This specialization is all about improving your damage, and that's what you do. This is pretty much a no-brainer. Reaver: This specialization can work out okay. Corpse eating to heal is good in a pinch, and if you do happen to lose some hit points, you may as well get a damage bonus for your trouble. Be careful with the AoE DoT, because that can take hostility away from your tank and stick it onto you, which is bad news.
Champion: Not a bad choice, as more Willpower means more stamina, War Cry can be good for giving yourself a bit of breathing space if you get surrounded, and buffing your group is rarely a bad thing. Templar: Cleanse Area never hurts, but you'll already be getting a mental resistance boost from Berserk and you attack so slowly that the mana drain thing will have minimal impact. I'd only take it if you want to wear templar gear.
General stat spread: Strength: this should be where most of your stat points go Dexterity: 18 base Willpower: modified depending on your style and what gear you have Magic: irrelevant Cunning: 16 base Constitution: put whatever points aren't going into Strength or Willpower here The idea with this stat spread is that you should be doing damage rather than taking it. High Strength from the early game onward means access to great gear and more damage output, as well as a high attack rating. It's hard to go wrong with Strength in this build.
Dexterity is just high enough to get Disengage; if you don't want Disengage, it can be lower. You could try making a two-hander that uses dodging for a bit of emergency defense, but I haven't found that to work very well so far. I like to use high Constitution instead, since two-handers can't benefit from the defensive bonuses that shieldtanks get, so even with fairly high Dexterity, they still won't be very good at dodging.
For the times that you take damage, you'll generally be better off relying on armour absorption and a decent hit point pool. Strength is definitely a higher priority than Constitution though, as each point of Strength will give you more benefit in general. Magic's only effect is to make poultices heal you for more, and you shouldn't be taking damage all that often if your tank is doing their job. Cunning to base 16 for skills. The end goal is to create a character that can hit like a mack truck and can survive a beating long enough for your group's tank to get enemies under control.
Alternately, you can forgo Constitution and focus on stacking Strength for some hideously high damage output, but it's a riskier path and requires that you put a lot of faith in your tank's ability to control hostility.
I like to get my base Willpower somewhere around 20 and supplement with nice Willpower or stamina-boosting gear, then build 2 Strength 1 Constitution per level until I have a comfortable pool of hit points into the s or so.
After that, it's pretty safe and very effective to just pile on the Strength. The role of the dual wielder is to crush enemies with many lightning fast attacks as opposed to single large hits. The focus will be more on finesse, incapacitation and the element of surprise than brute frontal power. Dual wielders can get maximal effectiveness out of runes that activate on a per-hit basis, like damage and paralysis runes.
When built correctly, dual wielders have the highest sustained melee damage output of any character type. Rogues can take this build to a truly frightening level due to how well their class mechanics and specializations synergize with the dual wielding style. Base Class: Rogue, obviously. Critical talents: Momentum - this should always be the talent you work toward in dual wielding builds. It is the backbone of the entire build and one of the most powerful sustained abilities in the game. The only time you shouldn't prioritize this is if you're planning on having Haste up all the time, because the two do not stack.
Dirty Fighting - probably the very first talent you learned, and one of the best single target stuns in the game. Useful right off the bat, and extremely useful once you pair it up with Coup de Grace. Combat Movement - makes it far easier to flank enemies. Very yes. Combat Stealth - the ultimate in losing hostility and repositioning for more backstabbing. Stealth also makes you a terrific mage neutralizer. The Dual-Weapon Training tree - the better you are at dual wielding, the more likely you are to land hits.
Always a good thing. Get the first two in the tree sooner rather than later. Riposte - another stun for your arsenal; a perfect trifecta with Dirty Fighting and Coup de Grace. Punisher - lets you work in some excellent spike damage with your sustained DPS output. Good talents: Cripple - a solid single target debuff, good for bosskilling. Flurry - useful when an enemy can't be backstabbed.
