Personally, I'd say archery rogues are the strongest DPS-wise, but if that's not to your taste, Arcane Warrior/Blood Mage would be another strong build. Keep in mind that whatever build you manage to find, it'll always take a couple of levels, and if you get burned.
Dragon Age: Origins walkthroughs on SuperCheats - Dual-Wielding Warrior Guide. 2.3 Talents - Now to the meat of the build. Talents define what your Warrior will be able to accomplish. In this section we will only be concerned with the Warrior and Dual-Wielding Trees. TRAPS ARE A GIRL'S BEST FRIEND - Requires.
It comes down to play style. Mage is extremely versatile, and allows you to stay out of the heat of the battle. However, I would actually say that the overall best class to choose would be warrior, with sword and shield.
class: Mage Specialization: None Focus: Damage
Warrior is one of the three playable starting classes in Dragon Age: Origins and Awakening.Warriors are the front-line fighters, the backbone of any party under assault. They rely on melee and ranged weapons, supplemented by powerful special abilities that draw from deep reserves of stamina.They can withstand and deliver a great deal of punishment, and have a strong understanding of tactics. Best Arcane Warrior Build Dragon Age Origins This is the ranged support build. You only really need the first spell from the bard specialization since that is the best, and feel free to go into the ranger tree as deep as you want.
If you’re playing as a warrior or rogue, Bethany will be the first character you get and the first mage you get until you recruit either Anders or Merrill. However, she’ll only be a temporary companion, making your choice to build her somewhat irrelevant for the majority of the game. However, we’ll indulge. Bethany, in the early game, probably best serves you as a straight up damage dealer. She doesn’t have a specialization to worry about so you can just pour all her point directly into a skill tree. Since she starts with Fireball, you’ve got a head start in the Elemental tree so that’s
Dragon Age Origins Best Arcane Warrior Build
probably where you’ll want to stay. In the early game (probably with your first level up), you should invest in Heal, for obvious reasons. Until you get Anders, she’ll be your only option to heal. And unless you rush ahead and nab Anders as the first quest you take on in Act I, this will be able to help you out. Nab Winter’s Grasp, Cone of Cold, Firestorm and Pyromancer, all in the Elemental Tree with the goal of working your way up to Elemental Mastery. In the middle if you need to grab an outside skill (due to level restrictions), some quick support choices will add some extra oomph to your party. One-and-done skills like Elemental Weapons or Heroic Aura will suffice, or grab another attack spell in Spirit Bolt in the Spirit tree. You probably won’t get too many more skill points with her than that before she’s unavailable for you to use. If/when she comes back later and if you really want to use her for old times’ sake, depending on your party makeup you may want to grab a couple disabling spells in the Entropy Tree, or focus on more support-type roles with Creation Spells or Arcane. Or you can go even further into the realm of pure damage by nabbing some primal spells too. But really, that late in the game, your supporting cast should greatly outshine Bethany. Carver Hawke class: Warrior Weapon: Two-hand Specialization: None Role: Damage/Off-tank Carver, like Bethany, is temporary for your party and only if you’re a mage. Also, like Bethany, he is best used by focusing on raw damage-dealing early. Start Carver out immediately in the Two-hand tree, nabbing your early skills like Mighty Blow, Giant’s Reach and Sunder. You’ll eventually want to get Scythe and Whirlwind too when they become available and then probably stick to upgrading those skills as they become available. If you plan on using only Carver as your warrior early, get Taunt, a necessity to help him control threat on the battlefield. If you want to branch out a bit into other trees the best option is probably the Vanguard Tree. By picking up Might and Control (which are unfortunately mutually exclusive) you can unlock Cleave, which will double his damage output. Or, you can stick in the Warmonger tree and pick up other skills like the sustainable Bravery to increase his power in crowds or go toward Tremor for some AOE knockdown. However, since he’s unavailable most of the game, your best bet is to just pump up his two-handed skills as far as you