Dragon Age Tips for leveling, skills, classes, party gathering. Dragon Age - Origins - Making a Universal Group Dragon Age II Universe and Gameplay

Interclass Combination- This is an attack using several improved ones, used during the battle by companions in a certain sequence. The result of coordinated actions is increased damage inflicted by the squad on selected targets. Interclass attacks are subject to both ordinary enemies and "bosses", only on the first they act with greater efficiency, and on the second - with less. The more often interclass combinations are used in battle, the higher the chance to quickly end the battle and save various . A mixed squad benefits from the special abilities of each class, allowing cross-class combos. The absolute resistance of enemies to all interclass attacks in the game is not seen, they are all vulnerable. Much depends on the chosen combination. If the enemy is resistant to the selected ability, which is responsible for the beginning of the combination, then it will not be possible to successfully complete the chain of actions. In this case, there are other combinations to choose from.

Each class has a special status effect ( stunning, disorientation and fragility), with which you can start interclass combinations: a character of one class imposes this effect on the enemy through a skill or spell, and then a character of another class uses the weakened state of the enemy with another skill or spell. As a result, the attack is very powerful and effective. Each of the status effects used in inter-class combinations also imposes a penalty on the victim. If a cross-class combo is successful, the effect and the penalty it imposes will end, but the significant damage dealt by such a combo more than makes up for the loss. In each individual case, you can perform an interclass combination only once. Any spell or skill that deals additional damage to dazed, disoriented, or brittle targets will break the effect. The attack does not have to end on the second attacker, you can safely bring into battle a third companion with suitable abilities.

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Cross-class combinations of a warrior in conjunction with a mage and a rogue in Dragon Age 2:

Warriors can daze enemies with several advanced skills from the Vanguard and Warmonger schools, resulting in weakened attack and defense of enemies. Mages get a profitable attack against stunned enemies by improved spells from the Combat Magic and Elemental Magic schools, and improved skills from the Dual Weapons school give rogues an advantageous attack. Penalties imposed on a stunned target - enemy attack: -25%; Enemy Defense: -25%. All improved basic abilities on the left side of the table are compatible with all those on the right side.
An example of a cross-class attack: a warrior with a two-handed weapon begins an attack with the “Sunder” move, if it succeeds, then the rogue immediately applies the “Recoil + Master of Recoil” technique on the same opponent, receiving an 800% bonus to physical strength, also along with a rogue can use a magician, for example, with the Crushing Dungeon + Paralyzing Dungeon technique, if successful, the enemy will be dealt increased damage by 200%.

ClassSchoolCombination startClassSchoolEnd of combination
Warrior Rogue


Stagger chance: 100% against targets; 40% against ordinary enemies.Damage over Time Chance: 100% against dazed targets.


Stagger chance: 20% against normal enemies on a critical hit. hit.Physical Strength: 800% against dazed targets.

Duelist

Stagger chance: 10% against normal enemies.Physical Damage: 300% against stunned targets.

Mage
Stagger chance: 100% against stunned targets.Electric Damage: 300% against stunned targets; Elemental Power: 200% against stunned targets.


Stagger chance: 30% against normal enemies.Physical Damage: 200% against stunned targets. Paralysis chance: 100% against stunned targets.


Chance to stun and stun: 100% against normal enemies.Physical Damage: 600% against stunned targets.

Physical Damage: 500% against stunned targets.

Cross-class combinations of a rogue in conjunction with a warrior and a mage in Dragon Age 2:

Rogues can disorientate enemies with several upgraded skills from the Wrecker, Rogue, and Marksmanship schools, greatly reducing the defense of the latter. Warriors get a profitable attack against disoriented enemies with improved skills from the Weapons and Shield school, and improved spells from the Spiritual School for mages. Disoriented Target Penalties - Enemy Defense: -50%. All improved basic abilities on the left side of the table are compatible with all those on the right side.
ClassSchoolCombination startClassSchoolEnd of combination
Rogue Warrior
Physical Damage: 300% against disoriented targets.


Disorient chance: 100% against immobilized enemies.Physical Damage: 400% against disoriented targets, on last hit.


Disorient chance: 100% against normal enemies.Physical Damage and Health Recovery: 300% against/from disoriented targets.