Not as good as Punisher, but it costs a bit less and you can get it earlier. Dual-Weapon Sweep - a quick, cheap attack to boost your AoE damage. Specializations: Duelist: An excellent choice. Keen Defense will give a nice boost to your survivability, and Pinpoint Strike will let you shred even backstab-immune targets with ease. Assassin: Another excellent choice. The various boosts to your damage will all let you do your job better. Bard: Not a bad choice if you want to support your group while also fighting, but not nearly as complimentary as Duelist or Assassin.
Ranger: The powers of this specialization generally won't help you all that much. Not useless, but not a great synergy either. General stat spread: Strength: 20 modified 22 if you want to use Cadash Stompers Dexterity: as high as you can get it Willpower: pure personal preference Magic: irrelevant Cunning: at least 30 modified Constitution: irrelevant Since patch 1. With Lethality, the only thing you need Strength for is equipping items.
You can wear any drakeskin leather armour with 20 Strength, so that's where you should cut it off. Willpower will depend entirely on how much you like using activated talents - this build can work fine either skillspamming or almost purely relying on autoattacks from Momentum. Magic only boosts your poultice healing, which shouldn't really be necessary, and you shouldn't be getting damaged enough to warrant boosting Constitution. You'll likely want 30 modified Cunning so that you can disarm any trap and pick any lock in the game, as well as giving you a boost to other relevant skills like Coercion and Stealing.
Cunning will also help your armour penetration, though that'll already be pretty good thanks to dagger stats, and with Lethality it'll also give you a general damage boost. If you chose Bard as one of your specializations, you may wish to raise Cunning higher to boost your buff strength.
With Dexterity as your stat focus and a good set of gear, you'll find that both your damage output and your dodge tanking ability will both be extremely high, making all but the toughest fights a breeze to waltz through. This build is easily one of the most potent in the game. Pop into stealth, disarm any traps waiting for you, and walk behind the target you want to neutralize first mages are always a good choice.
Move your party's tank into view, pop out of stealth, stun your target and watch the backstabs fly. Because you do not have backstabs to supplement your damage, you will be focusing more on head on combat and making your normal strikes as effective as possible. Also as a result of losing backstabs and, by extension, losing extremely high damage output from well-placed autoattacks , you will be more focused on active skill use in this build than in the rogue build, making Willpower proportionally more important.
Having high Strength and two full-sized weapons will go a long way toward making up the backstab damage deficit, and being able to use heavier armour without incurring as much fatigue helps to offset having less dodging than your rogue counterparts.
Base Class: Warrior, obviously. Critical talents: Momentum - while this is somewhat less awesome without backstabbage, it's still a cornerstone of any dual wield build.
Powerful - there's really no warrior builds where this isn't a useful talent. Less fatigue and more hit points all from an early talent is bitchin'. The Dual Weapon talent tree - as a warrior dual wielder, you'll probably want to get the entire thing sooner rather than later. Riposte - your only stun, and stuns are always useful. Cripple - a nice debuff for taking down tough single enemies, like bosses.
Punisher - a warrior dual wielder should be able to put out a huge amount of damage with this attack; easily one of the best spike damage talents in the game, and a must-have for this build. Bravery - you'll spend a fair bit of your time in the thick of it, and Bravery will make you stronger when you are.
Death Blow - since you'll be using a lot of active talents, gaining stamina back for killing blows will help you keep it up. Dual Weapon Sweep - considering its low cost, short cooldown, and how early you can get it, this is a surprisingly good talent for a little bit of frontal arc AoE spike damage. Good talents: Precise Striking - this can be a good ability to throw on if you're aiming to improve your autoattacks by boosting your critical hit rate. It's also good for counteracting a pesky Misdirection Hex, which enemy mages love casting on you.
Note that it drops autoattack speed, though. Dual Striking - the opposite of Precise Striking, this is a good sustained to activate early on in the game, since you can't backstab and your critical hit rate will be low even if you're using daggers. Disengage - if you end up catching more hostility than you'd like, use this to turn their attention back to the tank where it belongs.
