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Rolling an archer for the first time, artificer or assassin?


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#101
Elhanan

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Hail of Arrows and Elemental Mines are the key Active abilities I use, so I get them first. And as the mines bypass armor, this should aid you a bit as to what enemies can be better targeted. I find them very helpful vs incoming dragonling hordes.

#102
andy6915

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I don't use focus abilities outside of dragon fights. Hail of arrows will not be equipped very often at all.



#103
Elhanan

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I don't use focus abilities outside of dragon fights. Hail of arrows will not be equipped very often at all.


Agreed, as I alternate them while waiting for Focus to refill. However, these are the only two Active abilities I do use from the Tier, so I get them first.

#104
andy6915

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There was one final thing that made my decision. Archers just cannot match dual wield when it comes to assassin. They just can't. Everything is in terms of "x% of weapon damage", but daggers get 2 weapons to calculate weapon damage. A single bow can't match 2 daggers weapon damage together. So if the assassins main thing is burst damage, and a bow can't match daggers in terms of burst damage... Then what's the point? Not to mention that assassin really does seem to be designed for daggers. Like hidden blades being activated with a thrown dagger, that's great for dual wielders since they are close range melee fighters but is a useless advantage for an archer who can already strike at range.

 

Assassin was clearly designed for daggers and artificer was clearly designed for bows. You can go against that if you want, but in either case I wouldn't call it the best move. I also take back something I said way earlier in this topic, where I said tempest clearly was designed for daggers. No, that's assassin. Tempest actually does seem to be the middle ground now that I've thought about it, you're not really handicapping yourself by doing an archer tempest like you are by doing a archer assassin.

 

 

edit: Unless I'm wrong? I don't see why the game wouldn't calculate your total weapon damage between both daggers for skill damage, especially since that's how past games worked.


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#105
Elhanan

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There was one final thing that made my decision. Archers just cannot match dual wield when it comes to assassin. They just can't. Everything is in terms of "x% of weapon damage", but daggers get 2 weapons to calculate weapon damage. A single bow can't match 2 daggers weapon damage together. So if the assassins main thing is burst damage, and a bow can't match daggers in terms of burst damage... Then what's the point? Not to mention that assassin really does seem to be designed for daggers. Like hidden blades being activated with a thrown dagger, that's great for dual wielders since they are close range melee fighters but is a useless advantage for an archer who can already strike at range.
 
Assassin was clearly designed for daggers and artificer was clearly designed for bows. You can go against that if you want, but in either case I wouldn't call it the best move. I also take back something I said way earlier in this topic, where I said tempest clearly was designed for daggers. No, that's assassin. Tempest actually does seem to be the middle ground now that I've thought about it, you're not really handicapping yourself by doing an archer tempest like you are by doing a archer assassin.


Perhaps, but I love my ranged Knight Enchanter; can kill at distance or up close and personal. Have enjoyed trying varied builds, if possible.

#106
andy6915

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Perhaps, but I love my ranged Knight Enchanter; can kill at distance or up close and personal. Have enjoyed trying varied builds, if possible.

 

Check my edit, now I think I may be wrong. That topic below mine that I read only after that post says that only skills like twin fangs and deathblow use both weapons together for calculation.

 

http://forum.bioware...ers-dps-damage/

 

So now I'm not sure. Not to say I regret my spec choice.



#107
capn233

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edit: Unless I'm wrong? I don't see why the game wouldn't calculate your total weapon damage between both daggers for skill damage, especially since that's how past games worked.

 

The only dagger skill where they are essentially added is Twin Fangs (although really one hit of each I think, which is different on any target with armor).   Otherwise it is based on one or the other per whatever strike.  Flank Attack is two off-hand hits.  A lot of the other stuff is main hand, as are things in the other trees afaik.


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#108
AnUnculturedLittlePotato

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I'd grab opportunity knocks then ele mines. Make sure you have looked like it hurt first.
then have fun man. You'll probably see yourself using shadowstrike, evade full draw and stealth less and less. I'd drop them for the left side of sabotage. Poisoned weapons+ and the next passive (The final active is a self targeted aoe) really add to the fun imo.

Edit: Hope this works. Here's my final build iirc Rogue - Sabotage

If you wanted to have less points I'd go with Rogue - Sabotage

I'm really tired and hungry so take off cheap shot. Not really feeling like making them again.

 

 

So that means you don't even have to swing by Hissing Wastes or Emprise to farm T3 schematics any longer?  Hmmm.

