Which is the most fun class?
#51
Geschrieben 01 Juli 2016 - 08:25
- Brother Juniper gefällt das
#52
Geschrieben 02 Juli 2016 - 08:41
I've recently started a new playthrough of the trilogy and been thinking that I should probably change my all-protagonists-are-rogues thing. In DAI I'm a huge fan of either storm mages or pure archer builds (and constantly shuffling specializations but usually I stick to KE or Assassin for rp reasons). I've played Reaver for a few levels but the mechanics bored me quiet quickly.
People keep talking about Templar being fun. I've wanted to give it a try, yet again for roleplay reasons, but I usually shy away from playing a warrior because it just seems so boring to me. Can someone elaborate why it's so fun, and how the class is generally played? 2H or S&S?
#53
Geschrieben 02 Juli 2016 - 09:06
People keep talking about Templar being fun. I've wanted to give it a try, yet again for roleplay reasons, but I usually shy away from playing a warrior because it just seems so boring to me. Can someone elaborate why it's so fun, and how the class is generally played? 2H or S&S?
Two-handed will do more damage, but personally I feel like S&S is more fun for a Templar, especially if your primary concern is roleplaying. Having to get your timing right to block attacks with shield wall, and then lashing out from behind it with payback strike seems very fitting for a class that's specifically trained to hunt magic wielding foes. Plus I think the animation for the Templar's active skills looks better with a one-handed sword. ![]()
Also, one-handed weapons doing less damage makes the battle last a little bit longer, which feels more realistic imo.
#54
Geschrieben 02 Juli 2016 - 09:20
I've recently started a new playthrough of the trilogy and been thinking that I should probably change my all-protagonists-are-rogues thing. In DAI I'm a huge fan of either storm mages or pure archer builds (and constantly shuffling specializations but usually I stick to KE or Assassin for rp reasons). I've played Reaver for a few levels but the mechanics bored me quiet quickly.
People keep talking about Templar being fun. I've wanted to give it a try, yet again for roleplay reasons, but I usually shy away from playing a warrior because it just seems so boring to me. Can someone elaborate why it's so fun, and how the class is generally played? 2H or S&S?
I never cared for SnS warriors. I find them boring. What I really liked with the Warrior was the control and brutality of it. Pick up Grappling Chain with Give them the Boot Upgrade. This pulls someone to you and then you knock them down. Then Mighty Blow. It cracks open the ground in a fashion that exudes God-like strength. I also play with a controller (with feedback). If you get Block n Slash, then when you block, your controller tingles when you block. So freaking awesome. Charging Bull and just smash people down. It's like playing Rift Mage but you are the Stonefist that knocks things down and smashes them into tiny bits.
As for Templar, I really liked it with 2H. Not only do I love the 2H animations in general, but you will do a lot more damage with your Wrath of Heaven -> Spell Purge Cross-Class combo with a 2H base damage compared to the SnS.

- PapaCharlie9, coldwetn0se und frogkisser gefällt das
#55
Geschrieben 02 Juli 2016 - 10:30
I never cared for SnS warriors. I find them boring. What I really liked with the Warrior was the control and brutality of it. Pick up Grappling Chain with Give them the Boot Upgrade. This pulls someone to you and then you knock them down. Then Mighty Blow. It cracks open the ground in a fashion that exudes God-like strength. I also play with a controller (with feedback). If you get Block n Slash, then when you block, your controller tingles when you block. So freaking awesome. Charging Bull and just smash people down. It's like playing Rift Mage but you are the Stonefist that knocks things down and smashes them into tiny bits.
As for Templar, I really liked it with 2H. Not only do I love the 2H animations in general, but you will do a lot more damage with your Wrath of Heaven -> Spell Purge Cross-Class combo with a 2H base damage compared to the SnS.
+1, gotta love the Wrath/Purge.
There's no contest, 2H got much better visuals and animations than S&S, making for more dramatic combat, at least visually. Where is S&S's equivalent to Earthshaking Strike/Shattered Ground? Or Whirlwind/Vortex of Steel? Or even just plain old Pommel Strike?
Aside from visuals, the 2H abilities are more versatile. Granted, Shield Bash and Payback Strike have some nice features mechanically, but there are reasonable equivalents, or replacements that are just flat-out better, for 2H.