Flurry - basic multi-hit activated damage talent. Whirlwind - I find this talent more useful on warrior dual wielders than their rogue equivalent. Still, considering it's an end tree talent, I find the cost- to-damage ratio a bit on the chintzy side.
At the very least, you can chip away at that achievement. Specializations: Berserker - most likely the best choice for this build, as it gives you that lovely damage bonus.
The dual wielding style of many smaller hits is actually a pretty good compliment to Berserk's absolute as opposed to relative damage bonus, which makes you an utter wrecking ball in the early game and still a great performer later. Access to this specialization is one of the reasons to play warrior rather than rogue in a dual wielder build.
Templar - an interesting choice for this build, since you will probably have decent Willpower, and the rapidity of your strikes means you may actually notice the mana-draining effect. Champion - since you'll have to have at least decent Dexterity for this build in order to get all the dual wielding talents, the Champion's combination of War Cry and Rally may aid your survivability some.
Just watch that you don't pull a bunch of hostility by using AoE effects. Reaver - probably the least suited specialization to this build. About the only terribly useful thing would be the corpse eating, but you shouldn't be getting hit a lot if your tank is doing their job.
It's hard to say which is the 'best' build, since the warrior setup doesn't really lend itself to any particular stat loadout. What's generally consistent between these builds is having at least 36 Dexterity to max out the Dual Wielding talents, a fairly high Willpower to be able to use active skills often while running a couple sustained abilities, and the standard 16 Cunning for learning skills. Variant 1: DEX stacking This variant is built pretty similarly to the rogue dual wielder.
Get as much Strength as you need to wear the armour you want probably only need 20 modified or so, since most of the best bonuses for this style of fighting come from light armour anyway , don't bother raising Constitution much if at all , and crank Dexterity as high as you can.
You would use dual daggers for this build, meaning that maxing out the Dual Wielding proficiency tree is a relatively low priority.
You'll never be able to achieve the dodge defense of a rogue, but you'll be a little sturdier and will suffer from a bit less fatigue. This used to be a poor option, but with the dagger fix in patch 1.
Variant 2: STR stacking This variant is built around getting to Dual-Weapon Mastery sooner rather than later so that you can use two normal-size weapons at the same time. With this build, you'll cap your Dexterity at base 36, add just enough Constitution that you feel comfortable surviving probably not much higher than 20 base , and pump all the rest into Strength to massively boost your damage output.
With this build, you can have some pretty devastating weapon combinations, such as Starfang in one hand and the Keening Blade or perhaps a Vanguard, Bloodline, or even better, a Veshialle if you want a non-sword in the other.
This is probably the most death-prone of the variants, since both your hit points and dodging ability will be low, but you'll be able to wear excellent armour, and your tank should be taking most of the hits anyway. For killing things frighteningly quickly, this is likely the best variant, and my personal favourite, give or take a couple CON points.
While you shouldn't be taking hits that often, it's inevitable that your tank will have a few enemies slip free of their hostility control, and even a tank that's doing their job can't necessarily save you from big spell AoEs and the like. This build will never have the damage output of a Strength stacker, but will have far more margin of error if things go poorly or you encounter some nasty surprises. You'll still want to put the majority of your points into Strength, but the proportion will be largely up to your personal tastes; a general template might be to go STR:CON.
The archer's role is to hang back from the front lines and pick targets of opportunity to incapacitate and slay one at a time though they do get a rather nasty AoE ability, but only one, so you're hardly going to be an AoE powerhouse the way a mage can be.
Archers make great mage killers and group supporters, and pack a good punch against bosses, but can get swamped if they get surrounded by lots of foes, so make sure your tank's doing their job.
Long charge times on most of their powers means that, like mages, archers are at their best when they have some breathing room. They might be slightly inferior if you're planning on using crossbows, though. Critical talents: Melee Archer - at some point, you're going to get hit with melee attacks while trying to shoot.
