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[GUIDE] Choosing a Class


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#1
MichaelN7

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Welcome to Dragon Age: Inquisition, here you can explore the world of Thedas, full of might, mischief, magic, and dragons.

Whether you're a veteran who puts "Maker's Breath!" in everyday conversation or a newcomer from Mass Effect (like myself) or you've never seen any of the BioWare greats, this here is a guide to help you answer the age-old question of:

 

WHAT THE HECK AM I GOING TO BE?

 

I use a bit of role-playing and gaming terminology like DPS, AOE, CC, etc.  Nothing too fancy, and I attempt to write this from an "everyman" perspective.  I will be the first to admit I am biased, just like everyone else, and I endeavor to point out when a particular section is subject to that.

 

This first part is for the basic classes.  Small mentions go to the specializations, but I will make other posts for those specializations.

As a whole, this should show new players what each class can DO, what their ROLE is, not just a list of abilities in the game.

 

That said, I do put in a few recommendations for "IDEAL ABILITIES";

To clarify, I am not saying that you must take them, just that I find myself taking a few of the same abilities for each class, regardless or race, specialization, and so on.

To me, they are the abilities that you can't go wrong in picking up, so use them (or not) as you see fit.

 

So without further ado:



#2
MichaelN7

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MAGE

(my personal favorite, so I admit my bias)

 

Damage - it's all elemental, which bypasses armor (so armor-penetration on a staff is useless), so while it's not MAXIMUM DPS!!!! it is very reliable and consistent.

Every time you complete a basic attack combo there is a secondary effect based on the element of your staff.

(Fire=Burning=DOTElectricity=Shocked=magic resistance reduced, Ice=Chilled=movement and attack speed reduced)

Your damage-dealing abilities are effective because you have the greatest AOE of the three classes, and most of your abilities have secondary effects which deal additional damage, make it easier to deal more damage, or make it easier to make more attacks.  A triple-win.

 

Defense - easy access to Barrier spell (obtainable at first level-up) and Guardian Spirit, a passive that gives you a full barrier when your health would normally be reduced to zero.  It has a 60 second cooldown, so it is not overpowered.  If your health is going to zero more than once every minute, something is very wrong.

The only downside to Barrier is that it decays over time, but the upside is that it's an "all-in" technique, you use it and get a full barrier every time.

Fade Step is easy to acquire too, useful to position yourself or get out of a tight spot VERY quickly; can be upgraded to deal decent damage and inflict Chilled.

 

If you really want to buff your mage's defenses, then the Knight Enchanter specialization is for you.

It's my personal favorite, since it has passives that increase you maximum barrier, slow down barrier decay, deal damage to enemies that attack you, AND enables you to generate barrier every time you deal damage.  The more you're surrounded the more powerful you get, the more damage you take the more is returned, and the more damage you deal the tougher you get.

Rift Mage is all about weakening enemies while dealing lots of Spirit damage (Spirit damage partially bypasses all defenses).  Lots of offense and throwing bad guys like ragdolls for excellent crowd control.

Necromancer renders enemies Panicked, with lots of abilities that raise fallen enemies to fight for you.  The more death you make the stronger you get.

 

IDEAL ABILITIES = Barrier, Energy Barrage, Chain Lightning, Fade Step

 

 

WARRIOR

(my second favorite, Weapon and Shield preferred, bias noted)

 

Damage - Two-Handed (T-H) has a wider arc than Weapon-and-Shield (W-n-S), so hitting multiple foes at once is common.  W-n-S is more mobile, with Lunge and Slash being self-explanatory, and Shield Bash can be upgraded to rush forward.  Abilities like Charging Bull enable you to knock enemies down, basically free hits, and others like Combat Roll can be upgraded to deal damage.

 

Defense - obviously, W-n-S is more defensive, what with the shield and all.  Warriors are also the only class able to generate guard with their abilities.  Guard is effectively a second health bar that must be depleted before health takes damage.  Unlike Barrier, it does not decay, but it generally has to be "built", i.e. there are very few ways to get full guard all at once.  The best part is that guard generation is not restricted to weapon type, all the main guard generating abilities are shared among the weapon styles.