can while you have him. If/when he comes back later in the game, that would be at time to branch out especially into the Vanguard Tree where he can pick strong passive skills like Destroyer and Massacre to really add up his killing power. Aveline Vallen class: Warrior Weapon: Weapon and shield Specialization: Guardian Role: Tank You get Aveline during the Lothering escape and from there and beyond, she will best serve as a tank for your party. Aveline (outside of Hawke) will serve as your best option for a tanking character. With her weapon-and-shield focus and powerful damage-taking specialization, you’ll want her to be taking all your party’s hits. Where to put talent points: Weapon-and-shield, Warmonger, Defender, Battlemaster, Guardian Where not to put talent points: Vanguard Early game (1-7): Aveline starts out with Taunt and Shield Defense under her belt, which is great because those are two skills you’ll probably want to utilize frequently. At the beginning I turn on Shield Defense and just leave it on all the time since it effectively reduces the damage she’ll take. I nab Pommel Strike, which gives her a single-target stun, but also will open the door to Taunt’s upgrade later. Make sure to pick up Perception (W&S) to make Aveline immune to flanking to better protect her. Early on, instead of focusing on some attack skills, I move immediately into the Battlemaster tree. Grab Rally (which is somewhat useless except for its mana/stam regen effect) and get Battle Synergy. Battle Synergy is exclusive with Bravery (Warmonger), but you should always use Battle Synergy with Aveline over Bravery. While Battle Synergy boosts defense and damage resistance for the whole party, Bravery increases attack and critical chance for Aveline only. She’s here to take hits, not dish them out, making Battle Synergy a much more effective, supportive choice. Early in the game run both Shield Defense and Battle Synergy. While this cuts your stamina bar to about half, Aveline doesn’t really need a whole lot of active skills yet to be effective. That will allow you to use a Taunt to control the early battle and that’s about it. You shouldn’t need more at this point. Mid-game (7-15): At level 7 you get access to the Guardian tree. Aveline, unfortunately is loaded down with too many sustainables, so you may not get the full effect out of her tree if you’re using other sustainables like Shield Defense and Battle Synergy. At level 7 grab the upgrade to Taunt first, then at your next level start into Guardian by getting Immovable. Immovable increases Aveline’s damage resistance as she gets hit at the cost of move and attack speed. Make a decision here, either keep using Shield Defense or start using Immovable. Immovable is better if you’re getting absolutely mobbed, while Shield Defense offers a more constant protection at only loss of damage, not attack and move speed. Your goals in this portion should be to invest enough points in Guardian to get both Indomitable (100 percent resistance to stun and knockdown) and Thick Skin (+15 percent damage reduction). Retaliation is a nice active skill that will allow Aveline to crack back when she’s surrounded, so using Taunt plus Retaliation together can pay dividends. The sustainable Bodyguard is pretty underwhelming in the Guardian tree. Consider passing this one up, mostly because it’s another costly sustainable In this stage you can either begin focusing on getting some attack talents in the Weapon and Shield tree including Shield Bash, Assault or Scatter. Or this is probably a good time to look toward grabbing both upgrades to Battle Synergy, which will increase threat generation as well as transfer damage from companions to Aveline. Or you can further increase your damage resistance by going into the Defender tree and getting Stonewall and Turn the Blade toward unlocking Adamant (+5 percent damage resistance), although it’s a lot of skill points for pretty small returns. Late game (15+): This should mostly be used to grab upgrades to all the skills you use frequently, whatever those may be. The only new skills you may want to grab are stamina related skills in Battlemaster like Bolster, Deep Reserves or Second wind, since the amount of sustainables you run (I usually use two with Aveline) will cripple your small stamina pool. Don’t waste any talent points in the Vanguard tree. There’s pretty much nothing in there that is useful to Aveline, especially since the first two skills you have to pick from are more sustainables. Attribute distribution: Since Aveline will