Getting disrupted constantly gets old fast. Critical Shot - great single shot damage. Arrow of Slaying - this is essentially instant death to the target of your choice. It outdamages any other weapon talent in the game by a country mile. Get ASAP. Nabbing the 'Heavy Hitter' achievement is laughably easy with this talent.
Rapid Shot - this is a great sustained ability for the early game, when you don't have access to bows with the Rapid Aim property. Scattershot - Your one AoE, and it's a beauty, too. One of the best crowd control attacks in the game. Master Archer - makes all your archery talents better, and lets you wear heavy armour without any archery drawbacks.
What's not to like? Good talents: Dirty Fighting - good for getting some breathing space when a pesky enemy manages to get into melee range. Lethality - you'll probably have more Cunning than Strength as a rogue, so you may as well capitalize on it. Too bad the critical hit bonus only affects melee. You can ignore this talent if you're planning on using crossbows.
Aim - a decent sustained mode for enemies with very high defense, or for when you're under the effects of a Misdirection Hex. Suppressing Fire - a sustained mode that makes every shot debuff enemy attack scores, and it stacks, too. Can be paired up with other sustained archery abilities, like Rapid Shot. Pinning Shot - good for keeping an enemy at range when you get the jump on them. Crippling Shot - a handy debuff for boss fights. Defensive Fire - you may wish to toss this on if your tank loses hostility and you find yourself in hot water.
Specializations: Bard - one of the best specializations to pair up with archery, especially if your goal is to be a supporter for the rest of your team.
The bard song buffs affect your whole party even if they're not near you. The stat bonuses are useful as well. Duelist - another great specialization for archers. While two of the four talents are largely useless, the benefits of the Dueling sustained are very helpful. Ranger - this specialization pairs up better with archers than dual wielders, as it provides another party member to distract things and keep them out of your hair.
Assassin - probably the least useful specialization for an archer, as you won't be inflicting backstabs. The Dexterity bonus is quite nice, but aside from that, it's not a good pairing. General stat spread: Strength - 20 modified or whatever your gear of choice demands for prereqs Dexterity - generally very high; see below Willpower - 20 modified or more Magic - irrelevant Cunning - moderate to high; see below Constitution - irrelevant There's generally two ways that I feel would be effective in building a rogue archer, though your actual preference may fall somewhere a bit outside or between these two.
The common elements of both are only getting enough modified Strength to satisfy equipment requirements - this will be higher if you want to use heavier armour or high tier crossbows. Willpower shouldn't be too low, since you'll want to have a sustained ability or two running but still be able to make good use of all your active talents, which tend to be quite costly.
The various bonuses you get to Constitution as you go through the game should be enough to give you a decent pool of hit points, so I wouldn't recommend raising it much, if at all. The main differences between the two variants will be how you distribute your stat points between Dexterity and Cunning. Variant 1: DEX stacking This build raises Cunning enough to make your rogue skills perform at a high enough level to get you through the game 30 modified , and puts the rest of your remaining points into Dexterity.
The benefits of this are that you will get both good damage and good accuracy out of any ranged weapon you choose. It's particularly valuable to crossbow rogues, as Cunning will have no effect on their damage.
DEX stacking also has the added value of giving you great dodging ability, meaning that you can tank quite well in a pinch. In this build, you will still have a lot of Dexterity, but you will also want to invest a fair bit in your Cunning stat, getting it to modified values of 50 or more.
While this will cost you in terms of accuracy and your dodging ability, you won't lose any damage, and will in fact do better damage against heavily armoured targets due to the bonus to armour penetration from high Cunning scores. You will also be an outstanding skill user even if you don't get the maximum rank for those skills, which can allow you to get a greater breadth of skills or save a talent on lockpicking.
Because of your lowered dodging ability, you may wish to invest a bit more in Constitution than a DEX stacker would, or possibly wear medium or heavy armour rather than light armour. This build will generally have lower solo performance than the Dexterity-stacked variant, but will make a better group supporter. The downside is that the warrior specializations tend to do very little to compliment ranged fighting styles.
