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Best accessories for each class?


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#1
Deadly dwarf

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It goes without saying, that for enhanced rings (the blue ones) that enhance specific powers, you give it to a character with that specif power.  (I.e., Iron Bull gets the pommel strike ring, Cole gets hidden blades, etc.) 

 

But what about gear that's more "general" in what it does?  Especially with superb accessories?  Who benefits most from "Superb ring of attack"?  Superb ring of critical damage?  Superb ring of life-drain?  Critical chance?  Etc.  I assume "Superb ring of guard penetration" is best for warriors, or is it?  What's best for each class?

 

I now have GOTY which has plenty of accessories that weren't available in the PS4 vanilla game I played first.  "Superb Amulet of Accord?"  Who's that good for?  Mages?

 

My apologies if there has already been a thread on this.  I used the search function but came up with stuff that was old or not applicable.



#2
JiaJM98

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As of stats rings, it would depend on your gear, instead of classes. E.g. if you couldn't get enough crit chance from your weapon, then wear crit chance rings would make sense. If you don't have any heal on kill stats or healing masterworks from your gear, then of course life drain rings would make sense.

 

Certain ability rings are just great for certain builds, like if you use dragon rage as your core skill for reaver, then of course dragon rage ring would make sense and gives a much bigger damage bonus than any crit damage or attack rings. I'm sure you can think of many other similar examples.

 

Belts and amulets is where it gets more interesting. Although many of the most OP accessories are only accessible in Trespasser, but they can be very game changing. E.g. Superb barrier ammulet, supern belt of urgency, dragon rage ring on Reaver, then red line your health for insane attack speed bonus and damage. Amulet of Physical Immunity is going to be amazing on any character, although you get it so late you probably won't have chance to actually use it. 

 

Elemental pact belts are amazing at pumping up mages' damage, inferno pact + fire mine spamming KE is an obvious example. Ring of doubt effectively gives your mages auto crit on your abilities. Andraste's Sacrifice is made for KE making her even more suited for tanking by reducing her auto taunt, reduced CD and faster mana regen.

 

After all, your own play style and character build will dictate which accessory is best for which character, plus your crafted gear stats will make a huge difference on your choice on stats rings.


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#3
PawsPause

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It's hard to find old threads on subjects so don't worry :) anywho I built my warriors on crit.chance for flow of battle, so I have them equipped with crit chance rings. My rogues have crit damage rings because they do burst damage or DPS and mages have attack/Crit chance for flashpoint and DoT. Amulet of renewal for all. I mean it really depends on how you build your characters tbh. Belts I switch up from time to time but mainly health belts, ranged magic and melee defense belts and elemental pact belts. I personally use superior focus belt. Master focus belt is bugged and guard belts are bugged too.
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#4
DomeWing333

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Andraste's Sacrifice is ideal for Knight Enchanters, because unlike the other mage/rogue classes, they actually appreciates the taunt effect. The Ring of Doubt is very good for non-KE mages to keep them way from the enemy's attention. Kitty's Collar and the Amulet of Accord are good for rogues who tend to die a lot in battle (dual daggers Cole comes to mind). I don't have a character that really takes advantage of Malika's Guard because of the flanking reduction, but I imagine a dual dagger Tempest would use it best. A lot of it depends on how you build your characters, what equipment/mastercrafts they have, and how you use them in battle.


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#5
PapaCharlie9

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Here is the prioritization I follow. Uniques and Trespasser items have already been described above, but I'll mention them again below. Priority applies to all classes, unless otherwise specified. I haven't cross-checked for class restrictions, so some of the "any class" items might not work on all classes.

My tactical biases: I prefer offense to defense, and abilities to auto-attacks. I want to optimize both the damage output of abilities and the rate of using abilities.
 
I assume Nightmare difficulty and the Walk Softly Trial. Priorities change if you are using less than that, but not too drastically. For example, damaging barrier and guard is less important if you are not using NM+Walk Softly.

