Aller au contenu

Photo

Class Selection Advice


  • Veuillez vous connecter pour répondre
14 réponses à ce sujet

#1
Abhi

Abhi
  • Members
  • 9 messages
Hi, I completed DAI in February on Nightmare Difficulty with melle KE and haven't touched it then on.
So now recently I bought the digital version GOTY.
I am starting a new playthrough from scratch, I was interested in creating the KE again as I was OP playing with it (I could Sollom every fights on Nightmare Difficulty) but than I read about the serious nerf of melle KE.
So please suggest me a class for my new playthrough I will list my play style below:
Basically I like to be a solo act guy, I don't like to manage the party much, I may issue directions to party on where to stand in dragon fights (or similar fights) to save them from Dragons fire and AOE but nothing more.
I will be playing on Nightmare Difficulty with maybe few trials on. So please suggest me class which is easy to learn and master and can Sollo the game.
I have a soft spot for mages.

Thanks in advance
Happy Holidays and New Year

#2
PapaCharlie9

PapaCharlie9
  • Members
  • 2 953 messages

Hi, I completed DAI in February on Nightmare Difficulty with melle KE and haven't touched it then on.
So now recently I bought the digital version GOTY.
I am starting a new playthrough from scratch, I was interested in creating the KE again as I was OP playing with it (I could Sollom every fights on Nightmare Difficulty) but than I read about the serious nerf of melle KE.
So please suggest me a class for my new playthrough I will list my play style below:
Basically I like to be a solo act guy, I don't like to manage the party much, I may issue directions to party on where to stand in dragon fights (or similar fights) to save them from Dragons fire and AOE but nothing more.
I will be playing on Nightmare Difficulty with maybe few trials on. So please suggest me class which is easy to learn and master and can Sollo the game.
I have a soft spot for mages.

Thanks in advance
Happy Holidays and New Year

Rift Mage is easy to play. You can go with Plan A: Veilstrike non-aggro enemies, Stonefist any knockdown resistant enemies, then do mop-up with Inferno or Winter damage dealing abilities. Or you can go with Plan B: set a Fire Mine in the middle of a mob and Pull of the Abyss all of them into the mine. Great for laughs. Point is, Rift Mage is easy to play and has multiple different ways to win, unlike melee KE which is a one-note Charlie.

Necro is much better now than when you played before. It is slightly more complicated to learn, very slightly, than RM or KE, but still well worth it. Wisps Of The Fallen FTW!

And finally, you can still do KE, but stick to spell casting. Check out this thread:
http://forum.bioware...ight-enchanter/
  • Abhi aime ceci

#3
Abhi

Abhi
  • Members
  • 9 messages

Rift Mage is easy to play. You can go with Plan A: Veilstrike non-aggro enemies, Stonefist any knockdown resistant enemies, then do mop-up with Inferno or Winter damage dealing abilities. Or you can go with Plan B: set a Fire Mine in the middle of a mob and Pull of the Abyss all of them into the mine. Great for laughs. Point is, Rift Mage is easy to play and has multiple different ways to win, unlike melee KE which is a one-note Charlie.

Necro is much better now than when you played before. It is slightly more complicated to learn, very slightly, than RM or KE, but still well worth it. Wisps Of The Fallen FTW!

And finally, you can still do KE, but stick to spell casting. Check out this thread:
http://forum.bioware...ight-enchanter/


Thanks for the reply dude.
Can game be soloed with rift mage? as I used to have problems with my party member dying and using health positions way to frequently in fights

Do you recommend any other class in term of more OP'ness and fun factor?

#4
Forsythia77

Forsythia77
  • Members
  • 1 159 messages

Thanks for the reply dude.
Can game be soloed with rift mage? as I used to have problems with my party member dying and using health positions way to frequently in fights

Do you recommend any other class in term of more OP'ness and fun factor?

 

I think with the right masterworks you can solo the game with any class if you put your mind to it.  If you don't want to micromange your party, make all your warriors S&S types and your rogues archers.  Rumor has it Cole and Bull are much more resilient that way (I don't ever respec them like this, but lots of people report they are less squishy that way).  Mages, save for Viv tend to do okay (she doesn't KE right, IMHO, but there is not much you can do about that unless you give her the Blade of Tidarion so she has to act like a tank in that case. Bummer about the BoT being kind of a mid-level staff option at best).

 

If you are playing as a necro you might see if you can farm for fade touched Snofleur which grants 1% heal on hit.  It really does a lot for the viability of you as a necro or Dorian if you are not a necro. Might also do you good if you play as a DW rogue since they are susceptible to being one hit down to near death levels (especially in Jaws of Hakkon).

 

I will say I've never soloed on nightmare.  Played it on NM.  But never soloed on NM.  I typically play on hard or normal with a bunch of trials on.


  • PapaCharlie9 aime ceci

#5
PapaCharlie9

PapaCharlie9
  • Members
  • 2 953 messages

Thanks for the reply dude.
Can game be soloed with rift mage? as I used to have problems with my party member dying and using health positions way to frequently in fights

Do you recommend any other class in term of more OP'ness and fun factor?