be taking all of the damage for your party, you’ll want to give her high constitution. Also since she has several costly sustainables to choose from, you’ll probably want to boost her willpower up a bit higher than you might for other non-mage characters. You may want to utilize a 1-1-1 level up with strength-willpower-constitution or go with an every-other plan like 1-2 strength-con followed up by a 1-1-1 str-will-con. I would almost always recommend having her con as high or higher than her strength. Equipment: Remember that Aveline’s first duty is to tank. Equipment that gives plus-percentage to damage resistance or magic resistance should be sought. Items that boost health or health regeneration are also good picks. Otherwise, go with typical warrior stuff that increases attack or physical damage. Items that boost critical rate or critical damage are wasted on her, give those to your rogues instead.Varric Tethras class: Rogue Weapon: Bianca Specialization: Marksman Role: Single-target/AOE damage Archers in Dragon Age 2 are somewhat of a mixed bag, but Varric’s specialization gives him some good single-target damage options. However, you can focus more on other trees to give Varric a variety of AOE-effect talents to make him more of a controller/supporter than damage dealer, however, you’d be wasting most of Bianca’s talents through the Marksman tree. Where to put talent points: Bianca, Marksman, Scoundrel, Sabotage Where not to put talent points: Subterfuge, Specialist Early game (1-7): Your best bet when starting out with Varric is to pretty much exclusively invest in the Bianca (archery) tree. Hail of Arrows is a strong area-of-effect spell, Bursting Arrow gives a nice little AOE pop and Pinning Shot is a staple single-target attack. Since Varric starts with Miasmic Flask, spend the extra talent point to upgrade it early, which increases the stun effect as well as lowers the cooldown. In the Scoundrel tree, Blindside at level 5 is a good way to boost your damage since you get a bonus against targets who are fighting other allies. Stick to those staples early. Mid game (7-15): Once you get access to the Marksman tree, you probably want to stick exclusively here. Grab Rhyming Triplet at level 7 then at level 8 choose either Archers’ Lance (Bianca tree) or Kickback (Marksman). At level 9 grab Bianca’s Song to boost Varric’s attacking power and leave it on all the time. At 10, grab either
Best Two Handed Warrior Build Dragon Age Origins
Archer’s Lance or Kickback (whichever you didn’t get before) and then scoop up the Nameless Grace upgrade to Rhyming Triplet at 11. At 12 get Well-oiled to boost Varric’s attack speed. After that, take Overtime if you want (+10 Stamina regen) or look elsewhere. You may consider beginning to upgrade your Bianca skills or start looking at the Sabotage tree to pick up some additional AOE controller spells. Late game (15+): Like most characters, spend this time upgrading your skills. Other places you may want to look at are also the Scoundrel tree. If you get Goad or Back-to-Back, you can get Twist the Knife, which means auto-crits on stunned targets which is always nice. You may also want to look at the Specialist tree. Although they are exclusive sustainables, Harmony is a nice bonus for rogues since it gives you a pile of nice effects if you can get to it.Subterfuge has some advantages, but for an archery character, things like Stealth and Evade aren’t really going to do you as much good as other skills you can spend points in. Focus your time unloading your variety of attack skills on tough enemies and you’ll be OK with Varric. Attributes: For rogues, dexterity is the most important. If you plan to use Varric as your only rogue, you’ll need to ramp up your cunning to hit the lockpicking levels at 10/20/30/40 cunning. If you’re not a dual-wield rogue and not using Isabela, Varric is actually the next best choice for this because he has a set weapon so you don’t have to worry about falling behind on dexterity to meet new weapon requirements. However, your overall damage will be considerably lower. Varric has a lot of good active skills and slower attack speed than a dual-wielder, so you’ll need a fair amount of stamina as well to help you keep firing. If you’re not using him as a lockpicker, a 2-1 ratio is probably your best option, going with two dexterity and then alternating between one willpower and constitution. Once Varric’s constitution is up around 18 or 20 you can stop, that should be enough for him in almost all situations. Equipment: Like