Common Rings:

Crit Chance > Crit Damage > Attack (any) or Flanking (if Rogue) > Barrier Pen. > Life-Drain > Bleeding or Sundering > Armor Pen. > Guard Pen. >  Staggering (Warrior)

Enhanced <Ability> Rings:
 
UNDER DISPUTE (see discussion following this post)
I keep rings that have an active duration or DoT, like Horn of Valor, Barrier, Caltrops, Poisoned Weapons. I sell the rest. I also swap in more general buff rings ASAP. There used to be some doubt whether something like Enhanced Shield Bash actually did anything and I haven't tested to confirm. It doesn't hurt to equip one if you have nothing else to put in that slot, but they go as soon as I do.

Other Rare Rings: Same as Common priority

Unique Rings:

Mage: Ring of Doubt (or avoid using, very OP and glitchy)

Warrior: Ring of Assault > Ring of Smashing

Rogue: Ring of Slicing > Ring that Cuts
 
Any: Same prioritization as Common.



Common Amulets:

Cooldown > Attribute (Willpower:Mage, Cunning/Dexterity:Rogue, Strength:Warrior) > Lifeward (only in early game for squishiest characters)

Rare Amulets:

Critical Chain > Cooldown > Attribute (Willpower:Mage, Cunning/Dexterity:Rogue)  > Stamina > Second Wind > Evasion > Barrier > Lifeward (only squishiest characters) > Accord or Aggression > Packmaster

Unique Amulets:

Andraste's Sacrifice > Critical Chain > Cooldown > Renewal > Attribute (Willpower:Mage, Cunning/Dexterity:Rogue) > Mage or Rogue or Warrior > Stamina > Second Wind > Physical Immunity > Barrier > Accord or Aggression

Rogue: The Eye That Weeps > Malika's Guard > Amulet of the Rogue

Common Belts:

Usage is situational. If you are going against a fire dragon, take Fire Resistance. If you die alot, Healing. Warriors can have Guard, Mages or Rogues can have Melee or Ranged Defense. Magic and Spirit defense are good for all. Staggering and Sundering are okay, but percentages are so small the belts should be swapped out as soon as something better comes along.

Do not use (sell immediately) belts of grenades or tonics. They glitch and you'll lose a grenade or tonic on every zone change or reload.

Rare Belts:

Resistances only if fighting dragons or JoH Avaar.

Defense (e.g., Enhanced Belt of Melee Defense) same as common belts above, except for Spirit (see below).

(Mage) Pact > Urgency (but only on chars that lose health - wasted on your Champ with full Guard all the time) > Bleeding > Sundering > Spirit Resistance > Staggering > Guard > Health > Healing > Focus

Unique Belts:

Mage: Pact

Warrior: Staggering > Master Guard Belt CORRECTION (thanks to rayx):
Warrior: Superb Belt of Health (+200 HP is +50 max Guard) > Master Guard Belt (+40 max Guard)

Rogue: The Bind That Guides

Any: Urgency > Spirit Resistance > Defender Belt > Magic/Melee/Ranged Defense > Health > Healing > Focus
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#6
arkngt

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Turns out that I missed several items (and locations I guess) when doing Trespasser. On the other hand, items from it seems a bit pointless as it's game over when done.



#7
JiaJM98

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Enhanced <Ability> Rings:

I keep rings that have an active duration or DoT, like Horn of Valor, Barrier, Caltrops, Poisoned Weapons. I sell the rest. I also swap in more general buff rings ASAP. There used to be some doubt whether something like Enhanced Shield Bash actually did anything and I haven't tested to confirm. It doesn't hurt to equip one if you have nothing else to put in that slot, but they go as soon as I do.

I do quite the opposite. I sell anything that have active duration but keep anything that added ability base damage.

 

Sometimes ability rings are under estimated. If I'm to pick between unique stats rings and ability rings I'd actually go for ability ring, even though it does depend on the build.

 

Ability base damage makes a huge difference when it comes to damage calculation. I'd say if you can increase ability base damage by an extra 30% it would make a much bigger difference than adding an extra 30% attack or crit damage or armor pen or whatever.