Yes, you can solo with RM. And as Forsythia said, you can solo with any class. In the case of RM, it's not as easy as a rogue, but it's easier than a warrior.

Other classes? Sure. DW Rogue/Tempest and Archer/Assassin are both fun and arguably OP. Artificer is also fun, either DW or Archer, and arguably OP, but I've never played it directly -- only through Varric. I had a lot of fun with a 2H Champion Qunari, but some people find that a bit boring.

If I had to pick just one besides RM, I guess Archer/Assassin. Detonating MoD for five digit damage is just so satisfying.

#6
DarkAmaranth1966

DarkAmaranth1966
  • Members
  • 3 263 messages

I still like a KE, even nerfed. But that means you've got to work a bit. back off to cast an build charge for spirit blade, let them come at you and use the charge, back off to cast again. You will want Static Cage, Ice mine or upgraded Wall Of Ice at least to slow or halt enemies so you can back off to build charge.

 

Personally I like an Inferno heavy mage, but, that has long been my style in any RPG/Combat game that offers a fire mage. I don't use fade step or Fade Cloak much (like maybe twice the whole game and then, only because I'm making a conscious attemt to use it, but my instictive play style does not include those.

 

I'm a dash and cast, knock the tar out of them if they manage to get that close to me sort of player. KE is now very similar to Harbinger in another game I play, you have to build charge for the magical blades and, rely on other spells as well. Some to get the enemy to come to you, some to pushe them away or, halt them, some to help build your magical defenses, all to build charge for your blades.

 

That's my PvP mage in that game so, for me KE works well with my style. it isn't a hack n slash mage, but it is a mage that can hold his own for a short time in melee, long enough to escape melee range and cast some devestating spells, thus preparing for the next bout of melee fighting.



#7
Gya

Gya
  • Members
  • 1 537 messages

Thanks for the reply dude.
Can game be soloed with rift mage? as I used to have problems with my party member dying and using health positions way to frequently in fights

Do you recommend any other class in term of more OP'ness and fun factor?

As PapaCharlie says, assassin is crazy fun and can put out insane spike damage, but my personal favourite is archer artificer, the damage is consistently insane. Leaping shot spam ftw :D

Edit: I'll just add, regarding minimal micromanagement, it's entirely possible to get through most fights with a rogue without having to issue commands to companions.

#8
Abhi

Abhi
  • Members
  • 9 messages

Thanks guys for all the help 

I have decided to start with archer artificer.

Can you guys provide a complete built for it, as all the built on youtube are old and irrelevant after tresspasser DLC.



#9
PapaCharlie9

PapaCharlie9
  • Members
  • 2 953 messages

Thanks guys for all the help 
I have decided to start with archer artificer.
Can you guys provide a complete built for it, as all the built on youtube are old and irrelevant after tresspasser DLC.

There are a few choices with Archer Artificer: WMD mines or trap master are two. The one I had a lot of fun with is to go deep in Sabotage and hit-and-run with these actives (notice, no slot for Stealth -- just use Leaping Shot upgraded!)

Leaping Shot/Shot from the Shadows (toggling to Rolling Draw depending on the fight)
Explosive Shot/Shockwave (or toggle)
Elemental Mines/no upgrade at first (see note below)
Throwing Blades/Precision Targeting
Hook-and-Tackle/Beats Walking
Caltrops/Tread Lightly (see note below)
Fallback Plan/Clear the Board
(Your choice, you can put Mark of the Rift focus ability here, or Aegis if you do JoH)

The goals of this build are to: 1) use Hook-and-Tackle/Beats Walking to get close to a target or mob, then 2) use some kind of AoE damage or combo-priming attack that takes advantage of being up close, and then 3) escape to safety.

Standard tactic: Begin combat with Throwing Blades. Hook-and-Tackle into the mob. Leaping Shot back to safety and Stealth. Maneuver in stealth to new position, repeat.

You can swap Long Shot for Explosive Shot, but I like the knockback effect of Explosive Shot after Hook-and-Tackling right into their teeth.

NOTE: Elemental Mine/Throw Everything uses all your stamina, which would otherwise mess up your escape plan, but if you have Beats Walking, it has no cooldown and requires no stamina to use! So you can Beats Walking to escape after Throw Everything. Still, I prefer no upgrade or One Shot for Elemental Mines.

NOTE: Instead of Caltrops/Tread Lightly, I used Poison Weapons in the actual PT where I had Varric spec'd out, but after completing that PT, another poster discovered that Caltrops/Tread Lightly stacks bleeding damage (http://forum.bioware...d-how-it-works/). So a most excellent tactic would be to Hook-and-Tackle into a mob, maybe on a boss, drop Caltrops, then Leaping Shot or Fallback Plan to safety and watch them all bleed to death!

You can do the exact same thing with Elemental Mines instead of Caltrops, except they die by 'splosions instead of bleeding. With Beats Walking you can Hook-and-Tackle around the entire battlefield and rarely take a hit.