However, warriors do gain the benefit of having more hit points, stamina, and base attack bonus than rogues, and most importantly, gain a bonus to fatigue due to their talents, which can be a surprisingly large asset when using the archer's costly attacks.
Critical talents: Powerful - again, this is pretty much a no-brainer for any warrior, and the fatigue bonus is particularly useful to archers.
Melee Archer - getting disrupted by melee attacks is never a good thing. Death Blow - I'm not actually positive whether or not this works for ranged attacks. If it does, it'll be quite helpful. If not, disregard it. Critical Shot - a great damage talent. Arrow of Slaying - your one hit wonder power; instant death to the majority of enemies you'll come across.
Totally worth the long cooldown, high cost, and stamina regen penalty. Scattershot - crowd control at its finest. Master Archer - makes what's good even better. Should be a relatively high priority. Rapid Shot - a good sustained mode, particularly for the early levels when you won't have much of a critical hit rate anyway. Good talents: Precise Striking - a passive mode that does pretty much the same thing as Aim, but unlike Aim, it can be active at the same time as Rapid Shot.
Can be good to throw on against enemies with high evasion. Disengage - for getting out of tight spots when your tank loses hostility. Perfect Striking - archery tends not to be as accurate as melee; this talent can help to offset this against tough enemies.
Aim - generally lower damage output than Rapid Shot, but can be preferable against high evasion targets or if a Misdirection Hex is thrown on you. Note that it does not actually boost your critical hit rate, as crit boosts for ranged seem to be largely nonexistent except on a couple pieces of gear. However, Rapid Shot drops your critical hit rate to 0, so Aim can be preferable nonetheless.
Pinning Shot - good for keeping a tougher enemy at bay. Crippling Shot - a nice boss debuffer. Suppressing Fire - a good sustained to pair up with Rapid Shot, as it inflicts a stacking debuff to attack bonus with every hit. Specializations: Champion - while not as well suited to archers as the Bard specialization, Champion is still definitely one of the better choices as you'll be able to buff nearby allies and give yourself some room to breathe if you get surrounded by using a Superiority-boosted War Cry.
Templar - Most of the talents are melee-based and thus kind of useless, but the mental resistance boost can be handy. Berserker - mostly useless, as the best bonuses occur only when you're using melee attacks. However, if you really want a health regeneration boost or some bonus Strength and hit points, take this specialization.
Reaver - probably the worst choice, as the bonuses are pretty weak and the talents are almost completely useless to a ranged fighter. General stat spread: Strength - between 20 and 38 modified, depending on desired gear prereqs Dexterity - where most of your stat points should end up Willpower - 20 modified or more Magic - irrelevant Cunning - 16 base Constitution - irrelevant The idea with this spread is to have enough Willpower to allow you to use active attacks regularly, enough Strength to wear all the gear you want, enough Cunning to max out whatever skills you desire, and the rest put into Dexterity.
Between the base hit point growth of warriors, the bonus from Powerful, and any Constitution bonuses you gain throughout the game, you'll have more than enough hit points to function well as an archer, and you shouldn't have to be relying heavily on poultice healing. The biggest variable here will be the kind of gear you want to use. Shortbows, longbows, and light armour will have minimal Strength demands, while heavy dragonbone armour and crossbows will have high demands. There's not really much point in Strength stacking even if you use longbows, since you gain just as much damage from Dexterity plus increases in accuracy and dodging.
Wearing massive armour is a bad idea because it penalizes your archery. As the latter classes, it generally pays to pick one combat style and stick with it, whether it be dual wielding, two- handed weaponry, weapon-and-shield, or archery. Dabbling in other weapon trees usually yields very little benefit to your character, if any. However, with mages, they are equally viable when drawing heavily from a single school of magic, or dabbling a little in all of them.