Mage
Disorient chance: 100% against confused enemies.Physical Damage and Physical Strength: 200% against disoriented targets.


Disorient chance: 100% for critical hits from cover. Cover: Smoke Arrow, Chameleon's Breath, Impenetrable Mist, Shadow Veil.Spirit Damage: 300% against disoriented targets. Elemental Power: 200% against disoriented targets.

Spirit Damage: 200% against disoriented targets. Physical Strength: 200% against nearby targets when detonated if victim is disoriented.

Cross-class combinations of a mage in conjunction with a warrior and a rogue in Dragon Age 2:

Mages can make enemies brittle with several enhanced spells from the elemental schools of magic, making them more vulnerable to damage. Warriors get a profitable attack against fragile enemies with improved skills from the Two-Handed Weapons school, and improved skills from the Shooting school for rogues. Advantage gained by the unit against a fragile target - Critical Damage: +50%. All improved basic abilities on the left side of the table are compatible with all those on the right side.
ClassSchoolCombination startClassSchoolEnd of combination
Mage Warrior
Physical Damage: 300% against fragile targets. Physical Strength: 200% against fragile targets.


Brittle chance: 40% against frozen targets. Freeze chance: 100% against normal enemies.Physical Damage: 200% against fragile targets. Physical Strength: 200% against fragile targets.


Brittle chance: 20% against frozen targets. Freeze chance: 60% against normal enemies.Stun chance: 100% against fragile targets.

Rogue
Brittle chance: 100% against frozen targets.Fire Damage: 600% against fragile targets. Elemental Strength: 400% against fragile targets.


Brittle chance: 100% against normal enemies.Physical Damage: 600% to all fragile targets along the flight path. Physical Strength: 400% against all fragile targets along the flight path.

Physical Damage: 200% against fragile targets.

Those who are in the forefront are sure that the best defense is an attack. Their powerful blows are distinguished by merciless technique.

Capabilities Requirements to open

The control . In combat, a warrior does not rely on rage, but on technique. Every hit counts. This mode cannot be used simultaneously with " By might".

Attack: +10%


Cooldown: 5 sec.

Required: Level 3

Superiority . "The control" provides more focused attacks with an increased chance of landing a critical hit.

Critical Strike Chance: +10%

Type: Improvement

Required: Level 7
Required: The control

Power . The Warrior focuses on heavy strikes that hit multiple enemies at once. This mode cannot be used simultaneously with " control".


Cooldown: 5 sec.

Type: Long mode

Required: Level 3

muscle strength . When it works Power", the warrior's critical hits become more devastating.

Critical Damage: +25%

Type: Improvement

Required: Level 7
Required: Might
Points required in the Vanguard tree: 2

Attack . For a short time, the warrior puts more power into each strike, greatly increasing the power of each attack, as well as the resulting damage.

Damage: +10%
Physical strength: 3x
Elemental Power: 3x
Duration: 15 sec.

Cost: 20 stamina

Required: Level 5
Required: Might

Siege . When a warrior uses " Attack", each attack affects not only the selected enemy, but also those who are nearby.

Physical Damage: 6 per hit against all nearby enemies

Type: Improvement

Required: Level 9
Required: Seizure

dissection . For a short time, the damage dealt by the warrior is incredibly increased.

Duration: 10 sec.

Cost: 30 stamina

Type: Single Ability

Required: Level 6
Required: The control
Required: Might
Points required in the Vanguard tree: 2

Claymore . Warrior now retains damage bonus longer when using " dissection". Some opponents lose their balance, which provides a convenient opportunity for attack by mages and rogues.

STAG Chance: 10% vs Normal Enemies
Stun Chance: 100% against BRITTLE targets
Duration: +5 sec.

Type: Improvement

Required: Level 10
Required: Dissection
Points required in the Vanguard tree: 4

Destroyer . Now the warrior is the best among the best fighters. He is so skilled that enemies suffer more pain when fighting him than others.

Enemy Damage Resistance: 90% against Warrior's Basic Attacks
Enemy Damage Resistance: 50% against Warrior Critical Hits

Type: Passive

Required: Level 7
Required: The control
Points required in the Vanguard tree: 3

Massacre . A warrior mows down the weak clean. In most cases, if an enemy's health drops below a certain threshold, the next hit becomes a lethal one.

