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Share your level 10-12 specialization builds


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#1
Realyn

Realyn
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The one thing I've always had trouble with, is trying to somehow actually use specialization in a meaningful matter without having to spend a buttload of points and being over halfway through the game before actually being able to use specializations properly. I end up playing mostly the same as I did pre-Skyhold for a good while. So, for me and maybe others, wouldn't it be good to share ideas on lowbie specialization specs?

 

The point being, is to be able to grab the bare necessary active and passive abilities. It would in no way be the most optimal due to lack of skill points, but would still grasp the essence of the build in terms of gameplay.

 

I'll go first;

 

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Artificer Archer

 

As we know, the bread and butter of this spec is Looked Like it Hurt and Oppertunity Knocks to gain endless stamina and virtually no cooldowns, to spam Elemental Mines and Leaping shot. Luckily, this is easily achievable at level 10.

 

Archery Tree (2 points)

  • Death from Above
  • Leaping Shot

Sabotage (3 points)

  • Caltrops (only because you have to take it to get to Looked Like It Hurt)
  • Looked Like It Hurt
  • Hook and Tackle

Artificer (5 points)

  • Spike Trap
  • Oppertunity Knocks
  • Set them Up
  • Elemental Mines (+ Throw It All upgrade)

//---------------------------

 

With this very low cost (10 points) build, you can use the Hook and Tackle + Elemental Mines + Leaping Shot combo. It won't be as effective due to the fact that you most likely don't have super high crit chance yet, but even T1 crafted gear aimed at crit chance should put enough on your and (some of) your party's gear gear to effectively use it (tested it, and worked brilliantly). If you use T3 schematics from previous runs... well, I feel sorry for your opponents at that level. With Throw it All, you do take a slight risk at lower levels, but the mass explosions is worth it. It rarely turned out that the mines didn't crit enough for me to return enough stamina to use leaping shot directly after.

 

In short, even Grizzly End upgraded bears tend to die rather swiftly and... eh... explosively. Even the Hinterlands dragon was knocked out rather abruptly by the mine spam.

 

I think I might test it out with the Sigil of the Great Bear for more mines (Throw it All upgrade), as you don't rely on natural stamina regen at all as an artificer. MOAR STUFFS GOING BOOM!

 

So, please share your builds that use 12 or less points that actually integrate the specialization of your choice! I'm really interested to see what people have come up with (and what I can steal for my upcoming warrior/mage runs since I recently bought all DLC and want to start a new game with every class :P).


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#2
PapaCharlie9

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First a complete Tempest DW build I posted recently, with before and after Skyhold respec. This was done a long time ago, so no Patch 10/Tresspasser adjustments:

 

Tempest DW

 

http://forum.bioware.../#entry19710036

 

Tempest is easy, you use the specializations all the time, it would be silly not to. Tempest Archer looks similar, just swap in your favorite two or three archer actives, with Leaping Shot being very important, even before Toggles.

 

These other builds are either of IQs I've run, or companions I included in every quest (Sera, Solas, Cass up until recently). They are abbreviated to only the most important specialization point spends. The rest you can fill in with whatever. 

 

Rift Mage

 

You can spend all day just using Veilstrike and Stonefist, so my first four points after a respec are always:

 

1) Veilstrike - Active #1

2) Stonefist - Active #2

3) Veilstrike upgrade

4) Stonefist upgrade

 

Then work your way down to Pull of the Abyss on the right side if you prefer damage buffs, left side if you prefer mana buffs.

 

Knight Enchanter

 

This had to change for Tresspasser. I'm posting the post-Trespasser tweaks, since pre-Trespasser is a non-starter. Fade Step to close to melee for Spirit Blade, then use recharging attacks. Use Fade Cloak to avoid counterstrikes and for massive damage. I hadn't used Disruption Field at all pre-Trepasser, particularly with Solas in the party doing all the weakening.

 

1) Spirit Blade - Active #1

2) Spirit Blade upgrade

3) Fade Cloak - Active #2

4) Fade Cloak upgrade (Decloaking Blast)

5) Fade Step - Active #3

6) Fade Step upgrade

7) Energy Barrage - Active #4, need this to recharge SB

 

Spend the rest on whatever mage actives you want. I took Resurgence for focus, since I was doing a lot of dragon hunting. Take Mark of the Rift if you are doing rifts solo or duo.

 

Champion Warrior 2H #1 - this is what I'm running right now

 

1) Line in the Sand  (not active)

2) Resilience

3) Unyielding

4) Walking Fortress - Active #1

5) War Cry  - Active #2

6) Charging Bull - Active #3

7) Mighty Blow - Active #4

8) Shield Breaker

9) Whirlwind - Active #5

 

 

WF is used in every battle - CB into a mob, knocking most of them down, War Cry to Taunt, WF for flank attack and range protection.  Fill in with additional actives or upgrades.

 

Champion Warrior 2H #2

 

This one favors To the Death over Walking Fortress, and Battlemaster over Vanguard. I've been experimenting with this build. So far, Combat Roll is not a sufficient replacement for Charging Bull.

 

1) Line in the Sand (not active)

2) Bulwark

3) Adamant

4) To the Death - Active #1

5) To the Death upgrade

6) Grappling Chain

7) Grappling Chain upgrade

8) Crippling Blows

9) Combat Roll - Active #2

10) Combat Roll upgrade

11) Mighty Blow - Active #3

12) Shield Breaker

13) Whirlwind - Active #4

 

No spare points in this build. The goal is to get to Horn of Valor with Fortifying Blast. This build is not as effective for mob tanking as #1, but To the Death is a super-Taunt for single combat like elites and bruisers, Grappling Chain provides some pinpoint CC for ranged attackers or assassins, and Combat Roll can do some extra damage when moving from one TD to another.

 

Templar Warrior - Cass

 

The specialization is pretty special-purpose. Unless you a fighting demons, leave Cass at home.

 

1) Blessed Blades - Active #1

2) Maker's Will

3) There Is No Darkness

4) Wrath of Heaven - Active #2

5) Wrath of Heaven upgrade

6) Spell Purge - Active #3

7) Spell Purge upgrade

 

Whack a demon with Wrath of Heaven, and while they are stunned, Spell Purge them for massive combo damage. For S/S, I tend to go Shield Wall to Shield Bash on the left side.


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