all rogues, Varric will benefit from critical modifiers, both in chance and damage. Also, since Bianca isn’t exactly fast firing, bonuses to attack speed are nice too. If you’re going to be pumping up his cunning, you may also need some attack-helping accessories. And you don’t have to worry about weapons, because Varric always uses Bianca. Load that baby up with some nice runes when available and you’ll be good. Anders class: Mage Specialization: Vengeance Role: Healer/Support Anders, like in Awakening, is set up to be your healer. So unless you’re playing as a mage with a healing focus, you’ll probably need Anders in some capacity. However if you ARE a mage with healing and you still want to use Anders, you can make him a viable damage dealer as an alternative build. This will focus on the healer/supporter, with a brief alternate build later. Anders doesn’t have access to the Entropy tree of spells. Where to put talent points: Creation, Arcane, Vengeance Where not to put talent points: None Early (1-7): Your earliest focus should be upgrading Heal (which Anders starts with) to give him the biggest health-restoring spell you can get to this point. A good place to start is with Heroic Aura, which gives a team boost to attack and defense. It can be upgraded later to give you a bonus to damage and critical chance too, making it a great supporting skill. Barrier can give your party member a quick shot of damage resistance and Crushing Prison is a nice spell to inflict on strong enemies to slow them down and Elemental Weapons is a nice supporter for 10 percent of your mana. You may also want to start building Arcane Shield as well, since at its full upgrade, offers great defense and resistances to your party. Mid game (7-15): In the mid game, your best move is to focus on his Vengeance specialization. Panacea unlocks both Aid Allies (group heal) and Regroup (revival) which Vengeance will give you access to Swift Justice, which reduces all of your cooldowns to 80 percent, greatly useful. You’ll probably want to start upgrading your skills in here, especially Arcane Shield and Heroic Aura as well as nabbing Haste and its later upgrade, which is nice for boss fights. If you want some attacking power, you can look at some offensive spells. Anders starts with Winter’s Grasp and Cone of Cold is a nice controlling spell for mages. Or you may dive into the Spirit tree and nab Spirit Bolt and/or Walking Bomb. Primal can also lead to Petrify, which is perhaps the best boss show-stopper in the game. Late game (15+): By this time, most of your core spells should be upgraded to max, so you can really move toward amping up your attack spells or other supporting moves like the Glyphs in the Creation tree.Attributes: Anders will do well with plenty of available mana, since he’ll probably be carrying one or more sustainables as well as needing to have his heals and some offensive firepower available. Take his constitution up to about 18 or 20 to give him some survivability, then keep magic and willpower about even. More magic will give his limited offensive arsenal more power, but more willpower will lead to more mana and more casting ability. Since spells like Heal and Haste aren’t spellpower dependent, you’re better off having more casts available. Equipment: For staves for Anders, additional mana or mana regeneration rate will do you more good than additional damage, so don’t sacrifice a good staff with plus-mana and plus-mana regen for one with more damage. Also any staff with plus-percent healing by this character is nice too. As for accessories, same deal, additional mana regen will do well, additional mana or plus-to-healing. Otherwise fill in gaps where you need them, things like defense or health can help if they are marginally better than what you have. Attack is probably the least important, since Anders is a support guy. Alternate Build: If you’re a healing mage or you want a no-healer party, you can build out Anders’ offensive capabilities and utilize the Vengeance sustainable, which will increase his damage, however at a cost to damage resistance. If you want to keep Vengeance active, make sure that Anders is well protected and be prepared to waste enemies with him to get the heal effect from Martyr and Blood of My Enemy. You may want to get powerful spells in the Primal school to really give him the most pop. If you do this his role will change to pure damage dealer maybe with a bit of support. However, the more people he can kill in this build, the better. Fenris class: Warrior Weapon: Two-hand Specialization: Tevinter Fugitive Role: Damage/off-tanking Fenris is a two-handed warrior, which gives him a predisposition towards being a damage dealer. This role is helped by his specialization, which is like a mix of Templar, Berserker and Reaver mixed into one mega tree. He’s better suited to just be set lose to rip enemies apart, but you can also build him up to serve as a solo tank or off-tank too in your party. Where to put talent points: Two-handed, Vanguard, Tevinter Fugitive Where not to put talent points: Defender Early (1-7): I can’t rightly suggest any warrior go without getting Taunt, at least one level. Even if you’re making Fenris a heavy damage dealer, he’s still going to be more sturdy than any rogue or mage. Otherwise early you want to nab your two-handed tree skills, since those will be your main vehicle for cutting through enemies. Make sure you get all of them – Mighty Blow, Giant’s Reach, Whirlwind and Scythe. If you want, you can wait on Sunder, but you’re going to want it at some point. If you grab Taunt, you may also want to invest in Bravery early as well. While Aveline benefits more from Battle Synergy, Fenris will get more out of Bravery since it increases his attack power when he’s surrounded, a good thing. However, if Fenris is going to be your only warrior, you may want to still go with Battle Synergy or neither, since you’ll get a bonus to defense and damage resistance from Lyrium Ghost. You may also want to get Might, since it will open up the rest of the Vanguard tree for later. Mid game (7-15): The Tevinter Fugitive specialization is a good one, so make sure you grab almost all of the skills here. Get Lyrium Ghost first and keep it on, since it will give you more defense and critical chance, both good. Veneer of Calm is essentially the same a Blood Frenzy, meaning your damage goes up as your health goes down so grab that too. Spirit Pulse is like the Templar specialization Holy Smite, which will give you some nova spirit damage. If you want another AOE attack (I personally like the Scythe/Holy Smite/Whirlwind combo), grab that, otherwise, this is one skill you can skip. In this level you may want to start upgrading your two-hand abilities or start grabbing more talents in Vanguard like Cleave or Destroyer. Make sure to upgrade Lyrium Ghost at level 11 or later and finish out this part back in the Tevinter Fugitive tree by scooping up Battle Tempo and Inner Reserves.Late (15+): Hone your skillset here. Upgrade any skills you use frequently (should be about all of your two-hand abilities) and look toward getting Masscre from the Vanguard tree. Deflect (+25 percent magic resistance) may be something to get later if you’re worried about magic, but isn’t totally necessary. If you still have a few talent points after your upgrading is done, get stuff from the Battlemaster tree like Bolster, Second Wind and Deep Reserves to help keep your stamina pool. Attributes: If you want to run more than one sustainable (namely, more than Lyrium Ghost), you should probably boost up your stamina reserves, since Fenris will have a lot of active abilities to utilize. He can probably get by with less constitution than a true tank since his defense will mostly derive from his offense, high killing power. A constitution of 25 should be plenty and a willpower around there will give him a nice base to work from. Unbalance Fenris to have disproportionate strength for the best results. A 2-1 ratio of strength to willpower/constitution should serve you well. But if he’s
going to be your only warrior, consider giving him some extra constitution to take more hits for you at the cost of some additional strength. Accessories: Fenris is a damage dealer, but he’s still a warrior. Physical damage items are good but damage resistance items should never be overlooked for any warrior. Health, stamina and attack items are next in line, with low priority given to defense and armor items, since the total bonus is typically negligible to warriors. Isabela class: Rogue Weapon: Dual-wield Specialization: Swashbuckler Role: Single-target damage Isabela is your own dual-wielding option if you’re not one yourself. This pirate duelist is also perhaps your best option for a lockpicker, since additional cunning will mesh well with her high defense from her specialization. If you want to play her as a more sneaky, stealthy rogue you can, but she’s well enough suited to go face-to-face with most enemies in mid and late game. Where to put talent points: Dual-wield, Scoundrel, Swashbuckler, Specialist