Effect: Mortal Strike against normal enemies below 20% health
Effect: Mortal Strike against Strong Enemies below 10% Health

Type: Passive

Required: Level 12
Required: Dissection
Points required in the Vanguard tree: 4

Two-handed weapon

Warriors wielding two-handed weapons can deal massive damage, slicing through the flesh of enemies with a sweeping sweep, though they do not benefit from the defensive benefits of a shield.

Capabilities Requirements to open

mighty strike . The warrior jumps up and down on enemies with crushing force.

Physical Damage: 24
Physical Strength: 2x

Cost: 20 stamina

Type: Single Ability

Required: Level 2
Requirement: Two-handed weapon

Killing Strike . "mighty strike"becomes much more dangerous.

Physical Damage: +12

Type: Improvement

Required: Level 6
Required: Mighty Strike

crushing blow . "mighty strike now shatters enemies the mage has made BRITTLE.

Physical Damage: 300% against BRITTLE targets

Type: Improvement

Required: Level 8
Required: Mighty Strike
Points required in the Two-Handed Weapon tree: 2

Giant's Limit . When a warrior attacks with a two-handed weapon, the blow cuts through the air with such force that it creates a crushing shockwave that seems to extend the warrior's weapon. The effect affects the basic attack, Whirlwind, Mighty Strike and Scythe.

Radius: +1 m when attacking with two-handed weapons

Type: Passive

Required: Level 3

Requirement: Two-handed weapon

Split . The warrior's strikes become so powerful that each critical strike has a chance to STAG the victim.

Critical Strike Chance: +10%
STAG Chance: 20% vs Normal Enemies on Critical Strike

Type: Passive

Required: Level 4
Points required in the Two-Handed Weapon tree: 1
Requirement: Two-handed weapon

Spit . The warrior bursts into the ranks of the enemy, crushing everyone in his path.

Physical Damage: 18
Physical Strength: 2x

Duration: 10 sec.

Cost: 30 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 5
Required: Mighty Strike
Points required in the Two-Handed Weapon tree: 2
Requirement: Two-handed weapon

Reaper . "Spit" Deals significant additional damage, especially to those enemies that the mage has made BRITTLE.

Physical Damage: +9
Physical Damage: 200% against BRITTLE targets
Physical Strength: +1x
Physical Strength: 200% against FRAGILE targets

Type: Improvement

Required: Level 9
Required: Scythe

Vortex . The warrior cuts through the ranks of enemies, hitting all targets within attack range with a single blow in an arc.

Physical Damage: 18
Physical Strength: 2x

Diameter: 6 m

Cost: 30 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 7
Required: Mighty Strike
Required: Giant's Limit
Points required in the Two-Handed Weapon tree: 3
Requirement: Two-handed weapon

Cyclone . "Vortex" becomes deadlier and can be used more frequently.

Physical Damage: +6
Cooldown: -5 sec.

Type: Improvement

Required: Level 11
Required: Vortex

Tornado . "Vortex"Always deals a critical hit to weak targets.

Critical Strike Chance: 100%

Type: Improvement

Required: Level 13
Required: Vortex
Points required in the Two-Handed Weapon tree: 6

Protector

Defenders are distinguished by survivability, taking on all the blows of the enemy and remaining unharmed.

Capabilities Requirements to open

stone wall . The warrior gathers strength, reducing damage tolerance for a short time and knocking back all enemies that attack him.

Physical Strength: 2x against attacking enemies
Damage resistance: +50%

Duration: 5 sec.

Cost: 20 stamina

Type: Single Ability

Bastion . "stone wall Now protects the warrior even better, increasing their damage resistance and granting temporary force immunity. In addition, the warrior's blows begin to deal damage to attacking enemies.

Damage resistance: +50%
Knockback resistance: 100%
Knockdown resistance: 100%

Cooldown: -5 sec.

Type: Improvement

Required: Level 3
Required: Stone wall

Blade withdrawal . Although some warriors endure the blows of enemies, others prefer to reflect enemy damage. This mode cannot be enabled at the same time as " Protection from the elements".