For Passives, you'll want everything in Artificer, with priority on Opportunity Knocks. Since you don't care about your party, Tricks of the Trade and And Take Them Down aren't as useful to you, but still worth having, unless you need the 2 skill points elsewhere. In Sabotage, Looked Like It Hurt is very important, since, with cooldown reductions from Opportunity Knocks and Fallback Plan, the more stamina you have, the more Leaping Shots you can string together. Also helps with the Elemental Mines upgrade Throw Everything. Oh, and don't forget Pincushion from Archery.

If you are getting repeatedly wiped out in a boss battle, like dragon hunting, you might consider swapping out Caltrops for Poison Cloud/Lost in the Mist so you can stack Elusive for defense.

Finally, gear for critical chance and critical damage. By level 16, if you've maxed out crit and cooldown buffs, you will be an unstoppable one-rogue army with lots of different ways to approach a battle. High four digit damage numbers will not be unusual. You can win most battles with Throwing Blades alone, at that point.
  • coldwetn0se aime ceci

#10
PapaCharlie9

PapaCharlie9
  • Members
  • 2 953 messages
I couldn't find an Artificer video that uses Hook-and-Tackle, but here's one for a Tempest Archer. He shows the Hook-and-Tackle/Leaping Shot combo (click on link) in action:

https://youtu.be/aHvcOrsBGw0?t=6m59s

Here's a pre-Trespasser Archer/Sabotage/Varric video that shows Hook-and-Tackle among other Sabotage abilities:



Finally, this one shows how ridonculous an Archer Artificer can be. Notice that this guy only uses four actives the whole battle (Level 17).



#11
Gya

Gya
  • Members
  • 1 537 messages

Thanks guys for all the help
I have decided to start with archer artificer.
Can you guys provide a complete built for it, as all the built on youtube are old and irrelevant after tresspasser DLC.

I use the following build:

Abilities:
Leaping Shot/Shot from the Shadows
Elemental Mines/Throw Everything*
Throwing Blades/Precision Targeting
Hook-and-Tackle/Beats Walking
Spike Trap/Watch your step
Stealth/Lost in the shadows**
Hail of Arrows
Aegis of the rift***

Passives:
Artificer - Opportunity Knocks, And Take Them Down.
Archery - Pincushion
Sabotage - Looked Like It Hurt.

*I prefer this to One Shot purely because I love the explosions; I use a sigil of the great bear, and the chaos is so glorious! One shot will freeze/panic/paralyse enemies however, so the CC is better, but for AoE damage, Throw Everything is insane.

** Stealth is almost unnecessary once you have shot from the Shadows (which gives unlimited stealth!), but I didn't like having an empty slot in my ability bar.

*** I took Aegis of the Rift after Jaws of Hakkon, until then I was using Full Draw to snipe.

Some of my gameplay. I'm not as OP as some of the crazy guys but this is all up to date post Trespasser:

 


  • PapaCharlie9 aime ceci

#12
PapaCharlie9

PapaCharlie9
  • Members
  • 2 953 messages

Some of my gameplay, skip to 4:17 to see Throw Everything, the first 4 minutes are me messing around with One Shot. I'm not as OP as some of the crazy guys but this is all up to date post Trespasser:

That's some great game play! Love all the 'splosions.
  • Gya aime ceci

#13
Gya

Gya
  • Members
  • 1 537 messages

That's some great game play! Love all the 'splosions.


Thanks :)

I made the video to try and convince a friend to check out artificer. Hail of Arrows just wrecks bosses, I'm surprised there weren't more threads complaining about how OP it is. An ability that can kill any boss within 10s, without even using mighty offense? Nah, nerf the KE instead!

#14
PapaCharlie9

PapaCharlie9
  • Members
  • 2 953 messages

Thanks :)

I made the video to try and convince a friend to check out artificer. Hail of Arrows just wrecks bosses, I'm surprised there weren't more threads complaining about how OP it is. An ability that can kill any boss within 10s, without even using mighty offense? Nah, nerf the KE instead!

I think most people miss the "active ability is duplicated" part. I know I did the first time I tried HoA. So yeah, an Artificer with minimal cooldown and tons of Stamina can spam Leaping Shot at a boss and each activation is double or triple the damage.

But that's kind of the only usage. Giants and bosses and Descent mobs. Personally, I think Aegis is more generally useful for the slot.

#15
Abhi

Abhi
  • Members
  • 9 messages

I think most people miss the "active ability is duplicated" part. I know I did the first time I tried HoA. So yeah, an Artificer with minimal cooldown and tons of Stamina can spam Leaping Shot at a boss and each activation is double or triple the damage.

But that's kind of the only usage. Giants and bosses and Descent mobs. Personally, I think Aegis is more generally useful for the slot.

 

 

Thanks :)

I made the video to try and convince a friend to check out artificer. Hail of Arrows just wrecks bosses, I'm surprised there weren't more threads complaining about how OP it is. An ability that can kill any boss within 10s, without even using mighty offense? Nah, nerf the KE instead!

 

Thanks both of you for the detailed explanation.

You guys are awesome.