end. I took the Champion specialization just for the passive skills.
#6
Posté 01 avril 2015 - 05:13
I have similar reservations about DW rogues missing. It doesn't happen in tac-cam but will otherwise. I almost always end up an archer when I play a rogue.
For warriors, I always end up as 2H. At the beginning, the SnS tree really shines. It has great durability and payback strike is wonderful. But it really sucks for doing damage, especially in AoE situations. That's when I switch to 2H.
2H Champ can tank anything. You don't need to be SnS as a champion.
2H Templar doesn't tank too well, but has one of the hardest hitting cross-class combos (they can do themselves) in the game. You'll wipe out entire groups instantly.
2H Reaver is...well, I have never played a reaver. Every time I try out Iron Bull I die a lot and my damage is crappy. I know people love it, but i do not like the playstyle.
#7
Posté 01 avril 2015 - 06:23
I am most drawn to the 2h warrior build. I know SnS gets better masterwork bonuses at the cost of a little less damage than 2 handers for most of the actives that use 400% weapon damage or less. That is one of the reason that 2h Templars destroy stuff. Their Wrath of Heaven spell does 700% weapon damage when upgraded. Followed up with the detonation of Spell Purge, which does 600% weapon damage if it actually removes any enemy buffs or ally debuffs. It is absolutely lethal. So the weapon difference between 2h and 1h may only be 30-40 damage, at 700% weapon damage, that is an extra 200+ damage (not factoring in passive buffs, active buffs, crits, etc).
I started a SnS warrior here the other day and left her when she was barely into the hinterlands. I just feel like the 2hander would be more fun with better damage output. Plus the Champion spec would greatly add to my survivability. I just don't want a warrior that will have to hit everything 100 times more than mages or 300 times more than rogues to kill something.
The Reaver in general has me worried. I'm not sure how great I will be at health management. My initial thought is that it will be tedious because its one more thing I need to monitor. I read someone say SnS Reaver didn't have as many issues with health management as the 2h version does while still being able to do decent damage. Its a specialization that I'm leery of, to say the least. Its on the bottom of my interests of the 3 classes I listed.
The rogue has me worried early on. I don't want to be an archer at the start and respec to DW only when its strong. I'm not a big fan of archer. I personally find the playstyle very boring. I want DW to be something I enjoy and play with throughout the entire game. It seems that guard on hit and good crafted gear are necessary to make the DW rogue feel optimal, none of which is available until mid-late game. I know its a powerhouse later on though, which is very nice.
The 2h Templar may be something I decide to do since I'm more drawn to the 2h playstyle, but still want to do some good damage rather than just soak it all up. I can always use Blackwall in the party so I can spend more time beating the snot out of things. LOL
I wonder how well Whirlwind works with the Champion since he'll have several baddies on him anyways. What's the motto for this active? "Spin it to win it?" LOL
Is there a melee class that stays fairly consistent through the game? Something that doesn't start off weak, but ends up super strong. Or vice versa.
#8
Posté 01 avril 2015 - 08:14
I was in the same position a while back. I played around with a 2H champion for a while. It's a very good build, and hard to kill. But I became bored with it.
2H Templar was a total suprise to me. The damage you can do with the cross-class combo wrath + purge being fed off the high 2H damage is just insane. It works on almost everything. A lot of damage. The survivability wasn't as great as I'd like but the Templar gives the party +100% health and +50% damage if they die. I had Vivienne with me and had her with revive on preferred and she'd pop me back up almost instantly. It was so much damage!! I drool just thinking about it. No play through has been that...just...total annihilation since. Nothing compares to the 2H Templar.
*EDIT*
I'm also a big fan of utility or versatility. I like how the Templar's purge could be used to remove negative effects, like the dragon electric circles, etc. Very nice. It's my one pet peeve about the reaver is they are so...one-dimensional. The champion at least has 'To the Death' which is great for killing big things, and warcry + walking fortress + whirlwind never gets old. ... Well, maybe it gets a little old after a while.
#9
Posté 01 avril 2015 - 08:34
I am most drawn to the 2h warrior build. I know SnS gets better masterwork bonuses at the cost of a little less damage than 2 handers for most of the actives that use 400% weapon damage or less. That is one of the reason that 2h Templars destroy stuff. Their Wrath of Heaven spell does 700% weapon damage when upgraded. Followed up with the detonation of Spell Purge, which does 600% weapon damage if it actually removes any enemy buffs or ally debuffs. It is absolutely lethal. So the weapon difference between 2h and 1h may only be 30-40 damage, at 700% weapon damage, that is an extra 200+ damage (not factoring in passive buffs, active buffs, crits, etc).
I started a SnS warrior here the other day and left her when she was barely into the hinterlands. I just feel like the 2hander would be more fun with better damage output. Plus the Champion spec would greatly add to my survivability. I just don't want a warrior that will have to hit everything 100 times more than mages or 300 times more than rogues to kill something.
The Reaver in general has me worried. I'm not sure how great I will be at health management. My initial thought is that it will be tedious because its one more thing I need to monitor. I read someone say SnS Reaver didn't have as many issues with health management as the 2h version does while still being able to do decent damage. Its a specialization that I'm leery of, to say the least. Its on the bottom of my interests of the 3 classes I listed.
The rogue has me worried early on. I don't want to be an archer at the start and respec to DW only when its strong. I'm not a big fan of archer. I personally find the playstyle very boring. I want DW to be something I enjoy and play with throughout the entire game. It seems that guard on hit and good crafted gear are necessary to make the DW rogue feel optimal, none of which is available until mid-late game. I know its a powerhouse later on though, which is very nice.
The 2h Templar may be something I decide to do since I'm more drawn to the 2h playstyle, but still want to do some good damage rather than just soak it all up. I can always use Blackwall in the party so I can spend more time beating the snot out of things. LOL
I wonder how well Whirlwind works with the Champion since he'll have several baddies on him anyways. What's the motto for this active? "Spin it to win it?" LOL
Is there a melee class that stays fairly consistent through the game? Something that doesn't start off weak, but ends up super strong. Or vice versa.
Melee rogues are fine early on provided you know what you're doing.
Guard on Hit sucks on a melee rogue since their best means of defense is superior offence.
Early on, prioritise targets (mages first or archers if there aren't any then any enemy you CC or anyone ripe for Deathblow), make liberal use of CC skills and combos (Winter's Grasp + Twin Fangs is the go to combo, Knockout Powder and the Mercy Killing passive a little later) and finally, attack in bursts.
That aside, the only melee class that starts and ends strong is S&S but once a melee rogue gets rolling they're death dealing gods.





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