Defense: +10%

Reserves: 20% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 3

strong legs . The warrior holds the position, becoming less susceptible to powerful attacks.

Fortitude: +20

Type: Improvement

Required: Level 7
Required: Blade retraction

Defense . Diligent training in defensive techniques increases the effectiveness " Blade retracts".

Defense: +5%

Type: Improvement

Required: Level 9
Required: Blade retraction

Elemental Protection . The secret to protection from the elements is to rely on armor to act as a barrier against the impact. Having mastered this technique well, the warrior begins to anticipate magical attacks. This mode cannot be used simultaneously with " retraction of the blade".

Fire Resistance: +40%
Cold resistance: +40%
Electricity resistance: +40%
Nature Resistance: +40%
Spirit Resistance: +40%

Reserves: 15% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 3

Elemental Shield . A warrior learns to better resist the attacks of the elements.

Fire Resistance: +20%
Cold Resistance: +20%
Electricity resistance: +20%
Nature Resistance: +20%
Spirit Resistance: +20%

Type: Improvement

Required: Level 7
Required: Protection from the elements
Points required in the Protector tree: 2

Fortitude . Warriors trained in resilience are not afraid of injury, making their attacks nearly impossible to interrupt and themselves to be knocked back or distracted by short-term elemental effects. A warrior can only be interrupted by attacks that deal damage large enough to knock the warrior down, or by attacks that cause lasting elemental effects.

Knockback resistance: 100%

Type: Passive

Required: Level 5
Required: Blade retraction
Required: Protection from the elements
Points required in the Protector tree: 2

Stronghold . Knowing well the art of defense, the warrior gains constant resistance to all types of damage.

Damage resistance: +5%

Type: Passive

Required: Level 8
Required: Stone wall
Required: Blade retraction
Points required in the Protector tree: 3

steadfastness . The warrior has seen more mages in combat than most Thedasians have seen in a lifetime. Through this experience, he developed a mental toughness that any templar would envy.

Magic Resistance: +10%

Type: Passive

Required: Level 8
Required: Protection from the elements
Points required in the Intercessor tree: 4

Combat Master

When the combat master fights alone, he is just an efficient killing machine. When a warrior fights alongside allies, he becomes a skilled leader, able to unite everyone else and turn the tide of battle.

Capabilities Requirements to open

Support . Ready for battle, the warrior breathes deeply and thereby restores some of his stamina.

Stamina recovery: 5%

Type: Single Ability

Required: Level 3

Encouragement . The Warrior rallies his allies by briefly increasing the mana or stamina regeneration rate of other companions and temporarily granting them the benefits of Might, Control, Blade Warp, or Elemental Protection if the Warrior has one of these long duration modes active.

Effect: Might, Control, Blade Warp, or Elemental Protection (if any of these are active) are applied to companions
Stamina/Mana Recovery Rate: +200
Duration: 10 sec.

Cost: 15 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 4

Unity . Other companions also benefit from the upgrade to Might, Control, Blade Retract, or Elemental Protection for the duration of the " encouragement" if the warrior has one of these long duration modes active. Companions now regenerate stamina or mana even faster.

Effect: Upgraded versions of Might, CC, Blade Deflect, or Elemental Protection (if any of these are active) are applied to companions
Stamina/Mana Recovery Rate: +400 for Companions

Type: Improvement

Required: Level 8
Required: Encouragement

Consistency in battle . If this mode is active, the warrior and his companions in the area of ​​effect fight as a unit, becoming more dangerous than individually. (This mode cannot be used at the same time as Bravery mode.)

Protection: +5% on an ally, for all members of the squad
Damage Reduction: +3% per ally, for all party members

Diameter: 10 m

Type: Long mode

Required: Level 5
Required: Encouragement

Fearless coherence . As long as it works" Consistency in battle", the warrior taunts nearby enemies, diverting their attention from their companions.

Danger Repulsion: +50% Allies to Warrior

Type: Improvement

Required: Level 9
Required: Teamwork in battle
Points required in the Combat Master tree: 2

Heroic Cohesion . The Warrior sacrifices his own health in place of his companions, willingly taking the damage they would otherwise take.