This means that a mage can pack more variety and versatility into a single character build than warriors or rogues can. I will be laying out fairly specialized roles for mage characters to fill, but in all likelihood any mage Warden you make will be a blend of these roles for the sake of versatility. In addition, the Arcane Warrior specialization is so distinctly different from any other build in the game that it will get its own little section at the end.
Some spells are useful to a wide variety of mage roles and builds. I'll list them below. Staff Focus - adds a boost to your autoattack damage with staves. Nothing to prioritize, but it adds up over time. Arcane Mastery - a bonus 5 spellpower. Definitely not a priority, and unfortunately at the end of a feat tree, but if you have spare feats, it can't hurt. Heal - right at the start of a tree so you can get it without any prereqs. It's almost never a bad idea to have some kind of heal.
Heroic Aura - one of the few banes of your existence as a mage is archers, and this helps counter the threat they pose. Glyph of Repulsion - a fantastic ability for warding off pesky melee types that cramp your style. You can giggle to yourself as they futilely bounce around trying to get to you.
Death Syphon - arguably the most broadly useful mage sustained ability, Death Syphon lets you suck the energy out of corpses to replenish your mana. Mind Blast - A fast casting AoE stun with no prereqs. Can be a real lifesaver, particularly early in the game. Rock Armour - a sustained you can toss on to give yourself an instant and sizeable armour boost.
Never hurts to have this around as an option. The focus will be on both leveling whole armies of normal enemies with devastation area of effect spells, and being able to fry single tough enemies like bosses with equal ease. You will be a bit of a 'glass cannon', but it won't matter because things will usually die before they can do much damage to you anyway. The sheer carnage this role can wreak on the battlefield is unmatchable by any other.
Half of the Storm of the Century combo more on combos at the end of the mage builds. Blizzard - a nice ice element AoE that does damage and can freeze anyone in its radius. The other half of the Storm of the Century combo. Fireball - a quick casting, potent fire AoE that knocks back and inflicts a DoT on everything it hits. Earthquake - a large earth AoE that damages and can knock down anything in its radius for its duration.
Spell Might - for when you want to rapidly overwhelm enemies with fewer spells. A great fit for the Nuker role. Virulent Walking Bomb - stick a DoT on an enemy in the middle of a group, and when they die, they explode, inflicting huge damage on everything around them. Crushing Prison - one of the best single target abilities in the game, this paralyzes and inflicts a powerful DoT that will be a death sentence to all but the strongest of enemies.
Chain Lightning - a forking lightning spell that's good for inflicting a lot of damage quickly to a large group of enemies, as well as rapidly draining their mana and stamina reserves. Stinging Swarm - a potent Nature spell that damages one enemy at a time until they die, hopping from foe to foe for its duration.
Mana Clash - the magenuke; turns an enemy spellcaster's mana against them, using it to fuel the damage caused by this spell. This is guaranteed death for the overwhelming majority of mage enemies in the game. Almost feels like cheating, since the enemy never turns the tables by using it on your mages.
Death Cloud - a large AoE that inflicts Spirit damage with each pulse for its duration. Specializations: Blood Mage - the perfect fit for this build. The Blood Mage's abilities are a great compliment to the Nuker's play style. Spirit Healer - a good choice, with nice stat bonuses and the ability to give your group a boost when the need arises. Shapeshifter - not a good choice, as you sacrifice all of your AoE devastation by changing forms.
Arcane Warrior - though the protective bonuses from Shimmering Shield can be nice in a pinch, you generally won't want to suffer the fatigue and mana drain that comes along with these abilities. General stat spread: Strength - as low as possible Dexterity - as low as possible Willpower - low to moderate, depending on how much you use Blood Magic Magic - where the majority of your points should be going; very high Cunning - 16 base Constitution - low to moderate, depending on how large a 'pool' you like to have while using Blood Magic Strength is useless to almost every mage build.