 

My favourite ability rings:

dragon rage ring: ability damage increased from 150% -> 200%

shield bash ring: 400% -> 500%

leaping shot: tooptip damage doesn't change (still 50%) but in testing I can see obvious damage difference (about 30 - 40% higher damage with leap shot)

walking bomb: 150% dot + 600% explosion -> 233.3% dot + 683.3% explosion

throwing blades: 150% -> 180%

 

I would argue that as you getting towards optimal gears with sufficient crit chance and crit damage, ability damage would make an even bigger difference. An extra 20% crit damage on top of your existing, say, 80%, will make some difference, but not by much. However, an extra 30% overall higher ability base damage will certainly increase your final damage output by around 1/3 if not more. 


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#8
PapaCharlie9

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I do quite the opposite. I sell anything that have active duration but keep anything that added ability base damage.
 
Sometimes ability rings are under estimated. If I'm to pick between unique stats rings and ability rings I'd actually go for ability ring, even though it does depend on the build.
 
Ability base damage makes a huge difference when it comes to damage calculation. I'd say if you can increase ability base damage by an extra 30% it would make a much bigger difference than adding an extra 30% attack or crit damage or armor pen or whatever.

 

I would completely agree, if I had any confidence those rings actually worked. I thought I read somewhere they were bugged, but I couldn't find the thread. I haven't tested them myself to confirm one way or the other. Would be happy to hear you had tested and confirmed.

Also, supporting your argument, I found this in GhoXen's GUIDE. Keep in mind that post is pretty old, though. Circa Patch 3, I think.
 

Enhanced Ability Ring (Damage)
Test to see if multiple enhanced ability rings stack with each other when it comes to bonus damage. Ability tested is Longshot, and a pair of +30% dmg to Longshot rings were used.
Setup 1: 132 DPS bow, base stats, no ring.
Setup 2: 132 DPS bow, base stats, 1 ring (+30%).
Setup 3: 132 DPS bow, base stats, 2 rings (+60%).
 
Results (mean):
Setup 1: 944.2
Setup 2: 1260.5
Setup 3: 1257.2
 
Conclusion:
It appears that contrary to the rumor I've heard, enhanced ability rings simply do not stack, period. Setup 2 enjoyed a very straight forward ~30% bonus over Setup 1. Any difference between Setup 2 and 3 appears to be merely the result of RNG.

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#9
JiaJM98

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Exactly this. The same ability rings DO NOT stack.

A lot of the skill rings was bugged back then, but vast majority of them got fixed over different patches. I use skill rings a lot in MP and they really do shine massively(also taking into consideration you only get to take 4 skills in MP).

I'd say at least for the damage rings pretty much all of them work now, at least for all of the ones that are worth using.

If this is going to be a skill you are going to use over and over again (your bread and butter) then skill ring is definitely going to wort your while.
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#10
PapaCharlie9

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Exactly this. The same ability rings DO NOT stack.

A lot of the skill rings was bugged back then, but vast majority of them got fixed over different patches. I use skill rings a lot in MP and they really do shine massively(also taking into consideration you only get to take 4 skills in MP).

I'd say at least for the damage rings pretty much all of them work now, at least for all of the ones that are worth using.

If this is going to be a skill you are going to use over and over again (your bread and butter) then skill ring is definitely going to wort your while.

 

Okay, I marked that section of my post as UNDER DISPUTE and a pointer to this discussion. Readers can make up their own minds.


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#11
Deadly dwarf

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Many thanks to all who replied!  Definitely a lot to think about -- especially with the newer DLC-related accessories!  Papa Charlie, I do appreciate the logical way you laid things out!

 

Always annoyed to hear of bugs making gear or abilities ineffective.  I just downloaded GOTY last month.  Will all the current patches already be on there?  Or do I need to go somewhere to download everything?