For example, I usually start out my low level 2H warriors with just Mighty Blow and Grappling Chain/Give Them the Boot. That's it, no other abilities in 2H (primarily because I have lot of points in Battlemaster for HoV), but even just that simple pair is extremely satisfying.
Later, I'll add Block&Slash and Pommel Strike/Lightning Jab. Block&Slash is great for defense before I have enough Vanguard points to optimize guard generation, and the other two actives can self-combo, Pommel Strike to stun, then Mighty Blow for Rupture bonus damage. Nothing fancy, but still loads of fun.
Later I might add Whirlwind/Vortex of Steel and Earthshaking Strike for high drama.
All that without even considering specialization skills!
#56
Geschrieben 03 Juli 2016 - 04:32
#57
Geschrieben 03 Juli 2016 - 04:53
BSN working?
BSN?
#58
Geschrieben 03 Juli 2016 - 05:22
So a little update: after playing a rogue artificer I can now confirm that this specialization is the most fun I have had. It works so well with both archery and duel wield. It lets me play with mines, or by just spamming other abilities that are rarely used in most builds. Throwing knives and spinning blades is so much fun to use and you literally never run out of buttons to push. And if you decide to actually use the mines (which you should), my god are those fun! I know rift mages are seen as the kings of AoE, but a couple of well places mines with the throw everything upgrade will outclass ANYTHING that any other class to dish out. Rogues are also only squishy early game, so if you're worried about that just use some fade touched silverite and you are set my friend. As you get more comfortable with the class however, you'll find the hidden blades masterwork (cant remember it) to be way more fun and effective. Also on a rp level I'm having a ton of fun playing as the eldest trevelyan of the house who gave up his claim to the family fortune in order to be free of all political garbage that came with it. It's my personal headcannon and I have a ton of backround story that helps make it seem believeable! (Sorry I know that last part was unrelated but I felt it added to why the rogue was the most fun class to play for me.) Cheers!
- PapaCharlie9 gefällt das
#59
Geschrieben 03 Juli 2016 - 09:46
I never cared for SnS warriors. I find them boring. What I really liked with the Warrior was the control and brutality of it. Pick up Grappling Chain with Give them the Boot Upgrade. This pulls someone to you and then you knock them down. Then Mighty Blow. It cracks open the ground in a fashion that exudes God-like strength. I also play with a controller (with feedback). If you get Block n Slash, then when you block, your controller tingles when you block. So freaking awesome. Charging Bull and just smash people down. It's like playing Rift Mage but you are the Stonefist that knocks things down and smashes them into tiny bits.
As for Templar, I really liked it with 2H. Not only do I love the 2H animations in general, but you will do a lot more damage with your Wrath of Heaven -> Spell Purge Cross-Class combo with a 2H base damage compared to the SnS.
That's it. I'm sold, especially the rift mage bit. I've been looking for a fun combat class that I can combine with some good rp ideas - I've been digging the idea of a Trevelyan templar romance with Cullen ~ Thanks everyone!
- Bigdawg13 gefällt das
#60
Geschrieben 03 Juli 2016 - 05:49
Bioware Social Network? I'm guessing. I've seen people refer to this set of forums as "BSN". It wasn't working last night when I tried to post, then suddenly started working again.BSN?
#61
Geschrieben 03 Juli 2016 - 06:30
Bioware Social Network? I'm guessing. I've seen people refer to this set of forums as "BSN". It wasn't working last night when I tried to post, then suddenly started working again.
Ah, ok. I was hoping you were having problems like I am. I can't connect to the Dragon Age Servers. That means no DLC, no Trespasser skill toggles, no custom world state, no trials, no nug...nothing except the base game with default world state.
Here's what I've tried so far.
http://answers.ea.co...426643#U5426643
#62
Geschrieben 03 Juli 2016 - 07:37
Ah, ok. I was hoping you were having problems like I am. I can't connect to the Dragon Age Servers. That means no DLC, no Trespasser skill toggles, no custom world state, no trials, no nug...nothing except the base game with default world state.
Here's what I've tried so far.
http://answers.ea.co...426643#U5426643
That's f--d up. Sorry, but I connected my PC to DA servers fine last night. That doesn't mean anything, really, since who knows how they do load-balancing across regions?
The fact that the XBox works and runs through the same router (correct?), but not either PC, suggests that maybe it's your EA account? Do you use the same account for XBox and PC, or different?