 

If you really want to bolster your defenses, then Champion is for you, they are the only specialization that has abilities that give you full guard instantly and several passives that boost your armor and maximum guard.  Reaver is all about damage, but it's risky, since the damage bonuses increase the closer you are to zero health.  Templar is my favorite, and is generally a support role, with passives that increase damage to demons for the whole party (very useful, since there are many Fade Rifts [explained in-game, no worries] and they all spawn demons) and give the whole party a universal increase to elemental resistances (Fire, Electricity, Ice, and Spirit).

 

IDEAL ABILITIES = Charging Bull, Combat Roll

 

 

ROGUE

(not my favorite, so this will be comparatively sparse)

 

Damage - highest single-target damage, many passives add effects like bleed and poison.  Dual Daggers are VERY fast, and daggers have the highest DPS of all the weapons.  Bows are faster than Staffs, the other ranged weapon.  A lot of your damage is situational, via flanking, stealth, and timing.  Stealth is your bread-n-butter here, it serves as offense, defense, and utility.  It reduces your aggro and gives your next attack a damage boost.  Several abilities help you to set up attacks just the way you want them, like Full Draw deals bonus damage if your target hasn't been hit yet, and Longshot deals bonus damage if you're really far away from your target.

 

Defense - they say the best defense is a good offense, and the Rogue embodies this concept.  That said, the Rogue does have some abilities to take the edge off, namely Stealth, but others like Caltrops fill the surrounding area with spikes, dealing damage to anyone who steps on them while slowing their movement.

Hook and Tackle lets you zoom across the battlefield by latching onto an enemy and pulling yourself to them, handy for escaping a difficult foe and taking out a mook all at once.

 

For specializations, Assassin is all about dealing insane damage in very short amounts of time.  Abilities like Mark of Death deal instant, unblockable damage that you can trigger whenever you like.

Artificer takes the trap-making aspect and runs with it, allowing things like Fallback Plan, essentially a "Get out of death free" card, and Elemental Mines, which is Caltrops on steroids.

Tempest, my personal favorite, involves flasks of fire (abilities have no cooldown and knocks back enemies that attack you), ice (increases armor and damage resistance and freezes enemies that attack you), and lightning (you move incredibly fast, i.e. everyone else slows down)

 

IDEAL ABILITIES = Stealth, Hook and Tackle

 

-------------

 

Yes, that's a lot, so here's a summary:

 

Mage = AOE, Barrier, elemental damage

 - Knight Enchanter = Barrier, nigh invulnerability

 - Rift Mage = DPS, AOE, CC

 - Necromancer = Panicked, extra "allies" in combat

 

Warrior = Guard, Aggro

 - Templar = damage resist, demon-slaying, no-sell on enemy magic

 - Champion = Guard, Guard, Guard

 - Reaver = health steal, low health means more damage

 

Rogue = DPS, Stealth, flanking attacks

 - Tempest = ability spam, knockback, rapid-fire, extra potions/grenades

 - Artificer = traps, mines, a "Plan B" if it all goes south

 - Assassin = raw damage, insane DPS

 

Granted, this isn't everything, so pick the one that looks the coolest to you.

Each class has offense, defense, and utility, just in different ways.

9 total companions if you recruit them all, and each one gets one of the specializations after a certain point, so you can experiment and see which one(s) you like.


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#3
PapaCharlie9

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In post #1, if you Edit and then click on the Use Full Editor button, you can can change the title to include the [GUIDE] marker.

You can also edit the two aborted threads with the same name in the same way and just change the title to "double post, sorry" or something like that.

#4
MichaelN7

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In post #1, if you Edit and then click on the Use Full Editor button, you can can change the title to include the [GUIDE] marker.

You can also edit the two aborted threads with the same name in the same way and just change the title to "double post, sorry" or something like that.

Did I do it right?

 

And what aborted threads are you talking about?  That probably sounds "noobish", but I don't quite understand what you mean.


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#5
MichaelN7

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This second part is about the base attributes, and what they do:

 

ATTRIBUTES
 
A staple of the RPG, attributes measure a character's aptitude and capability in-game.
 
The way attributes work in Inquisition is different from previous Dragon Age games, the biggest being that when you level up, they are assigned automatically.  The good news is that they are more or less balanced, i.e. Mages will get Magic and Willpower over something like Strength or Dexterity.
That's not to say that the "non-optimal" attributes should be ignored or that they don't have value, it's just that their benefits aren't as obvious.
 