Damage Pull: +25% from allies to warrior

Type: Improvement

Required: Level 11
Required: Teamwork in battle
Points required in the Combat Master tree: 2

deep reserves . The rich combat experience of a warrior gives him stamina in battle.

Mana/Stamina Recovery Rate: +10

Type: Passive

Required: Level 6
Required: Support

Second wind . Thanks to years of training, a warrior can draw energy from deep reserves, instantly restoring stamina.

Stamina recovery: 100%

Cooldown: 60 sec.

Type: Single Ability

Required: Level 8
Required: Support

Deep breathing . "Second wind

Cooldown: -15 sec.

Type: Improvement

Required: Level 12
Required: Second wind

Last push . A warrior quickly recuperates after exertion.

Effect: Skills that are currently on cooldown become available earlier than usual

Type: Improvement

Required: Level 14
Required: Second wind

Weapon and shield

Warriors who favor a shield sacrifice damage for protection. Attacks with one-handed weapons are notoriously less trajectory than with two-handed ones, but shield-wielders have an excellent weapon for knocking down enemies during battle.

Capabilities Requirements to open

Shield Bash . The warrior's shield moves in an arc, scattering enemies like a battering ram.

Physical Damage: 10
Physical Strength: 12x

Cost: 10 stamina
Cooldown: 15 sec.

Type: Single Ability

Required: Level 2
Requirement: shield

Shield Push . Warrior can use " Shield Bash", and enemies hit are DAUGHTERED.

STAG Chance: 100% against targets
STAG Chance: 40% against Normal Enemies that are close to targets
Cooldown: -5 sec.

Type: Improvement

Required: Level 6
Required: Shield Bash

shield defense . The warrior enters a defensive stance and reduces damage taken from the front, but draws the attention of enemies more. In doing so, it deals less damage to enemies and sacrifices the ability to carry out attacks that reduce the distance.

Damage: -25%
Damage Resistance: +25% vs Frontal Attacks

Taunt Danger: +100%

Reserves: 15% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 3
Requirement: shield

Deaf defense . "shield defense now reduces damage from all attacks, not just frontal attacks. In addition, the warrior's shield reflects some normal hits, eliminating some of the damage.

Damage resistance: +50% against attacks from behind
Effect: Has a 20% chance that normal hits against a warrior will be glancing

Type: Improvement

Required: Level 8
Required: Shield defense
Points required in the Weapon and Shield tree: 4

Vigilance . A warrior does not for a moment deprive attention of the situation on the battlefield. While the warrior is holding a shield, enemies do not receive a bonus for attacking him from the flank or from behind.

Effect: Immunity to flank attacks

Type: Passive

Required: Level 4
Required: Shield defense
Requirement: shield

Storm . The warrior spins and launches a vicious attack that deals high damage and often knocks enemies back.

Physical Damage: 10 (x3 hits)
Physical Strength: 2x (x3 hits)

Cost: 20 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 5
Required: Shield Bash
Requirement: shield

A series of blows . "Storm" can be used more often. It is also more effective, especially against enemies that have been weakened by the rogue.

Physical damage: +5 (x3 hits)
Physical Damage: 400% against DISORIENTED targets, on last hit
Cooldown: -5 sec.

Type: Improvement

Required: Level 9
Required: Assault
Points required in the Weapon and Shield tree: 3

Diffusion . The warrior cuts the air in a semicircle in front of him, throwing enemies back.

Physical Damage: 24
Physical strength: 4x

Cost: 30 stamina
Cooldown: 25 sec.

Type: Single Ability

Required: Level 6
Required: Shield Bash
Required: Shield defense
Points required in the Weapon and Shield tree: 2
Requirement: shield

Scattering . "Diffusion" begins to work even on large creatures and is especially effective against enemies whose protection has been lowered by the rogue.

Physical Damage: +12

Physical Strength: +2x

Type: Improvement

Required: Level 10
Required: Scattering

Security . While the warrior is holding a shield, he does not take additional damage from critical hits.

Effect: Immune to Critical Strikes

Type: Passive

Required: Level 7
Required: Scattering
Required: Vigilance
Points required in the Weapon and Shield tree: 4
Requirement: shield

Warmonger

The warmonger is a confident adversary, a clever mocker. Skillfully breaks through the crowd of enemies, leaving piles of bloody flesh on the ground. Warmongers are also skilled at managing enemy aggression. They are able to attract the attention of the enemy or, by stunning him, make him forget who he fought with.

