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Abilities help!


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#1
BattleCat

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Hey guys!

 

I've been playing this game for a bit more than a week now, but I'm not too sure about my ability setups. I'll just post what I have on each character and give me some advice if I should change it or leave it.

 

Rogue (main character):  

 

Double Daggers:  Twin fangs+, Dance of Death, Sneak attack, Deathblow+, Flank Attack+, Bloodied prey.

 

Sabotage: Poisoned weapons+

 

Subterfluge: Stealth+, Evasion, Evade, Shadow Strike.

 

And Mark of the Rift ofc.

 

 

Cassandra: 

 

Two-Handed weapon:  Mighty blow+, Shield breaker, Whirlwind+, Clear a Path, Earthshaking Ground+.

 

Vanguard: War cry+, Challenge, Charging bull+, It'll cost you, Cutting words.

 

 

Cole:

 

Archery: Death from above, First blood, Long shot+, Explosive shot+, Leaping shot+, Strafing shots, Pincusion, Full draw+.

 

Sabotage: Caltrops

 

Subterfluge: Stealth, Evasion.

 

 

Solas (with fire staff):

 

Spirit: Barrier, Peaceful aura, Guardian Spirit, Mind blast.

 

Lightning: Chain Lightning+, Energy Barriage, Lightning bolt+, Conductive Current, Stormbringer, Static charge, Static cage+.

 

Winter: Winter's grasp

 

 

This is the first time I'm playing a game like this (usually FPS games) so I have no idea if I'm upgrading anything right. I just want some opinions so I can change my setup. Thx for answers in advance!

 



#2
Bigdawg13

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Kind of depends on game difficulty.  If you're on easy or normal it doesn't really matter.  You can just close your eyes and pick whatever floats your boat.

 

On hard or nightmare I'd make a few changes.  First off, I'm not a big fan of poisoned weapons.  The upgrade only helps on auto-attacks and the higher level you are the faster things die, the less the poison ticks (i.e. the less useful it becomes).  Couple that with the 8-slot minimum and it just doesn't deserve a slot.  Also, you will want to drill down through caltrops (ignore caltrops) go get the passive "looked like it hurt" which helps a lot with stamina regen.

 

Taking two rogues can be fun but not very optimal.  After Act 1, I strongly recommend that if you insist on a 2nd rogue to bring Varric who boosts your parties damage and crit.  Plus his focus is actually quite useful.  I don't know how well the AI manages upgraded long shot, leaping shot, etc, so I would avoid the upgrades in the archery tree (except full draw upgrade gives cross-class combo which is great!!!).  Also get 'looked like it hurt' and threat reduction in the subterfuge tree.  Never put caltrops on the 8-slots.  It's a waste of stamina. 

 

2H tank isn't really ideal, but like I said on easy and normal anything goes.  After Act 1 Blackwall makes a great 2H tank though, given his specialization.  Until then I'd stick with the SnS tree.  I'm not a fan of whirlwind or earthshaking strike for AI-controlled characters.  It's better, IMHO, to get slash and block (set to preferred) and pommel strike.  Pommel strike is instant 300% damage compared to the 75% damage from whirlwind.  Plus it provides CC and sets up a cross-class combo.  Really though, 2H isn't done very well by the AI IMHO.  You may want to get grappling hook+ but once again this only really shines in the hands of the player. 

 

For Solas, mind blast just sucks this go around.  Drop it and go down the left path to get rejuvinating barrier.  Dispel is really nice as well.  After Act1 I recommend you drop the lightning tree from Solas as weakened effect has conflicting problems with shock.  Personally I like to dig down through winter's grasp (do not use...too expensive) for ice mine if you insist on that for cross-class combos.  Static cage is generally enough CC, and later pull of the abyss after act1.  Also firewall is really nice too.

 

*EDIT*

A better suggestion might be to look up KineticGTR builds for each spec/build/etc.  I do disagree with him on a few points (poisoned weapons, and pretty much tempest anything) but it gives a nice framework.



#3
BattleCat

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Kind of depends on game difficulty.  If you're on easy or normal it doesn't really matter.  You can just close your eyes and pick whatever floats your boat.

 

On hard or nightmare I'd make a few changes.  First off, I'm not a big fan of poisoned weapons.  The upgrade only helps on auto-attacks and the higher level you are the faster things die, the less the poison ticks (i.e. the less useful it becomes).  Couple that with the 8-slot minimum and it just doesn't deserve a slot.  Also, you will want to drill down through caltrops (ignore caltrops) go get the passive "looked like it hurt" which helps a lot with stamina regen.

 

Taking two rogues can be fun but not very optimal.  After Act 1, I strongly recommend that if you insist on a 2nd rogue to bring Varric who boosts your parties damage and crit.  Plus his focus is actually quite useful.  I don't know how well the AI manages upgraded long shot, leaping shot, etc, so I would avoid the upgrades in the archery tree (except full draw upgrade gives cross-class combo which is great!!!).  Also get 'looked like it hurt' and threat reduction in the subterfuge tree.  Never put caltrops on the 8-slots.  It's a waste of stamina. 

 

2H tank isn't really ideal, but like I said on easy and normal anything goes.  After Act 1 Blackwall makes a great 2H tank though, given his specialization.  Until then I'd stick with the SnS tree.  I'm not a fan of whirlwind or earthshaking strike for AI-controlled characters.  It's better, IMHO, to get slash and block (set to preferred) and pommel strike.  Pommel strike is instant 300% damage compared to the 75% damage from whirlwind.  Plus it provides CC and sets up a cross-class combo.  Really though, 2H isn't done very well by the AI IMHO.  You may want to get grappling hook+ but once again this only really shines in the hands of the player. 

 

For Solas, mind blast just sucks this go around.  Drop it and go down the left path to get rejuvinating barrier.  Dispel is really nice as well.  After Act1 I recommend you drop the lightning tree from Solas as weakened effect has conflicting problems with shock.  Personally I like to dig down through winter's grasp (do not use...too expensive) for ice mine if you insist on that for cross-class combos.  Static cage is generally enough CC, and later pull of the abyss after act1.  Also firewall is really nice too.

 

*EDIT*

A better suggestion might be to look up KineticGTR builds for each spec/build/etc.  I do disagree with him on a few points (poisoned weapons, and pretty much tempest anything) but it gives a nice framework.

I play on normal difficulty so I won't make any major changes like Cassandras' weapon. I already have my 2H upgraded with all runes and all that stuff so it would be stupid changing now, but I'll change my ability setups on Rogue and Varic. Thx for the reply, I'll consider what you posted,