Where not to put talent points: None Early (1-7): Isabela comes with some points put into Subterfuge, which will be great to help keep her alive as she develops. Early on, make sure to nab the basics in the dual-wield tree including Backstab, Unforgiving Chain and Explosive Strike. These will be your staples for the majority of the game and will continue to serve you well. You want to get Isabela’s damage up, so definitely get Blindside to deal bonus damage to enemies not engaging you. Grabbing Back-to-Back in the Scoundrel tree will be a way to support allies in trouble and give you more options later in that tree. Mid game (7-15): This is when you can get into the Swashbuckler tree, which will skyrocket Isabela’s effectiveness in single combat. Get both Across the Bow (a single-target taunt) and Savvy. Savvy, since it reduces your damage as more enemies engage you, isn’t really useful, since you should want a 1-to-1 fight whenever you can get it. Shelf it for if you’re getting severely overwhelmed. Experienced Hand, All Hands on Deck (Flicker from Awakening repackaged) and Sea Legs are all useful. Also in this range if you have the point, grab Power from the Specialist tree (gives a chance to stun) and Twist the Knife (100 percent chance to crit against stunned enemies). See how those two will work together nicely? Also upgrade All Hands on Deck, which will stun enemies it hits. Again, good with Twist the Knife. Late game (15+): Upgrading Across the Bow will reduce your taunted enemies defense, so you may want that. Upgrade Backstab and Explosive Strike. You may want to invest in Twin Strikes, but personally, it’s got a slow attack animation so you may just be better off skipping it and counting on your regular attacks to land your criticals. Also Lacerate increases your damage while giving a chance to inflict bleeding wounds, but you can potentially pass on this too if you’re short on talents. With Isabela, I’d highly suggest increasing your points in Specialist to get Harmony and then upgrade Power to give you a higher chance to stun for more damage with Twist the Knife. Other skills worth a point include Rush (the rogue version of Scythe) or grab Scoundrel’s Follow Through or nab some Subterfuge skills to be a bit more sneaky.Attributes: Isabela is a great choice for lockpicking, since it requires high cunning. This meshes well with Isabela’s naturally high defense from the Swashbuckler tree, which makes it easy to max out her defense at 80 percent chance for normal enemies to miss. If you’re not going to use her for lockpicking, make sure she gets enough cunning to keep her defense up then pour extra into dexterity. Since I’m a treasure-holic, I usually aim for Isabela to get 30 Cunning by the end of Act 1 and 40 cunning by the End of Act 2, then stop. The rest I distribute mostly into dexterity so she can keep using better daggers, with only a spare point here and there for willpower and constitution. Isabela doesn’t need a whole stamina, since she won’t have a lot of skills to activate and regenerates stamina quickly through her auto-attacks. Since she has high defense, she won’t need too much health as long as you don’t throw her into situations she can’t handle. Accessories: If you’re pouring points into cunning, you may fall behind the curve on daggers since your dexterity won’t be high enough. So try to find the best daggers you can equip or daggers that you can buff up with a rune or two in the meantime. If you have options though, both higher damage and plus chance to critical or additional critical damage are all good. For belts/rings/amulets, the same applies. Anything involving criticals is good, physical damage is nice and health or stamina are lower on the chain. Plus to defense or attack won’t give you a huge benefit, so skip those unless they’re spectacular. Alternate build: If you don’t want such a single-target focused Isabela, you can expand out and get a variety of bombs. Miasmic Flask, Fatiguing Fog, Confusion, and Chameleon’s Breath can help you control the battlefield and aid your party for a more single-target/support role. Merrill class: Mage Specialization: Dalish Pariah Role: Damage/Support or Burst Damage Merrill is interesting. Without Creation, she’s has no ability to heal the party, so her roles are reduced to either damager, support, or controller. With a specialization that’s a mix of Blood Mage and Battlemage/Keeper from Awakening, you can either build Merrill like a typical mage or really take advantage of her blood magic in a more