It also means no more cradle farming D:



#109
andy6915

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I'm thinking to drop explosive arrow for hook and tackle when I get it, since I'm pretty sure it stuns (explosive arrow is only for knockdown/stun). Spike trap is surprisingly useful, might replace shadow strike with it. And maybe, maybe I'll put on fallback plan onto my empty slot. Not sure yet.



#110
AnUnculturedLittlePotato

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I'm thinking to drop explosive arrow for hook and tackle when I get it, since I'm pretty sure it stuns (explosive arrow is only for knockdown/stun). Spike trap is surprisingly useful, might replace shadow strike with it. And maybe, maybe I'll put on fallback plan onto my empty slot. Not sure yet.

H&T doesn't really stun though. It's mostly an interrupt. Explosive arrow also Kd's a group.
No idea what your bar is like but I never used spike trap. Never really got caught in melee.



#111
andy6915

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H&T doesn't really stun though. It's mostly an interrupt. Explosive arrow also Kd's a group.
No idea what your bar is like but I never used spike trap. Never really got caught in melee.

 

Really? I've found spike trap to be perfect for terror demons, for example. Got blown up before it could actually hit me after springing out of the ground. I wanted shadow strike because it was useful to back melee enemies off, but I've found spike trap to actually be better at doing so. I've formally and officially dropped shadow strike, respecced without it.


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#112
Dabrikishaw

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Yay, someone else sees the value of Spike Trap.

 

By the way, Hook and Tackle can proc masterworks like Hidden Blades.



#113
AnUnculturedLittlePotato

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Yay, someone else sees the value of Spike Trap.

 

By the way, Hook and Tackle can proc masterworks like Hidden Blades.

Do you know what % of weapon damage it does?



#114
Dabrikishaw

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Do you know what % of weapon damage it does?

Hook and Tackle doesn't inflict damage. It lets you land a hit on the enemy you close in on.



#115
AnUnculturedLittlePotato

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Hook and Tackle doesn't inflict damage. It lets you land a hit on the enemy you close in on.

...?
It doesn't inflict damage but it deals damage?



#116
PapaCharlie9

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I've formally and officially dropped shadow strike, respecced without it.

Good, glad you came around. Tried to save you learning it the hard way, but now you know.

And yes, anything with knockback is awesome versus Terrors. Add Spike Trap to Charging Bull, Shield Bash, Fire Mine, etc., etc.

#117
Dabrikishaw

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...?
It doesn't inflict damage but it deals damage?

The hypothetical hidden blades on hit you have deals 100% of your base weapon damage when it goes off if you hit someone. It has no bearing on the damage of talents.



#118
PapaCharlie9

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By the way, Hook and Tackle can proc masterworks like Hidden Blades.

GTFO! Really? That is awesome if true, but I'm skeptical, if for no other reason than Grappling Chain does not seem to do so.

EDIT: catching up on further replies.

Now I'm confused. Are you saying the H&T itself procs, or the "free hit" you get at the end of a H&T procs, which would be totally expected because it's just a weapon hit.

#119
AnUnculturedLittlePotato

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GTFO! Really? That is awesome if true, but I'm skeptical, if for no other reason than Grappling Chain does not seem to do so.

EDIT: catching up on further replies.

Now I'm confused. Are you saying the H&T itself procs, or the "free hit" you get at the end of a H&T procs, which would be totally expected because it's just a weapon hit.

I'm confused as to whether it matters. I've seen H&T deal damage so it could in theory proc masterworks regardless of the source, no?



#120
Dabrikishaw

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GTFO! Really? That is awesome if true, but I'm skeptical, if for no other reason than Grappling Chain does not seem to do so.

EDIT: catching up on further replies.

Now I'm confused. Are you saying the H&T itself procs, or the "free hit" you get at the end of a H&T procs, which would be totally expected because it's just a weapon hit.

I meant the free hit you get on the guy you hooked at the end. I've had it happen to me several times.



#121
ottffsse

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On assassin archer you do not match single target dps like DW, but you can injure more enemies at once. Out of stealth long shot does about 6k damage to lots of targets in a path. Full draw even more. You just need extra stamina items because even with passives you will find yourself where you need to use an extra ability to take something down and retrigger stealth and further damage options. As for say genlock alphas in descent I could take one down in seconds with Cole by mark of death, stealth, hidden blades trigger mark of death. Crit damage was only boosted to about 130%.


On artificer fallback plan is great on solo runs it is a free infinite health potion basically and with OK passive spamable.