#63
Geschrieben 03 Juli 2016 - 08:14
That's f--d up. Sorry, but I connected my PC to DA servers fine last night. That doesn't mean anything, really, since who knows how they do load-balancing across regions?
The fact that the XBox works and runs through the same router (correct?), but not either PC, suggests that maybe it's your EA account? Do you use the same account for XBox and PC, or different?
Yes same account. I assume it's a different server for consoles though. Probably a different port even.
That being said it started to work about 30 minutes ago. Of course, that's after I did a complete OS wipe and reinstall of everything. I think I've re-downloaded DAI 4 times in the last 48 hours.
#64
Geschrieben 05 Juli 2016 - 07:19
While I'm a mage in my soul 'til my last day I'd have to say duel wielding rogues are the funnest. They have so many abilities that sync together well it's crazy and their specializations are really fun as well. The variety of specials is through the roof especially with the Trespasser abilities. You almost can't go wrong.
#65
Geschrieben 09 Juli 2016 - 06:38
Rogues > Reaver > 2H Champion > Rift Mage > everything else > Tanks
Disclaimer: Haven't played Necro throughlly.
I personally find Rogues of all three specs the most fun. Why? Because a lot of their abilities have conditions that when met, reward you greatly (extra damage at X range for Long Shot, extra damage vs undamaged enemies with Full Draw, execute/opener conditions for Deathblow, Flanking conditions for Twin Fangs, targetting conditions for Shadow Strike, shotgun pattern of Leaping Shot favoring closer range etc). Whenever I pull off a high dopamine move with Rogue it's because I positioned correctly, it's because I used the ability at the right circumstance, be it aggro or health tresholds. Furthermore, Rogues can have great pace without relying on specs, which then only enhance it.
Tempest with it's no-cd-no-stamina/slowmo flasks, Artificer with it's CD reset passives. Assasin does tend to lean toward more frontloaded bursty playstyle, but those Death Mark pops are all too satisfying.
Warriors baseline are pretty boring, I find Reaver most fun because of the risk vs reward/balls to the walls playstyle. There is less nuance or finesse than with rogue, but the sheer adrenaline and brutality keep it entertaining.
2H Champions are bit lighter on the whole risk-adrenaline factor, but the tankiness provided through champion allows to go all out aggresive with the 2H skills like Whirlwind etc. Plus again, crits feeding into lowering CDs make for good pace.
Now Rift Mage... oh how I wanted to love thee. Don't get me wrong. Rift Mage is a lot of fun and control, as long as you are not fighting bosses. Boss fights ended up with me upkeeping weakness and just spamming my standart main damage spells. All the cool combo and control stuff Rift Mage brings was useless. On top of that, the Weakness+Shocked interaction (applies sleep removes Weakness) was extremelly annoying as it broke the pace of the spec (no more mana return) and it basically restricted me from utilizing the Storm tree fully, which lead to bit of burn out and lack of variety with spells and builds later in the game.
- Bigdawg13 und frogkisser gefällt das
#66
Geschrieben 11 Juli 2016 - 03:39
Rogues > Reaver > 2H Champion > Rift Mage > everything else > Tanks
Disclaimer: Haven't played Necro throughlly.
I personally find Rogues of all three specs the most fun. Why? Because a lot of their abilities have conditions that when met, reward you greatly (extra damage at X range for Long Shot, extra damage vs undamaged enemies with Full Draw, execute/opener conditions for Deathblow, Flanking conditions for Twin Fangs, targetting conditions for Shadow Strike, shotgun pattern of Leaping Shot favoring closer range etc). Whenever I pull off a high dopamine move with Rogue it's because I positioned correctly, it's because I used the ability at the right circumstance, be it aggro or health tresholds. Furthermore, Rogues can have great pace without relying on specs, which then only enhance it.
Tempest with it's no-cd-no-stamina/slowmo flasks, Artificer with it's CD reset passives. Assasin does tend to lean toward more frontloaded bursty playstyle, but those Death Mark pops are all too satisfying.
Warriors baseline are pretty boring, I find Reaver most fun because of the risk vs reward/balls to the walls playstyle. There is less nuance or finesse than with rogue, but the sheer adrenaline and brutality keep it entertaining.