Generally speaking, each class will have two of the six stats that are increased when leveled up:
Warriors: Strength and Constitution
Rogues: Dexterity and Cunning
Mages: Magic and Willpower
 
To increase the "non-class" attributes, that's where crafting comes in, and while it can be a bit confusing, a general rule-of-thumb is Metal: Strength/Constitution, Leather: Dexterity/Cunning, and Cloth: Magic/Willpower.
Different materials have different results, so find them and experiment to find what you like.
 
STRENGTH
The go-to stat for Warriors, this increases attack for that class, and improves damage against guard.
Where the secondary effect comes in handy for rogues or mages is that Guard does not go down on it's own like Barrier, so boosting strength is very helpful against such enemies.
 
DEXTERITY
The go-to stat for Rogues, this increases attack for that class, and improves critical damage.
To be completely honest, unless you're a rogue, this doesn't need boosting, Cunning provides more benefit for a non-rogue class (see below).
 
MAGIC
The go-to stat for Mages, this increases atack for that class, and improves barrier damage.
The secondary effect is handy for warriors and rogues using basically the same reasoning as Strength (see above), since enemy barriers do NOT decay.
 
CUNNING
The secondary stat for Rogues, this increases ranged defense AND critical chance, regardless of class.
The reason I find Cunning to be better than Dexterity for a mage or warrior is that critical damage bonuses do nothing if you don't land a critical hit.  I would rather deal a modest critical hit on a regular basis than a massive one only once in a while.  Especially since critical hits can happen regardless if an enemy is at full health or near-death.
 
WILLPOWER
The secondary stat for Mages, this increases attack and magic defense, regardless of class.
The increase to magic defense is very useful, since it helps protect from ALL magic attacks made against you, in addition to elemental damage.  That includes status effects like Burning, Chilled, Shocked, etc. even if the elemental attack was not magical in nature.
Granted, the bonus to attack is handy, but unless you're a mage, it won't be a whole lot.  Still, if you can't decide between boosting Magic or Willpower in a crafted item, go with Willpower.
 
CONSTITUTION
The secondary stat for Warriors, this increases maximum health and melee defense, regardless of class.
This is by far one of the best stats to increase, especially if you're a Dual-Dagger Rogue or Knight Enchanter.  The increase in health is obvious, but the increase in melee defense can mean a world of difference.  It's easier to simply down a health potion than spend the time taking another party member out of battle to revive you, and it's easier still to just switch tactics/position than downing a valuable and limited-number health potion.
 
To clarify the defense, melee and ranged mean physical attacks.
Say someone was attacking you with a sword enchanted with fire, and it hits:
You take the physical damage (from the sword) and the fire damage (from the fire enchantment), so melee defense reduces the physical damage from the sword, while magic defense reduces the fire damage.
If it was an arrow instead, it would be ranged defense (the arrow) and the magic defense (the fire)
 
To summarize:
Strength = more damage as a Warrior, easier time dismantling enemy guard
Dexterity = more damage as a Rogue, bigger criticals
Magic = more damage as a Mage, easier time dissolving enemy barrier
Cunning = more criticals, less damage from ranged attacks
Willpower = more damage, less damage from magic/elemental attacks
Constitution = more health, less damage from melee attacks
 
It is entirely viable to give your mages lots of Cunning or your warriors lots of Magic.  The important thing is that you find something that works for your playstyle and to not be afraid of taking "non-optimal" crafting combinations.


#6
PapaCharlie9

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Did I do it right?
 
And what aborted threads are you talking about?  That probably sounds "noobish", but I don't quite understand what you mean.


You accidentally created two additional threads:

http://forum.bioware...oosing-a-class/

http://forum.bioware...oosing-a-class/

You can't delete them, but you can at least change the names to indicate that they were accidental.

BTW, additional material in this thread is really good! Great for all those new players who just got DAI for Christmas!

#7
MichaelN7

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You accidentally created two additional threads:

http://forum.bioware...oosing-a-class/

http://forum.bioware...oosing-a-class/

You can't delete them, but you can at least change the names to indicate that they were accidental.

BTW, additional material in this thread is really good! Great for all those new players who just got DAI for Christmas!

 

Thank you, I appreciate it.

 

And I'm glad you like it so far.



#8
ottffsse

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What is the most straightforward easy class to play and spec? I am sort of a veteran in rpg games and played all classes in Dai and also multi-player which is much harder than sp because more enemies there so I cannot really say anymore which one is easier per say as I have too much experience with using each class. Archer tempest /assassin I guess and rift or ke mage? Probably those I'd say. Using other classes can be more effective and damaging though (looking at you artificer, dw assassin, reaver and necromancer) but one has to know how to build the spec and abilities to take and to use.

