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The Best - With A Special Twist


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#1
Bayonet Hipshot

Bayonet Hipshot
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I am curious what do you think the best specialization and weapon type for each classes are.

 

Yes I know this has been done to the death but I have a simple set of rules that should make this one interesting.

 

Rules:-

  • Prologue armor and prologue weapons.
  • No rings, no amulet, no belt.
  • Only have 8 healing potions and nothing else.
  • Nightmare difficulty with Trials.

Yep. My question is what do you think is the best specialization and weapon type for each class if the protagonist only had the standard prologue equipment on Nightmare with Trials ? No masterworks, no grenades, no tonics - Just the basics.

 

Personally, I would go with:-

  • Knight Enchanter.
  • Archer Artificer Rogue.
  • Sword and Shield Champion.

Why ?

  • Knight Enchanter is the only mage specialization that provides damage protection and some mana regeneration. Rift Mage came a close second but without enchantments that aid defense like guard on hit, I feel that the Knight Enchanter's barrier generation wins the day.
  • Archer Artificer needs little to no explanation. You have crowd control, cooldown reduction, elemental damage, space-time teleportation lantern.
  • Sword and Shield Champion is really very difficult to kill. They tanking abilities can offset the Sword and Shield Templar's ability to deal with magic.

I am curious to hear your suggestions.



#2
PapaCharlie9

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Solo or full party with same restrictions? And which trials? Rub Dirt On It and/or Walk Softly make a big difference in selection. FF on or off?

Do the restrictions apply for the pre-Skyhold game? If I have to survive IYHSB with those restrictions, I have to rule out just about anything but a mage or archer. Maybe DW is ok, with a lot of Stealth and kiting.

Based on your answers, I'm going to guess: Full party, only Even Ground for Trials, FF off, and only after specialization and Skyhold, not early game.

My answer, as a ranking, top is best, bottom is worst but still viable. Anything not listed is not viable, IMHO. Note that even the best option here is still going to need to reload a lot. Particularly if all Trials instead of just Walk Softly.

1. Archer Assassin
2. Archer Artificer (tie for 2nd)
2. Archer Tempest (tie for 2nd)
3. Necro
4. RM
5. KE
6. DW Assassin
7. DW Tempest
8. DW Artificer
9. W&S Templar (tie for 9th)
9. 2H Templar (tie for 9th)
10. W&S Champ (tie for 10th)
10. 2H Champ (tie for 10th)

Rationale

Ranged attacking has more viability than melee attacking.

Archer over Mage due to higher average damage abilities.

Rogue over Warrior because of stealth.

Assassin has the highest average damage abilities, assuming same non-crit buffed gear.

Archer Artificer and Tempest both have some sort of defense or health buff ability (health reset/evasion for Artificer, Flask of Frost for Tempest). Both can yo-yo with Hook & Tackle and Leaping Shot. It's very close.

Necro has health buff passives.

RM over KE due to better damage abilities. KE's barrier gen isn't as useful in a full party situation, where a barrier bot can serve for the whole party. If solo, KE would win amongst the mages, hands down.

Tempest over Artificer for DW due to Flask of Frost, gives AoE damage in close combat as well as protection. It's still close, though, since Spike Trap also gives AoE in close combat. Tempest gets more out of close combat DW abilities due to FoF and FoL, so I give it the edge over Artificer.

W&S over 2H due to better defensive actives and passives.

Templar over Champ due to Wrath/Purge.
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