Willpower will depend on how much casting you want to be able to do outside of Blood Magic, so this is a matter of personal preference. Higher Willpower is necessary to keep up lots of casting if you are not a Blood Mage or only use Blood Magic occasionally.
Cunning should be base 16 for skill use, as it serves little other purpose for this build. Constitution is generally not a priority as you shouldn't be taking much damage, but it increases your mana pool and gives you more of a cushion for mishaps while using Blood Magic or facing off against lots of archers. The main stat focus of this build is Magic, which should be stacked very high for maximum effectiveness. This has the added benefit of making both health poultices outside of Blood Magic and lyrium potions extremely effective.
A nuker with a high Magic stat should have no trouble laying waste to whole platoons of enemies. For the most part, you won't have much spare time or mana to be casting offensive spells, instead devoting them to healing and buffing effects designed to maximize the performance of your entire group.
This is probably the easiest mage role to stick on AI autopilot, as healing can be achieved relatively effectively with a good tactics slot setup. Flame Weapon - getting one of these buffs can be quite helpful to your group, as it will add additional damage to melee attacks at a relatively low cost to you.
Heal - a useful spell for any mage, as mentioned above, but absolutely critical to this build. Get this as one of your first spell selections. Rejuvenate - good for keeping a heavy skill using party member going for longer. Use wisely, as it has a long cooldown. Regeneration - paired up with Heal, this spell can keep your tank alive through all but the toughest encounters.
Mass Rejuvenation - a useful spell in long battles, when your whole party is depleted of stamina or mana. Heroic Offense - use this when up against enemies with high evasion, or to give a boost to a character suffering from low attack bonuses, like an Arcane Warrior.
Heroic Defense - use this on an ally with weaker defense in tough fights. Haste - boost up the attack speed of archers and melee allies though don't bother with Momentum-boosted dual wielders. Be cautious, as it penalizes your mana regeneration while it's in effect. Glyph of Warding - a stationary AoE that buffs the defense, mental resistance and missile avoidance of allies within its effect. Anti-Magic Ward - protect an ally from harmful enemy spells.
Force Field - can be good as a last minute keep-alive measure for a critically injured party member. Specializations: Spirit Healer - the ideal specialization for this role, as it adds group healing capabilities, helpful bonuses, the ability to remove injuries without kits, and battlefield resurrection to your bag of tricks. Blood Mage - grants nice bonuses, but using any of the Blood Mage's abilities as a support healer requires care and caution.
Generally not necessary to fulfill your role effectively. Arcane Warrior - you generally won't want to use the full abilities of this specialization, as the fatigue penalties incurred will prevent you from healing effectively.
However, staying alive is key to keeping the rest of your party alive, and being able to throw on Shimmering Shield in a tough situation can be nice. Shapeshifter - none of the forms give any benefit to this role, making it a very poor choice. The only reason to take it is for the armour bonus. General stat spread: Strength - as low as possible Dexterity - generally low Willpower - high Magic - high Cunning - 16 base Constitution - low modified is plenty Again, Strength is useless, but you may want a little bit of Dexterity for more physical resistance and some basic dodging ability, as many pieces of mage gear come with defense bonuses, and staying alive is a top priority for the support healer role.
If you're dead, the rest of your group is likely to follow. Willpower and Magic should both be very high, kept either equal or with Magic a bit higher than Willpower. Willpower gives you a nice big pool of mana for continuous casting, and Magic makes what you're casting more effective, such as how many hit points are restored with each cast of Heal.
Cunning is just high enough for skills, and Constitution is just high enough to give you a comfortable pool of hit points to keep you in the fight against archers or other mages. However, unlike the support healer, the debilitator accomplishes this by weakening and incapacitating the enemy rather than bolstering their allies.
This build revolves around using the mage's broad arsenal of debuffs and crowd control spells to maximum effect. Debilitators don't have the raw killing power of a nuker, but they can layer enough negative status effects on their foes to make any darkspawn want to crawl back to one of its broodmother's myriad bloated teats. This build will never suffer from having a shortage of spells to choose from. Base Class: Mage Recommended Spells: Cone of Cold - this spell will even freeze bosses, leaving them helpless for the duration.