Capabilities Requirements to open

hilt strike . Instead of the lethal attack expected by the enemy, the warrior strikes the enemy with the blunt end of the weapon and stuns them.


Duration: 5 sec.

Cost: 10 stamina
Cooldown: 15 sec.

Type: Single Ability

Strong hilt strike . Now " hilt strike" Stuns enemies for a longer duration and causes them to stagger.

Stagger chance: 100% against stunned targets
Duration: +3 sec.
Cooldown: -5 sec.

Type: Improvement

Required: Level 3

Provocation . A mocking cry draws the attention of nearby enemies, causing them to forget about attacking other companions and pounce on the warrior.

Retract Danger: 100% from Allies to Warrior
Diameter: 10 m

Cost: 30 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 3

Rolling roar . "Provocation now affects enemies in a larger area, drawing their attention away from the warrior's allies and drawing them towards the warrior itself.

Diameter: 16 m

Type: Improvement

Required: Level 7
Required: Provocation
Points required in the Warmonger tree: 2

jitter . Whoever pushes a warrior will receive a push. When a warrior strikes the ground with a weapon, nearby enemies are knocked back.

Physical Strength: 8x
Diameter: 6 m

Cost: 30 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 5

repeated concussion . "jitter can be used more frequently. It now has the ability to make enemies stagger.

STAG Chance: 30% vs Normal Enemies
Cooldown: -5 sec.

Type: Improvement

Required: Level 9
Required: Jitter

Shake . The warrior can push back more enemies, and all those who fall to the ground will be stunned.

Stun chance: 100% against knocked down targets
Diameter: 10 m

Type: Improvement

Required: Level 11
Required: Jitter

Bravery . The incomparable courage of the warrior provides him with bonuses that grow in proportion to the number of enemies with which the warrior fights (this mode cannot be used simultaneously with the "Combat Team" mode).

Attack: +10% for each nearby enemy after the first
Critical Strike Chance: +3% for each nearby enemy after the first

Diameter: 10 m

Reserves: 30% stamina
Cooldown: 10 sec.

Type: Long mode

Required: Level 6
Required: Provocation

Bravado . "Bravery" draws even more enemies to the warrior, thus increasing the bonuses of this mode.

Taunt Danger: +50% for each nearby enemy after the first

Type: Improvement

Required: Level 9
Required: Courage

Boasting . While the regime is in effect Bravery", each enemy that surrounds the warrior further increases the damage dealt by the warrior.

Damage: +5% for each nearby enemy after the first

Type: Improvement

Required: Level 10
Required: Courage
Points required in the Warmonger tree: 3

Berserker Specialization

As Dwarf culture declined, many of them came to the surface, bringing their habits and martial traditions there. Rage is only part of the berserker's fighting style. Anyone can get angry, but only a berserker can focus rage in brutal blows that pierce armor, cut through the body and break bones.

Capabilities Requirements to open

When choosing a specialization :

Mana/Stamina Recovery Rate: +10

Required: Level 7 or 14

Rage of the Berserker . The Berserker goes into a rage, dealing powerful blows while this mode is active.

Damage: +10% remaining stamina
Costs: -4 pts. stamina per hit

Cooldown: 10 sec.

Type: Long mode

Requires: Level 7
Required
: Berserk

Infinite Berserker Rage . "Rage of the Berserker"gets stronger and lasts longer.

Costs: -2 pts. stamina per hit

Type: Improvement

Required: Level 11
Required: Rage of the Berserker

Wild Rage of the Berserker . "Rage of the Berserker"begins to deal more damage per point of the warrior's current stamina.

Damage: +5% remaining stamina

Type: Improvement

Required: Level 13
Required: Rage of the Berserker

Adrenalin . For a short time, the berserker draws on deep reserves of energy, thereby making every blow more powerful. If the berserker casts " Adrenalin" multiple times, its effectiveness stacks (must be active " Rage of the Berserker").

Damage: +5% (stacking)
Duration: 8 sec.

Cost: 20 stamina
Cooldown: 2 sec.