2H Champions are bit lighter on the whole risk-adrenaline factor, but the tankiness provided through champion allows to go all out aggresive with the 2H skills like Whirlwind etc. Plus again, crits feeding into lowering CDs make for good pace.
Now Rift Mage... oh how I wanted to love thee. Don't get me wrong. Rift Mage is a lot of fun and control, as long as you are not fighting bosses. Boss fights ended up with me upkeeping weakness and just spamming my standart main damage spells. All the cool combo and control stuff Rift Mage brings was useless. On top of that, the Weakness+Shocked interaction (applies sleep removes Weakness) was extremelly annoying as it broke the pace of the spec (no more mana return) and it basically restricted me from utilizing the Storm tree fully, which lead to bit of burn out and lack of variety with spells and builds later in the game.
Couldn't have put it better myself. I could never seem to put my finger on *why* rogues seemed much more fun for me, followed either by Reaver or Knight Enchanter, and it's simply because of the combination of proper skills and proper placement of the PC that results in enormous damage, so combat is very rewarding and visceral. I only wish it was possible to switch around specializations later on, since all three of them are so fun for me.
I know a lot of people say Rift Mage is fun, but for some reason I could never get into it, same as Force Mage from DA2. I prefer direct damage dealing attacks/spells or specifically support spells. I don't know why people say Rift Mage is the highest damage dealing mage specialization, since iirc there's 2-3 spells that you need just to get enemies into place before you can even set off a fire mine on them. I understand Static Cage + Chain Lightning and similar, fun combos, but rift mage is almost too time consuming for me. Also somehow the actual magic that is used seems boring (Force? So not an element or spirit or something, unless you could consider it "air" magic).
#67
Geschrieben 11 Juli 2016 - 04:48
It's true that a lot of bosses have physical resistance, so Veilstrike and PotA aren't as effective. And RM in general isn't that great as a solo character, all it's got for specialization damage is spamming Stonefist,
But I still had an RM (Solas) with me for dragon fights and other boss fights. Because keeping the boss Weakened acts like a party-wide armor buff. Better survivability means better overall party damage output.
If that means that, when a boss has physical resistance, that relegates RM to be mostly support, I'm okay with that. At least they can still do something. Try a KE against promoted bosses with Barrier Breaker. That ain't fun at all.
#68
Geschrieben 13 Juli 2016 - 04:25
It's true that a lot of bosses have physical resistance, so Veilstrike and PotA aren't as effective. And RM in general isn't that great as a solo character, all it's got for specialization damage is spamming Stonefist,
But I still had an RM (Solas) with me for dragon fights and other boss fights. Because keeping the boss Weakened acts like a party-wide armor buff. Better survivability means better overall party damage output.
If that means that, when a boss has physical resistance, that relegates RM to be mostly support, I'm okay with that. At least they can still do something. Try a KE against promoted bosses with Barrier Breaker. That ain't fun at all.
Except if you accidentally shock a boss (most are immune to sleep). Then your RM mana regen goes into the toilet and you can't reapply weakness. Then the RM is just dead weight.
- MacTavish gefällt das
#69
Geschrieben 13 Juli 2016 - 04:25
MAGE!
#70
Geschrieben 17 Juli 2016 - 07:27
Really? Mage seems to me to be the most bland class out of all 3. Maybe it's because we were so spoiled with them in origins but I just dislike having to play an elemental mage instead of having options like entropy and creation trees.MAGE!
- Bigdawg13 gefällt das
#71
Geschrieben 17 Juli 2016 - 08:28
Really? Mage seems to me to be the most bland class out of all 3. Maybe it's because we were so spoiled with them in origins but I just dislike having to play an elemental mage instead of having options like entropy and creation trees.
This is what I'm experiencing as well. On nightmare difficulty it's really irritating to constantly have to swap staves. And for dealing damage, you almost always end up spamming chilling array and flame array in sequence. Fire immune mob...well you are SoL. I think mages do better as support, crowd control, and/or setting up combos. If you are into that kind of thing you'll like it.
Let me put it this way. IMHO, the AI handles the role of tanking, crowd control, and group support really well. But it is craptastic in regards to DPS. So if you are mage and want to do dps, I really hope you enjoy stave swapping before a fight (save/reloading) and spamming ice array and flame array.