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#12
Forsythia77

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I like the life drain ring for a Necro. Really helps with Dorian not dying (that and the 1% heal on hit fade touched Snofleur)  Helps with the whole not dying thing.  Generally I like making rogues and mages with a critical hit build, so I am always looking for superb rings of critical chance.  I've only ever found them in the Descent.  But they are totes worth it.  My last game my rogue had a 100% critical hit chance so all her hits were critical hits and it was a thing of beauty.  My last mage before her had 99% critical chance and hitting an enemy with energy barrage was hilarious with all the crits that popped up. 


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#13
jonmoore86

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Many thanks to all who replied!  Definitely a lot to think about -- especially with the newer DLC-related accessories!  Papa Charlie, I do appreciate the logical way you laid things out!

 

Always annoyed to hear of bugs making gear or abilities ineffective.  I just downloaded GOTY last month.  Will all the current patches already be on there?  Or do I need to go somewhere to download everything?

patches are tied to when the game was last downloaded/updated. So if you just bought it last month, everything will be on there. Last patch was in october i believe.



#14
electricfish

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I'd like to point out that the Trespasser-specific accessories ARE available in the base game as blue items, not purple. You acquire them at various points as loot drops, special chest deliveries, etc. Snagging the barrier generating amulet gives Cole some excellent survivability, especially when combined with a guard generating weapon. He gets hit a lot, especially if not respecced to archery, and definitely can make use of it.



#15
arkngt

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I'd like to point out that the Trespasser-specific accessories ARE available in the base game as blue items, not purple. You acquire them at various points as loot drops, special chest deliveries, etc. Snagging the barrier generating amulet gives Cole some excellent survivability, especially when combined with a guard generating weapon. He gets hit a lot, especially if not respecced to archery, and definitely can make use of it.

 

Well, not all of them I think, at least not according to Wiki. I was thinking of the belt The Bind That Guides, for example. 



#16
rayx

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Unique Belts:

Mage: Pact

Warrior: Staggering > Master Guard Belt

Rogue: The Bind That Guides

Any: Urgency > Spirit Resistance > Defender Belt > Magic/Melee/Ranged Defense > Health > Healing > Focus

 

Disagree with the warrior belt part....a superior HP belt gives you 200 max HP = 50 max guard. if you have Untouchable Defense, Bulwark, and Sigil of Bronto you can even turn it into 200 max guard. On the other hand the Master Guard Belt only gives you a flat 40 max guard and if I remember correctly it can't be boosted by any of those passives and sigil above. So, in my point of view, Superior HP Belt is far better than the Master Guard Belt.



#17
arkngt

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I do quite the opposite. I sell anything that have active duration but keep anything that added ability base damage.

 

Sometimes ability rings are under estimated. If I'm to pick between unique stats rings and ability rings I'd actually go for ability ring, even though it does depend on the build.

 

Ability base damage makes a huge difference when it comes to damage calculation. I'd say if you can increase ability base damage by an extra 30% it would make a much bigger difference than adding an extra 30% attack or crit damage or armor pen or whatever.

 

Inspired by this, I've tried out the Enhanced Deathblow ring for my DW Rogue - and it's very useful indeed, makes a huge difference.


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#18
PapaCharlie9

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Disagree with the warrior belt part....a superior HP belt gives you 200 max HP = 50 max guard. if you have Untouchable Defense, Bulwark, and Sigil of Bronto you can even turn it into 200 max guard. On the other hand the Master Guard Belt only gives you a flat 40 max guard and if I remember correctly it can't be boosted by any of those passives and sigil above. So, in my point of view, Superior HP Belt is far better than the Master Guard Belt.


That's a good point. You're right, of course. I'll make the edit.

#19
AlanC9

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Are we sure about Malika's Guard? The only test I ever saw posted was that a negative total flanking bonus has no effect, which would make that amulet fairly useful for an archer rogue.

#20
PapaCharlie9

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Are we sure about Malika's Guard? The only test I ever saw posted was that a negative total flanking bonus has no effect, which would make that amulet fairly useful for an archer rogue.


I see that I accidentally omitted it from the Rogue specific list for Unique Amulets, which I will correct. It is pretty good for an Archer ... I had it on mine until I got Andraste's Sacrifice.

#21
DreamSever

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Malikas guard with bosuns blade beast mode