Type: Single Ability

Required: Level 8
Required: Rage of the Berserker

adrenaline rush . Berserker can now use " Adrenalin" as often as you like. The bonus to physical damage will skyrocket.

Cooldown: -2 sec.

Type: Improvement

Required: Level 12
Required: Adrenaline
Points required in the Berserk tree: 3

adrenaline rush . Now the damage bonus from " Adrenaline" a lot more, especially if the berserker uses the skill multiple times.

Damage: +3% (stacking)

Type: Improvement

Required: Level 14
Required: Adrenaline
Points required in the Berserk tree: 4

Avalanche . For a short time, the berserker trades defense for speed, landing quick hits after another but taking more damage from enemy attacks. (Must be active mode " Rage of the Berserker".)

Attack Speed: +50%
Damage resistance: -20%
Duration: 10 sec.

Cost: 20 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 9
Required: Rage of the Berserker

Reckless Avalanche . "Avalanche" lasts longer.

Duration: +10 sec.

Type: Improvement

Required: Level 13
Required: Avalanche
Points required in the Berserk tree: 3

persistent avalanche . Berserker takes less damage while affected by " Avalanche".

Damage resistance: +10%

Type: Improvement

Required: Level 15
Required: Avalanche
Points required in the Berserk tree: 4

rush of death . Each time the berserker defeats an enemy, the joy of victory restores the berserker's stamina more than usual.

Type: Passive

Required: Level 15
Required: Adrenaline
Required: Avalanche
Points required in the Berserk tree: 5

Ripper Specialization

To become a real ripper, you should perform a ritual and taste the blood of a dragon. The Ripper is not just a name. These fearsome warriors revel in death, restoring energy at the expense of the suffering of the enemy.

Capabilities Requirements to open

When choosing a specialization :

Physical Damage: +5%
Fire Damage: +5%
Cold Damage: +5%
Electric Damage: +5%
Nature Damage: +5%
Spirit Damage: +5%

Required: Level 7 or 14

blood rage . The Ripper does not know pain, but does not shy away from revenge. Each wound taken by the Ripper increases attack damage.

Type: Passive

Requires: Level 7
Required
: Ripper

devouring . The Ripper tears apart the enemy, using his life force to heal himself.

Physical Damage: 28
Health Recovery: 28

Cost: 20 stamina
Cooldown: 120 sec.

Type: Single Ability

Required: Level 8
Required: Ripper

Voracity . "devouring buffs so much that enemies are automatically STAGGERED. This makes them easy targets for subsequent actions by the mage or rogue.

Physical Damage: +7
Health Recovery: +7
Stagger Chance: 100%
Stun chance: 100% against normal enemies

Type: Improvement

Required: Level 12
Required: Devour

Gluttony . "devouring" becomes much more effective, especially if the enemy's defense is weakened by the rogue.

Physical Damage: +7
Physical Damage: 300% against DISORIENTED targets
Health Recovery: +7
Health Recovery: 300% of DISORIENTED targets
Cooldown: -20 sec.

Type: Improvement

Required: Level 14
Required: Devour

Sacrificial rabies . Ripper sacrifices health for increased effect" blood rage". For a short time, each wound inflicted on the Ripper increases attack damage.

Damage from " blood rage": 2x
Health: -20
Duration: 10 sec.

Cooldown: 25 sec.

Type: Single Ability

Required: Level 9
Required: Blood Frenzy
Points required in the Ripper tree: 2

Prolonged rabies . "Sacrificial rabies" becomes possible to use more often.

Cooldown: -5 sec.

Type: Improvement

Required: Level 13
Required: Sacrificial rabies

Aura of Pain . An aura of mental anguish enveloping the Ripper deals permanent Spirit damage to him and nearby enemies while this ability is active.

Spirit Damage: 14 per beat
Health: -5% per beat
Interval between beats: 4 sec.
Diameter: 6 m

Reserves: 10% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 10
Required: Blood Frenzy
Required: Devour

The flow of pain . "Aura of Pain now deals more damage to enemies without costing the Ripper's bonus health.

Spirit Damage: +7 per beat

Type: Improvement

Required: Level 14
Required: Pain Aura
Points required in the Ripper tree: 3

Rabies of pain . "Aura of Pain now consumes less health to maintain itself as the Ripper's health decreases.