atypical build that will require your attention. I’ll go into details about both, since they are wildly different. Typical Mage Build Where to put talent points: Primal, Entropy Where not to put points: None Early (1-7): Merrill starts with some goodies in Primal and Entropy, so it’s as good a place as any to start. Since Anders doesn’t get Entropy, Merrill will be the only mage with access to that tree for most of the game (especially if you don’t have Bethany). Chain Lightning and Tempest are both very strong spells and Petrify is a fantastic disable against ALL enemies, bosses included. Grab Horror in the Entropy tree for a single-target stun. Mid game (7-15): Of all your companions, if you’re building Merrill like a typical mage, her specialization is NOT very useful to you. You can legitimately skip all of the skills without losing too much. Ensnare is a nice nova-type attack, but other than that, the Dalish Pariah tree is particularly week. So forget it. Continue to build in the Entropy tree, get Galvanism in the Primal tree. You may want to consider some support skills to take the load off of a mage Hawke or Anders, so picking up Elemental Weapons or a fully upgraded Arcane Shield can help. Or if you want more damage, when you’re done with the Primal Tree move on to the Spirit or Elemental tree and keep picking up attack spells. Late game (15+): Round out your favorite skills with full upgrades. Chain Lightning, Tempest and Petrify are all worth upgrading and Entropic Cloud is good for tightly knit packs around a warrior. Otherwise having Walking Bomb or other Elemental skills in your pocket is a nice tough. Essentially you’ll want to focus on some disabling and crowd-control first, then bomb the crap out of your enemies with a wide variety of offensive spells. Attributes: Like other casters, high magic and high mana are good, while you shouldn’t need a much health. Your big spells will draw threat, so pump up your health enough to help you survive if enemies get away from a warrior. Depending on the amount of offensive spells at your disposal, adjust your willpower to make sure you can launch at least two rounds of big spells before being exhausted. Accessories: This is mostly a damager build, so items that increase particular damages like electric or spirit damage are good, depending on which spells you focus on. Otherwise, typical mage gear like increased mana regeneration or additional mana always works fine. Blood Mage build This build relies on a high health pool, since you’ll want to fill up your mana pool by constantly running sustainables. This Blood Mage build is essentially a support/damager build, but you’ll need to be careful with it since your spells are fueled by your health less than your mana. However, you may need to personally take control of Merrill more often than other mages and babysit her to make sure she stays safe.
Where to put talent points: Dalish Pariah, Arcane, Spirit, Primal, Elemental Where not to put talent points: EntropyEarly (1-7): Start building a pool of potential sustainable spells to run. The most important of this is Death Syphon from the Spirit tree. Although Blood of the First makes you immune to conventional healing, you should (not
Best Arcane Warrior Build Dragon Age Origins
100 percent sure on this one) still get absorption heals from corpses in the area. However, the health regen effect isn’t available until you upgrade at level 9. However, get Spirit Bolt and Death Syphon now so they’ll be ready later. Mind Blast will also be key, since your health will be iffy at some points. If you get surrounded, you’ll need an escape mechanism and against normal enemies, this is the best you’ll have available. Pick one or two attack spells you like, Chain Lightning and Tempest are good options, but don’t go crazy with attack spells. Mid game (7-15): This is when you can finally get Blood of the First, however it eats up 50 percent of your mana pool. Get it, because it’s the most important part of this build. You’ll also want to nab Wrath of the Elvhen, which will give a pulse-damage aura. So here’s essentially how the build works. You’ll WANT enemies to surround you eventually, since they will be damaged by Wrath of the Elvhen, be grouped up for use of Wounds of the Past (Blood Control), allow her to hit people with Ensnare and allow her to heal using Wrath’s upgrade even while blood magic is active. Focus almost all of your points into the Dalish Pariah tree to upgrade everything and get the upgrade to Death Syphon for an additional healing