#9
MichaelN7

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What is the most straightforward easy class to play and spec? I am sort of a veteran in rpg games and played all classes in Dai and also multi-player which is much harder than sp because more enemies there so I cannot really say anymore which one is easier per say as I have too much experience with using each class. Archer tempest /assassin I guess and rift or ke mage? Probably those I'd say. Using other classes can be more effective and damaging though (looking at you artificer, dw assassin, reaver and necromancer) but one has to know how to build the spec and abilities to take and to use.

 

Straightforward, hmm...

 

I would have to say Knight Enchanter.

Mages only have one weapon type, and every basic attack homes in on the target, even if it's not selected.

Basic combos have the added secondary effect based on staff element, and you don't even need to do anything other than complete the combo (about 6 hits).

The Knight Enchanter spec fills the two blanks in the mage class, melee attacks and durability.

Even if you never use Spirit Blade, the passives that boost mana regen, barrier creation, etc. will still be in effect.

 

If not the mage, then I would say W-n-S Warrior.  The shield's 30% increase to the warriors already substantial armor is very useful.  The smaller reach of the one-handed weapon I find to be easily covered by Lunge and Slash, Charging Bull, and Combat Roll.

And those three moves all factor into what you would be doing anyway as a warrior.

Charging into the fray,

Picking a new target,

and dodging a particularly nasty blow.

 

-------------

 

As to your second point, I agree.  Every class can tank, every class can DPS, and every class can crowd-control.

But some classes have a "knack" for one or another.

Warriors have a knack for tanking.

Rogues have a knack for DPS.

Mages have a knack for crowd-control.

 

-------------

 

The idea behind this guide is not to point out particular builds and say "Do this" or "Use that"

What I aim to do is explain what's what, so the player can pick what they want based on what they want to do.

Also, there were many things about this game that I didn't understand, and by the time I found out, I was already halfway through and didn't want to start over.

So here I am trying to help others avoid the same "What the heck is this?" or "What the heck does that mean?" that I ran into.



#10
MichaelN7

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I'll have the Mage specializations up soon, so stay tuned.

Additionally, I will delve into the core class abilities, split into "active" and "passive".



#11
MichaelN7

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MAGE PASSIVES
 
Active Abilities are all well and good, but often the Passive Abilities are the unsung heroes.
They are the background, the support that's always there, and here I endeavor to do right by the (nearly) almighty Passives.
 
 
SPIRIT
 
Guardian Spirit (+3 Constitution)
Mages are often known for being "squishy".  Less health, and lower armor, combined with high aggro generally don't go together well.  But this passive easily remedies that.
What it does is act as a "Get out of death free" card, by automatically bringing up a full barrier around the mage when their health would be reduced to zero.  This is a much needed second chance in a heated battle or prolonged confrontation.
The only caveat is that it has a 60-second cooldown.  In longer fights against dragons or bosses, that cooldown feels a lot longer.  Depending on the situation, you're best bet is to either reposition yourself so you're not in the line of fire, or down a health potion.
 
Peaceful Aura (+3 Willpower)
Going back to the whole "high aggro" thing, this passive is a life-saver. and combines well with Guardian Spirit.
What this does is cut all threat you generate in half.  If one high-powered attack would draw enemy attention, then this allows you to make two high-powered attacks for the same threat, or make one and remain untargeted.
 
Rejuvenating Barrier (+3 Constitution)
This is very handy to have for any mage, since most everything you do requires mana, and this helps you recover it that much faster.  As an added bonus, it applies to your allies as well, so even if it's stamina instead of mana, the boost applies
The only downside to this is that it is dependent on the character having active barrier, so if you have no mages in the party, this becomes nonexistent.  The other thing to consider is that it's deep into the Spirit ability tree, so it requires some investment to acquire.
 
Strength of Spirits
This can be a bit confusing, but what it basically does is increase your maximum barrier.
The only downside is that it does not reduce the decay rate of your barrier.  Still, it comes in handy if you can consistently keep barriers up, and if you're this far into the Spirit tree, then you may as well grab this while you're here.
 
As a whole, Spirit passives reduce your aggro, improve your mana regen and barriers, and provide a "get out of death free" when things go bad.
 
