I may post videos once I am at a place with good internet but idk this game is so old. the 20k-40k crits were against hurlock alphas and shield bearers in the legacy dlc, at lvl 21 Hawke)
HERE IS THE FULL GUIDE
IMPORTANT: if you are a mage Hawke, you have to add at least dual wield, subterfuge, and shadow rogue ability trees through the console. see here:
http://dragonage.wik...(Dragon_Age_II)
if your are a rogue Hawke you have to do the same but for the mage trees (Spirit, entropy, blood, maybe force, depending what you want to do)
Tipp: make sure you also runscript removetalent on ability trees you will never use (creation, spirit healer, elemental, arcane, maybe primal etc) to make sure you do not get too many ability trees in your abilities menu otherwise they begin to stack in a weird visual glitch which makes it really hard to select individual ability trees to slot your points.
This build at its core has the following engine:
-Stealth (rogue suberfuge tree)
-Spirit Bolt + upgraged to spirit strike (mage spirit tree)
-shadow obscure disorient and crit passives (rogue shadow specialization)
basically self disorient the target through a stealth attack and crits and then hit them for massive spirit damage using spirit strike. or have a second support rogue in the party to apply fatiguing fog to the battle area. TAKES full advantage of mage spirit tree dps abilities like spirit strike and walking bomb. Awesome against anything, mediocre though against enemies with spirit damage immunity (nightmare) as you will have to kill them the "old fashioned way" of auto attacking them like 100 times or having a different party member who is not a spirit damage specialist take care of them.
Ok in the middle of act 2 (lvl 14) my ability trees look as following, for a more mid game idea, I did buy the tomes and elixers up to that point which give extra ability and stat points. :
rogue - dual wield - nothing, except for dual wield base ability so I can equip daggers.
rogue - subterfuge - stealth (unupgraded) - need this to set up combos and is a good opening move. plus a "mage" with stealth ability??? lolz
shadow - (first specialization to unlock) - pinpoint precision, inconspicuous (unupgraded), decoy (unupgraded), disorienting criticals!!!! (very important), shadow veil.
-> to not have predator yet but that is the next ability to take! - guarantees a crit when flanking

mage - spirit- sprit bolt+strike (your low cost spammable assassinate/ vendetta in one, 300% dmg against disoriented targets, 10s cooldown, cost 15 mana!!!), death syphon+vortex (remember that assassin passive that regens your stamina on kill??? this is your alternative+it gives you back health

), virulent corrosive walking bomb - (faced with an army of enemies???-use this- best of all even if they die around you and you have death syphon active you will be regening health even as you take damage from the bomb explosion), spirit mastery (aka best mage passive ever: +25% spirit damage, +10 mana/ stamina regen rate, +10% crit chance!!!!).
mage-entropy - hex of torment (your mark of death), horror + despair (your secondary massive dps ability which also stuns).
For instance I am not sure if that is base dps unmodified yet with my bonus to spirit damage but my horror ability currently (lvl 14) reads: spirit damage: 323 every 1 second, stun chance vs ANY enemy: 100%, duration: 10s. Practical results are not as spectacular as the line suggests, may stun lock 5 seconds typically? but is is still a very good ability. Very few enemies even bosses are immune to horror (maybe like 3 in the whole game).
For best results, use at least one spirit based dagger (you should be using lots of equipment to max out and increase your spirit damage).