mechanism. You can choose to pass on Stone’s Throw, which is essentially the same as the rogue talent Back-to-Back, but it can work as an escape mechanism if you get into real trouble. Fill your mana bar with sustainables like Wrath, Death Syphon and Blood of the First, then cast all your spells off your health. Late game (15+): The key here is tweaking your formula. If you still take a lot of hits, Rock Armor can help reduce damage. If you want another attack to hit people with as they close in, try Cone of Cold or Firestorm. Or invest in Walking Bomb to help blow up some of those close-by enemies. But remember, the majority of your spells will be cast from your health pool, so don’t go nuts trying to cast eight of ten spells each battle because you’ll deplete yourself. This build is about burst damage, get into a group and bam, bam, bam and then back out. And if you get into trouble, turn off Blood of the First, heal, and be a more “typical” mage until you’re ready for another round. Attributes: Obviously blood mages need to focus more on health, since its going to be in short supply. In this build you can mostly neglect willpower, since the only thing your mana pool will be used for is running three sustainables (Blood of the First, Wrath of the Elvhen and Death Syphon = 90 percent of your mana pool). So whether you have 100 mana or 1,000 mana, it’s going to eat up the same bar. Pump up your magic and your constitution to get the most out of Merrill. Accessories: I’m not certain if the blood magic items work on Merrill, aka “Get an extra 1 point of mana per point of health used” but if they do, these are instantly your best item to consider. Otherwise look for health regen items or health increasing items. Additional mana regeneration or mana items are pretty much useless to this Merrill build. Sebastian Vael class: Rogue Weapon: Bow Specialization: Royal Archer Role: Single target damage
Dragon Age Origins Tank Build
Although Sebastian is an archer, his skillset from his specialization make his build more akin to a dual-wielding rogue. This gives him a great opportunity to unload on single targets, so pick an enemy and set Sebastian loose on them. Where to put talent points: Specialist, Scoundrel, Royal Archer, Archery Where not to put talents: Sabotage Early (1-7): You don’t get Sebastian until Act 2, so essentially this early game portion will consist of you picking five or six skills at your first level up. While Varric benefits from his skills, Sebastian’s regular attacks will be more valuable to you. You can grab skills from the Archery tree like Hail of Arrows or you can completely bypass them if you want. Some important first skills to grab are in the Scoundrel tree: Blindside, Back-to-Back, and Twist the Knife. Also, invest in the Specialist tree to open up Harmony for later. Mid game (7-15): The Royal Archer specialization is a
Best Warrior Build Dragon Age Origins
good one so you’ll want to grab everything in here. Righteous Chain is like the dual-wield’s Unforgiving Chain, except for Archers, while Arrow of Judgment serves as Explosive Strike. Wounding Arrow can reduce enemy damage resistance based on your chain. Maferath’s Advance gives you 100 percent chance to critical from flanking angles. Combined with the 120 percent damage from Blindside, hitting an enemy attacking another party member from behind will be big damageLate game (15+): Get Harmony from the Specialist tree, then utilize either Speed or Power and upgrade them. Power will give you more chance to stun, for which you’ll get automatic criticals from Twist the Knife, while Speed will get your more attacks from your increased speed and reduce cooldowns on your nice chain-oriented arrows in the Royal Archer tree. Feel free to fill out your ranks with Archery talents, Miasmic Flask or some Subterfuge talents if you’ve got spare points. Attributes: Although Sebastian is a rogue, you’ll cripple him if you try to boost his cunning so he can unlock chests. Focus your points into dexterity to keep his attack and damage up. Go with a 2-1 ratio of dexterity to willpower/constitution on every level up to really up his killing power. Accessories: If you build Sebastian right, he’ll critical – a lot. So your best bet is for items that increase critical damage or just damage in general. Attack speed items are always a bonus for the slower bows, so look for those too. Otherwise physical damage items or plus health/stamina items will do if nothing better is available. I hope this is helpfull and thank you for reading;)