 
STORM
 
Stormbringer (+3 Magic)
A bit hard to understand in-game, but what this does is about every 15 seconds in combat, a bolt of lightning will strike an enemy for 300% weapon damage, upwards of 25 meters away.
Pretty impressive in it's own right, and one you're not likely to notice in the thick of combat; if you target a group of enemies from within that 25 meters, you might see it, but the real reason to grab this is for what follows.
 
Gathering Storm (+3 Magic)
Even if you don't want to use any Storm abilities, this is definitely worth getting.
Aside from not having enough mana available, the other issue mage abilities can run into is cooldown.  This passive basically solves that problem in a rather elegant way.  Basic attacks reduce all active cooldowns by half a second per attack.
The mage's basic attacks are pretty fast as it is, occupying a middle ground between warriors and rogues in attack speed.  This is especially handy for abilities like Fade Step, which require no mana to activate and are limited only by cooldown time.
 
Conductive Current (+3 Magic)
Lots of numbers here, (every 10% missing mana gives your spells an additive 5% more power) so let me break it down for you.  The less mana you have, the more damage you do, but it's in percentages instead of raw numbers.
What makes this difficult to utilize is that you need mana for spells.  The best way to do this is to lead with a low-damage attack such as Chain Lightning, and then follow with a high-damage attack such as Immolate.
Since the first attack (Chain Lightning) uses up mana (50%), that means you have 50% missing mana.  Mathematically speaking, following up with Immolate means that Immolate deals 25% more damage.
This is why you want to lead with low-damage attacks, because 25% of 500 points of damage is greater than 25% of 100 points of damage.
To summarize:  this goes hand-in-hand with Gathering Storm, and really shines when using the last of your mana for high-power attacks.
 
Static Charge (+3 Constitution)
This is similar to Stormbringer, except while Stormbringer occurs regardless of what you're doing, Static Charge is more selective.
When spellcasting, if an enemy tries to interrupt you, lightning arcs out and strikes them.  It's not very damaging, but the real benefit is that you can cast spells with far less interference.  This is great because it also affects ranged attackers, not just melee.
In a way, it's almost a "mini-barrier", in that it effectively halts an enemy attack on a regular basis.
 
As a whole, Storm passives increase your damage as you expend mana, disrupt and damage enemies that attack you, and reduce cooldown times all the while.
 
 
INFERNO
 
Flashpoint (+3 Magic)
Always great when it happens, Flashpoint activates whenever you land a critical hit.  What it does is it eliminates the cooldown of the next spell you cast.
Very handy if you want to use Fade Step twice in a row or deal a double-dose of Energy Barrage.
Even better, it never expires, so if you watch carefully, you can "save" it for later.  It also combines with Mana Surge quite nicely when you can get it. (see below)
 
Pyromancer (+3 Willpower)
Somewhat limited in use, given that it only increases Burning and Panicked/Fear durations.
Obviously good for mages who invest heavily in the Inferno tree, and for Necromancers; even if you don't use much of Inferno but have a fire staff, it increases the duration of your basic combo.
 
Clean Burn (+3 Willpower)
Very similar to Gathering Storm: it's cooldown reduction is twice that of Gathering Storm, but it's through the use of active abilities, not simply basic attacks.  When you have both, though, everything you do takes less time to get ready.
 
Chaotic Focus (+3 Magic)
In a strange synergy with barriers, this makes it so that every fire spell you use takes half your current barrier to boost the initial damage done.  If you only have a small amount of barrier, then the damage boost is comparatively small, but when you have full barrier, it's a whopping increase.
While it doesn't increase Burning damage or duration, it more than makes up for it in direct damage.
An often overlooked side-effect is that it increases your maximum barrier.
 
As a whole, Inferno passives add benefits to critical hits, offer a direct damage increase, encourage spell-slinging, and turn your defense into a powerful offense.
 
 
WINTER
 
Mana Surge (+3 Magic)
In a somewhat odd manner, this passive takes effect when you become your most vulnerable.
Whenever a barrier you have is completely depleted, whether from being attacked or just dissipating, it explodes, freezing all enemies in the blast.  Afterwards, your next spell costs no mana.
This is a huge boon, since getting a free spell can mean the difference between life and death.
However, "free" does not mean "no cooldown", that plays out like normal; it's only your mana that remains undepleted.  Also, it requires that Winter's Grasp be taken beforehand.  It's a useful spell for any mage, so it's not like the point is wasted.
On the flipside, it's possible to get both Flashpoint (see above) and Mana Surge together, since they never expire.  It's possible to save them both for later, and they will both get used when you cast your next spell.  Altogether, it's two for the price of one!
 
