I am starting a Rogue and i was thinking an Archer Rogue would be interesting to make. Is there a guide for an archer Rogue or any tips on building one.
Archer rogue
#1
Posté 30 novembre 2015 - 09:38
#2
Posté 30 novembre 2015 - 09:31
Yeah but I think they want you to use Repeater gloves with Aim. I've tried it and it doesn't work for me as well as not using it. I've never tried using Shale's archer helping power.
I'd get a rapid aim bow like Falon Din's Reach or Spear-thrower. I'd go 2 Dex. to 1 Cunning unless you want to open chests. I like a little armor penetration myself but you could go all Dex.
I think archery is underpowered in DAO but that makes more fun and challenging.
#3
Posté 30 novembre 2015 - 11:08
There's a guide for it on the wiki, but it's heavily oriented about min-maxing: http://dragonage.wik...hery_(strategy)
How you want to play your archer is going to determine how you build it.
I personally prefer 28 dex/rest cunning in a party setup - archers can pick up attack pretty easily (aim gives +15, duelist +10, far song +10, song of courage + ~10) so a cunning archer can hit ~115 attack even without help. Meanwhile SoC gives a nice party buff, not to mention that aim doubles the crit boost.
On the flipside, it's also possible to crank dex, put on a set of heavy armour, turn on defensive fire (+30 defence with no downside!!) and suppressing fire, and be a bow wielding tank. This sounds silly but is actually one of the strongest tank builds in the game - though possibly more suited to a warrior.
Talents - the top and bottom bow lines are good. The middle is entirely skippable, however cool arrow of slaying may look. Bow talents are mostly crippled by their added animation time. Why bioware thought it was a good idea on bows when melee has no such restriction, who knows. Shattering shot and scattershot are still worthwhile. Unfortunately that means that you spend a lot of time autoattacking. In terms of modals - aim, rapid fire and defensive fire are mutually exclusive. Aim is the best of these if you can negate its penalty - shale's aura or repeater gauntlets are good for this. Rapid fire is useful early, but falls off once your crits become stronger and can reduce your aim time. Defensive fire is niche. Suppressive fire is separate, and usually worth having on. It stacks with itself, so you can really cripple an enemy's attack with it. It also will apply the debuff to every enemy hit by scattershot. Master archer lets you use heavy (but not massive) armour and makes everything stronger.
Rogues are pretty strapped for talents, so missing the middle row frees up others. Lethality is obvious, dirty fighting is a good panic button, and max stealth can let you set up a fight with a well placed scattershot. Device mastery is there if you're not spamming cunning. Firing out of stealth also lets you ignore the aim time on an arrow (if you do want to use arrow of slaying, out of stealth is generally the most practical). Spec trees can be maxed.
Specs - bard/duelist is optimal unless you want a pet, for generally obvious reasons. Ranger isn't bad, but the obvious synergy of pet tank + archer doesn't really work since they die too damn fast.
Equipment wise, far song is to bows as the rose's thorn is to daggers. Sadly that means Owen has to die or else you're crippling yourself (or install the far song for owen mod). Repeater gauntlets from RtO give -3s rapid aim, enough to cancel out aim and a bow's base time - or if you're using shale (and don't have a backstabber) then red jenny seekers give a nice boost. That makes aim the best modal unless you want to tank. Other pieces aren't surprising, go for +cun, +dex or crit boosts. E.g. the felon's coat, the long sight/helm of honnleath, cadash stompers, andruil's blessing, key to the city, dawn ring.
Party - Being near shale in rock mastery gives an archer a big boost to crit chance and aim time. The crit boost also gets doubled by aim. She's not at all necessary though, you can stick with a usual tank+heal+CC for the rest of your party. Note that shale in rock mastery form is a terrible tank, she can't fill both roles.
#4
Posté 01 décembre 2015 - 12:56
@OP BTW, if you are playing PS3 or XBOX360 DAO, Shale actually makes your aim time longer with Rock Aura (or whatever is its name) due to a bug not fixed in 1.04 patch for console DAO.
The bug is fixed for the PC version however.
#5
Posté 01 décembre 2015 - 02:00
I played as an archer rogue a while back. In the beginning, both your maximum damage and party damage contribution can be dismal, which is why I only started to put points into archery once I got Zevran and played as a melee rogue until then (except the pining shot, using it in the beginning of the battle against elite can be very useful). By the end, with the arrow of slaying, my PC's maximum damage was much higher than Zevran's (though no where as high as Morrigan's - mana clash can produce some ridiculous max damage stat) but Zevran had a lot higher party damage contribution than my PC ever did on that round.





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