Blizzard - unlike with the nuker, your interest in this spell is its ability to freeze rather than its damage. Stonefist - knocks down your target, and can shatter them if they're frozen. Earthquake - AoE knockdown every pulse. Good crowd control.
Glyph of Paralysis - lays a stationary AoE that acts like a trap - when an enemy enters its radius, they get paralyzed unless they resist. Also half of the tremendously powerful Paralysis Explosion combo covered later. Glyph of Repulsion - useful for all mages but particularly for the debilitator. In addition to keeping you safe and often knocking your enemies down, it's the other half of the Paralysis Explosion combo.
Glyph of Neutralization - an anti-magic glyph that's good for neutralizing enemy casters, as it dispels, drains mana, and prevents spellcasting within its AoE. Grease - a stationary trap-like AoE that slows movement and can knock down anyone entering it. Can also be lit on fire. Mana Cleanse - wipes out the mana of enemies in the AoE.
Force Field - use this to keep powerful enemies, like bosses, out of the fight until you can kill off some of their underlings. Crushing Prison - paralysis and a potent DoT, difficult to resist. One of the best single target spells in the game. Weakness - debuffs attack, defense, and movement speed. Paralyze - single target paralysis. Good for the early levels.
Miasma - a caster-centred AoE version of Weakness, in the form of a sustained ability. Mass Paralysis - AoE paralysis. A great spell for this build. The toolset has only been released with the PC edition of the game. It is not included on the game disc, but is a free download from the Dragon Age Keep site. See the "Downloads" section.
The Dragon Age toolset is English only, but is able to create content for any language that Dragon Age: Origins supports. The script editor features auto-complete and a built-in help. Recent events showed that it features tons of new functions and script templates as well. The level editor allows users to create new indoor and outdoor levels for their modules.
Buildings can also be placed in it. It is also possible to create buildings using walls, a floor, and roofs manually.
Roofs could be set to vanish when in front of player view. This would allow entering buildings without any transitions of any sort. Level creation is done differently for interiors and exteriors. For exteriors, the users will have a terrain mesh that they can deform, add water planes, place props, and scatter trees and grasses.
Terrain can be deformed using an assortment of different brushes. Texturing terrain is confirmed to be as simple as painting the terrain using a brush. Users can blend up to 3 textures simultaneously, and can have up to 8 terrain textures per level. There are a few more tools that help with texturing.
There is currently a blur and a relax tool. The blur tool is mostly used when the user has configured a brush to have no feathering to provide nicer transitions. The relax tool is used when you stretch the terrain verts out so that the terrain texels become huge. The relax tool attempts to balance out the UV coordinates to make it look nicer. For interiors the user only places props but you can organize them into rooms.
A senior programmer at Bioware claimed that all the interior and exterior levels in the game were made using the level editor. It has been confirmed that the user will be able to create overhangs.
Character Development Guide by bigdaddyjug Version:. Legal Matters Version History Introduction For the most part, the builds are geared towards group play. However most of them will do fine in solo or duo play.
We have chosen to focus on not only the most popular builds, but also the most effective. We have decided to leave these builds out because Rogues filling those 2 roles just plain do it better. When Awakenings releases, if these builds are a better build we may decide to add them to the guide.
For the time being you will have to suffice with these 8 builds. Recognition Thanks should also go out to Tonberry who helped in the early stages of this guide before losing himself in Dissidia.
I would also like to thank my wife for putting up with me while I wrote this guide. Attributes Please stay tuned for exciting updates! Skills Talents Warriors Stats Warriors should focus on getting their Strength to the level it needs to be and then putting the rest of their stat points into Dexterity. For the Weapon and Shield Tank Build, you need to get your Strength to 28 before bonuses from the Fade and then put the rest of your points into Dexterity.
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