Winter Stillness (+3 Willpower)
This one can feel a bit counter-intuitive, but is actually quite rewarding when applied tactically.
What this passive does is increase your mana regeneration when you are standing still.  It takes a few seconds to kick in, but if you pay attention, you'll really see your mana skyrocket.
The key thing here is positioning.  If you want to maximize the benefit of this passive, then make sure that in battle, you are in a position where you don't have to move unless you want to.
If you're constantly mobile, this passive is entirely non-functional, aside from the attribute bonus.
But if you can have significant portions of time where you are stationary, then this passive alone can double or even triple the amount of spellcasting you can do.
 
Frost Mastery (+3 Magic)
Similar to Pyromancer, and similarly "limited", this is also the most straightforward passive in the Winter tree.
It increases the duration of Frozen and Chilled.  This includes the basic combo of a cold staff and one of the upgrades for Fade Step.
Even if the only active ability you take is Fade Step, this passive is very useful to have.
 
Frost Armor (+3 Willpower)
This one is very situational but very good when in effect.
This passive reduces all damage you take by a hefty amount any time you are near a cold spell or a frozen enemy.  Since mages have naturally lower armor than the other classes, this comes in handy.
The only downside is that it is low on the tree, requiring a heavy investment into the Winter tree to obtain it, and it requires some positioning.  The upside is that if you're going down this far into the Winter tree, you'll have everything you need to set up frozen enemies and cold spells.
 
As a whole, Winter passives can offer a stroke of good fortune, reward caution and planning, improve your battlefield control, and make you much harder to kill.

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#12
MichaelN7

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WARRIOR PASSIVES
 
Active Abilities are all well and good, but often the Passive Abilities are the unsung heroes.
They are the background, the support that's always there, and here I endeavor to do right by the (nearly) almighty Passives.
 
WEAPON AND SHIELD*
 
Bear Mauls the Wolves (+3 Constitution)
There's no numbers to see with this passive, but the benefits are real.
What this does is remove the bonus damage from flanking attacks made against you, as well as reducing your chances of being staggered from the front.
 
Turn the Bolt (+3 Constitution)
This one is straightforward enough, any damage to the front from range is cut in half.
Short and sweet.
 
Warrior's Resolve (+3 Constitution)
This passive's benefits kick in when you take damage, namely by restoring 10% of stamina for ever 10% of lost health.
Similar numbers to how Conductive Current works (see MAGE PASSIVES), it's effects increase as the situation grows more dire.
 
Turn the Blade (+3 Constitution)
This one is very similar to Turn the Bolt, but with a few key differences.
It also reduces damage taken from the front, but only by 20%, not 50%.  The upside is that it's ALL damage, not just ranged.  If you think about it, this just might be the best one in this group.
A 20% damage reduction from ALL sources in front of you is a great favor.  The only real downside is that it's only from the front, but since you're a Warrior, that's where you should be taking hits anyway.
 
As a whole, Weapon and Shield passives reduce damage from nearly all sources, and provide stamina regen if your health is low.
 
TWO-HANDED WEAPON*
 
Flow of Battle (+3 Strength)
What this passive does is every time you land a critical hit, all cooldowns are reduced by 1 second.
So, having a high critical chance increases the odds of this occurring.
 
Shield Breaker (+3 Strength)
This passive works in tandem with Flow of Battle, in that every time you score a critical hit on an enemy, their armor is reduced by 20% for 6 seconds.
What that amounts to is you and party can deal more damage to that enemy for a short time, six seconds may not sound like a lot, but it's more than enough to pile on the pain.
 
Guard Smasher (+3 Strength)
As the name implies, this passive gives you an always-on, automatic 100% increase to guard damage.  Since guard acts a second health bar that must be depleted before the enemy takes damage, more ways to destroy it are always welcome.
 
Clear a Path (+3 Strength)
This passive gets more effective the more enemies in your way.  What it does is that every time your weapon hits multiple enemies in a single swing, your stamina is restored by 10% for each extra target.
 
As a whole, Two-Handed Weapon passives increase your benefits from critcal hits, reduce enemy armor and destroy enemy guard, as well as restore stamina when hitting multiple enemies at once.
 