- ottffsse gefällt das
#72
Geschrieben 18 Juli 2016 - 06:50
This is what I'm experiencing as well. On nightmare difficulty it's really irritating to constantly have to swap staves. And for dealing damage, you almost always end up spamming chilling array and flame array in sequence. Fire immune mob...well you are SoL. I think mages do better as support, crowd control, and/or setting up combos. If you are into that kind of thing you'll like it.
Let me put it this way. IMHO, the AI handles the role of tanking, crowd control, and group support really well. But it is craptastic in regards to DPS. So if you are mage and want to do dps, I really hope you enjoy stave swapping before a fight (save/reloading) and spamming ice array and flame array.
The big draw of a mage is flexibility between cc and good aoe damage no matter the spec, well rift and necro will have somewhat better cc than ke.
Ice array fire array is OK for ai kes. Most rift and necro builds won't be close combat though especially for ai so iit's not that good on ai. For Inquisitor mages sure ice flame array is a nice bread and butter foundation for your offense but you will squeeze more dps on a dps mage if you want to play a dps mage you generally have to do things the ai can't like flanking with fade step and deepstalker sigil, using those blue and purple element pact belts and surviving and generally finding ways to trigger "cheeze" like firing off multiple barrage off, making a barrage all crit by preping it with chain lighting, avoiding cost of abilities etc. Basically what I am saying is you can technically squeeze lots of dps out of a mage but the ai can't do that and it's definitely harder and less stream lined to do than from a rogue or a Reaver. Rogues and reavers can just "attack" once your build is set while with mages there are a bunch of mechanics and spell exploits / cheese you have to be aware of to get good dps.
Rogue or Reaver vs boss : drink an offense tonic, get in position (flanking) and hit boss with abilities it's dead soon later.
Mage (just one of the complicated sequences) : lyrium potion, set up lighting cage, fade step to flank and go invisible,follow up with stone fist/ walking bomb and get off a chain lighting and as many barrages as you can while stone fist or walking bomb is flying toward the boss. Ugh clunky! And you don't even get to drink that offense tonic. If you are lucky with this sequence you will get off maybe 2 energy barrages and all their projectiles crit. But it is a lot of handling for a combo you can get off maybe once every 20 /s.
Well at least ice flame array is way easier to do but it does not really focus kill bosses or single large targets.
#73
Geschrieben 18 Juli 2016 - 04:34
I think the best I was able to do with an AI controlled DPS mage was Solas, with Stonefist, Veilstrike and Winter's Ruin on Preferred. The AI would sometimes get lucky and Shatter an enemy it had frozen with Winter's Ruin, for combo damage, but most of the actual DPS came from spamming Stonefist. That loadout had a ton of cooldown buffs so that Stonefist was back up in about 6 seconds, and then of course Flashpoint would give a decent number of free shots with high crit chance.
#74
Geschrieben 18 Juli 2016 - 05:50
Agreed, AI can't run a DPS mage optimally, or even nominally. You can almost get the AI to be decent by turning all the mana distractions off, like Barrier and Fade Step, and just have the DPS mage focus on ranged damage abilities and auto-attacks to recharge mana. But then they die real quick.
I think the best I was able to do with an AI controlled DPS mage was Solas, with Stonefist, Veilstrike and Winter's Ruin on Preferred. The AI would sometimes get lucky and Shatter an enemy it had frozen with Winter's Ruin, for combo damage, but most of the actual DPS came from spamming Stonefist. That loadout had a ton of cooldown buffs so that Stonefist was back up in about 6 seconds, and then of course Flashpoint would give a decent number of free shots with high crit chance.
Something to add to this. I put a cold rune on my tank's weapon and often his special abilities would leave an enemy chilled. Winter's Ruin becomes far more effective that way.
- Brother Juniper, PapaCharlie9 und actionhero112 gefällt das
#75
Geschrieben 19 Juli 2016 - 11:29
Rift mage is forgiving about the different element on staves, as you shouldn't use lightning anyway. I always use a frost staff, as fire is covered by immolate and fire mine, and I switch staff just for dragons. I also loved to use the pre-Trespasser Blizzard without losing mana; Blizzard, pull of the Abyss, fire mine, stonefist... maybe it's redudant, but feels good.
I don't agree about the fact that the AI can use tank, honestly. I've always seen Cassandra and Blackwall using war cry out of range. The one time I went tank pre-skyhold things were so different that I thought I lowered the difficulty somehow.





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