Side notes:
Ability point distribution: (maybe with very slight modifiers from items currently (lvl 14). 11 str, 29 dex, 44 mag, 14 cun, 14 wil, 22 con. crit chance 42%, crit damage 104%
NoteS!: my "base" character Hawke was and is a mage, so I have to pump magic to increase dps. If you play a base rogue and just add the spirit, entropy and later blood or force mage ability trees via console you might have an easier time as you will do the typical thing in increasing dex / cunning and get your crit % and crit dmg even higher. Of course that may be a bit cheezy /OP considering I consider you need magic to be able to cast spells from a RPing perspective, plus those same magic point increase your magic resistance. But your "base class" will determine if you pump dex or magic for more dps. Since this Hawke is a mage, I have to add to both magic and dex - the magic for dps, the extra dex to equip the daggers which at first limits your dps but the dual daggers more than make up for it. EDIT: SCREW DEX (IF YOUR BASE CLASS IS A MAGE WHICH MINE IS) JUST PUT ENOUGH DEX TO EQUIP DAGGERS WITH SOME DEX ENHANCING ITEMS EQIPED PUT YOUR POINTS INTO MAGIC AND CUNNING NOTHING ELSE EXCEPT AS FEW AS POSSIBLE INTO DEX TO KEEP EQUIPING THE BEST DAGGERS AND A FEW INTO CON UNLESS YOU WANT TO GO FULL GLASS CANNON MODE. PUT AT LEAST 20 TO 25 POINTS INTO CUNNING ESPECIALLY IF YOU GO SPIRIT ASSASIN SHADOW AS I NOW SUGGEST. SCREW WILL YOU HAVE THE PASSIVES THAT STAMINA IS NEVER A PROBLEM (HELLO BLOOD SIPHON AND BLOODLUST) Point: lvl 14, with two good mid game daggers my base damage is 72 and dps 133. in late game it gets to 100-110 base damage. dps in the 190s. That is really significant for a mage casting powerful aoes. (hemorrhage will be dealing 900+ damageb base, plus 500% to staggered in a 10m radius if you go blood mage in late game).
BUG / exploit: it seems in the dual build spirit bolt has "no cooldown" - do not exploit that as that is just plain wrong / god mode. And if you decide to spam it without taking 10 seconds (usual cooldown) into account eventually it will lead to all your passives and statuses being cancelled (blood magic, dog, death syphon, rock armor etc) go off if you spam spirit bolt without regard to its natural cooldown.
YOUR Second Specialization beyond shadow: In principal, all your abilities are really cheap (Spirit Strike, stealth, horror) so you can get by on little mana / stamina. IMO 3 specs are viable as a second spec beyond shadow: 1. Blood mage (for RPing/ further mind control element (blood slave), aoe damage - as stated 900 base hemorrhage with 500% bonus against staggered in 10m radius, graverobber instantly regen the health bar (if decoy+stealth was not enough to stay alive). 2. Force mage - (much less aoe dps than blood mage but in this build you rather disable / CC whole groups of enemies while AT THE SAME TIME single-handedly take down that elite in <15s.), 3. Assassin - for those who want an uber burst dps build, never mind crowd control, if you take assassin it will be just plain scary how much dps you can throw at a non-spirit resistant target in a manner of seconds. mark of death / hex of torment->stealth->attack (disorient)->spirit strike->assassinate->horror (you get the idea).
Your typical <15s elite kill (sometimes 5s): stealth->attack (apply disorient)->spirit bolt (byebye 50-70% health)->horror (you won't be using that health pot, you won't be going into stealth assassin) -> finish elite off. stealth is still on cooldown, but spirit bolt off, you decoy and reposition, continue onslaught. EDIT OF COURSE IF YOU PLAY ASSASIN INSTEAD OF BLOOD MAGE ANY ELITE GOES DOWN IN 5S. MARK OF DEATH THE DISORIENT THE SPIRIT BOLT OR ASSASSINATE. THEN HORROR IF THEN HAVE THE CHANCE TO HEAL AND FINNISH THEM OFF. WITH RAGE DEMONS AND ASSASSINS I FREQUENTLY HIT THEM WITH HORROR FIRST SO THEY DON'T GO INTO STEALTH THEN I FINNISH THEM OFF.
further skills of note:
blindside (scoundrel) +45% damage with spirit master on spirit based attacks.
speed (specialist) - more speed, more dps.
evade / ambush (subterfuge) - evade is good on a blood mage shadow in late game nightmare when fights are dangerous and you have to reposition. not so good on force mage shadow, you just knock those enemies around with other means. ambush is good is you have a skill point to spare but I think predator takes care of your crit needs better.