*The warrior has two distinct weapon types, and the active abilities for each are exclusive, i.e. you can't use Shield Bash if you don't have a shield equipped; that said, I am certain that the passives from both weapon trees are not weapon-restrictive, so a warrior with a Weapon and Shield focus can still benefit from Two-Handed Weapon passives, and vice versa.  In all honesty, it's usually better to stick with one style or the other, since the passives for each are geared more toward that weapon type, but if you have extra points you don't know what to do with, then by all means, give your Weapon and Shield warrior extra guard damage or your Two-Handed warrior extra defense from ranged attacks.
 
BATTLEMASTER
 
Crippling Blows (+3 Strength)
As the name would suggest, whenever you deal a critical hit on an enemy, it's attacks become 15% less effective.
The best part is it stacks, so if you can land critical hits in quick succession, enemy attacks become as dangerous as a cool summer breeze.
 
Hamstring (+3 Strength)
This passive requires a bit of positioning, but the benefits are worth it.
What this does is whenever you attack an enemy from behind, their speed is reduced by a whopping 50%, which means everything from their movement to their attacks take twice as long to finish, which means double the time you have to destroy them.
 
Coup de Grace (+3 Strength)
This passive is all about adding injury to, well... injury.
It's a straight-up 30% damage boost to any and all enemies who are knocked down.
 
Deep Reserves (+3 Strength)
This passive is argueably the best out of the Battlemaster tree, in that it rewards you for doing what you would be doing anyway.
Whenever your stamina is below 50%, your stamina regeneration improves by 50%.  If there is any downside to this at all, it would be that if your stamina is above 50%, the extra regen goes away, but if you have more than 50% stamina, then you have enough to do just about anything anyway.
Because of this passive alone, you'll likely never be out of stamina in a fight.
 
As a whole, Battlemaster passives add stackable effects, reward Warriors who attack a bit like Rogues, and provide a massive bonus to stamina regeneration.
 
VANGUARD
 
Trust the Steel (+3 Constitution)
This passive is an "all-in", since it boosts your armor by 20% when you have active guard.
This 20% is much larger than it looks because warriors have more armor than either rogues or mages, but the only downside is that it requires active guard.
However, since the Vanguard tree has many guard-generating abilities, you'll never be without guard for long.
 
Untouchable Defense (+3 Constitution)
This one is functionally similar to Strength of Spirits for the mage.
It's a simple increase of 25% to your maximum guard.  Not as high an increase, but is offset by the fact that guard never depletes on it's own.
 
It'll Cost You (+3 Strength)
A great passive for any warrior, it acts almost as a second auto-attack by inflicting half of the damage enemies do in melee right back to them.
 
Cutting Words (+3 Strength)
This is the most situational passive in the Vanguard tree, you deal 20% more damage to any enemy that is taunted.  Two out of three active abilities in the Vanguard tree are taunts in various functions, so this passive goes hand-in-hand with those.
 
As a whole, Vanguard passives bolster your defenses, punish enemies that get too close, and increase the benefits of aggro and taunting.

  • PapaCharlie9 aime ceci

#13
rayx

rayx
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I would like to add something:

 

 

Bear Mauls the Wolves (+3 Constitution)
There's no numbers to see with this passive, but the benefits are real.
What this does is remove the bonus damage from flanking attacks made against you, as well as reducing your chances of being staggered from the front.
 
Shield Breaker (+3 Strength)
This passive works in tandem with Flow of Battle, in that every time you score a critical hit on an enemy, their armor is reduced by 20% for 6 seconds.
What that amounts to is you and party can deal more damage to that enemy for a short time, six seconds may not sound like a lot, but it's more than enough to pile on the pain.
 
Untouchable Defense (+3 Constitution)
This one is functionally similar to Strength of Spirits for the mage.
It's a simple increase of 25% to your maximum guard.  Not as high an increase, but is offset by the fact that guard never depletes on it's own.

 

BMTW: it can make all flanking attack do only 1 damage--but only works with normal melee attacks. See here: http://forum.bioware...ng-discovering/

 

Shield Breaker: It lasts 12 secs in the previous version...not very sure if it has been corrected already. But the key is, it stacks. Even with only 6 secs it can stack many times. Very useful with a high armor enemy.

 

Unstoppable Defense: It actually gives you 25% of your max HP to your max guard now. means if you have 1000 max HP, originally you will have 250 max guard, when you pick up this passive your max guard will become 500. It is a great passive for a warrior.