Type: Improvement

Required: Level 16
Required: Pain Aura
Points required in the Ripper tree: 5

ardor . The death of an enemy for a short time accelerates the actions of the ripper.


Duration: 10 sec.

Type: Passive

Required: Level 13
Required: Sacrificial rabies
Required: Pain Aura
Points required in the Ripper tree: 4

Templar Specialization

Templars, a formidable arm of the church, guard circles of mages, hunt renegades and maleficars, and occasionally act as a regular army under the command of the High Priestess. By drinking specially prepared lyrium, templars gain resistance to magic, including the ability to interrupt spells. Although the Church controls the trade in lyrium, well-connected fighters can obtain enough of it to gain the same opportunities as vigilant templars.

Capabilities Requirements to open

When choosing a specialization :

Damage: +10% against casters and Shadow creatures

Required: Level 7 or 14

holy punishment . The templar strikes with holy fire, dealing spirit damage to nearby enemies.

Spirit Damage: 67

Diameter: 8 m

Cost: 35 stamina
Cooldown: 25 sec.

Type: Single Ability

Requires: Level 7
Required
: Templar

Righteous Punishment . "holy punishment becomes more effective against magic-addicted enemies.

Damage: 200% against casters and Shadow creatures

Type: Improvement

Required: Level 11
Required: Holy Punishment

Stunning Punishment . When applying " holy punishment"It becomes possible to stun enemies, briefly incapacitating them and making them forget who they attacked.

Stun chance: 50% against normal enemies

Type: Improvement

Required: Level 13
Required: Holy Punishment
Points required in the Templar tree: 3

cleansing . The Templar purges an area of ​​enemy magic, removing all its effects from all party members and ending enemy magic abilities over the entire battlefield.

Dispel Chance: 100%

Diameter: 6 m

Cost: 20 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 8
Required: Templar

Cleansing Wave . "cleansing" captures a wider area of ​​magical effects.

Diameter: 10 m

Type: Improvement

Required: Level 12
Required: Cleansing
Points required in the Templar tree: 2

Long cleansing . For a short time " cleansing"Prevents enemies from casting spells and skills.

Effect probability " Silence": 100% against normal enemies
Duration: 10 sec.

Type: Improvement

Required: Level 14
Required: Cleansing

righteous strike . The Templar's weapon is imbued with righteous energy. Each hit with a certain probability deprives the enemy of the ability to use abilities for a short time.

Effect probability " Silence": 10% against normal enemies
Duration: 4 sec.

Type: Passive

Required: Level 10
Required: Cleansing
Required: Holy Punishment

Silence . The Templar envelops the enemy with negative energy, which prevents him from using abilities for a short time.

Effect probability " Silence": 100 %
Duration: 20 sec.

Cost: 25 stamina
Cooldown: 45 sec.

Type: Single Ability

Required: Level 12
Required: Cleansing
Points required in the Templar tree: 2

Prolonged silence . "Silence" can be used more often.

Cooldown: -10 sec.

Type: Improvement

Required: Level 16
Required: Silence
Points required in the Templar tree: 4

Destruction . Lyrium, dissolved in the templar's blood, protects him from the effects of the Shadow. The templar gains resistance to enemy magic of all kinds.

Magic Resistance: +50%

Type: Passive

Required: Level 15
Required: Silence
Required: Righteous Strike
Points required in the Templar tree: 4

Aveline's Warden Specialization

Aveline has outlived too many of those she cared about. Years of hardship and loss have made her a steadfast warrior and an invaluable ally.

Capabilities Requirements to open

steadfastness . In this mode, Aveline sacrifices movement and attack speed for hit resistance. Each hit she takes not only increases her durability, but also reduces her speed.

Damage Resistance: +8% per hit (stacking)
Attack Speed: -5% per hit (stacking)
Movement Speed: -5% per hit (stacking)

Duration: 5 sec. per hit

Reserves: 20% stamina
Cooldown: 10 sec.

Type: Long mode


Requires: Level 7

unstoppable . Aveline's speed does not drop as much if " steadfastness".

Attack Speed: -3% per hit (stacking)

Movement Speed: -3% per hit (stacking)

Type: Improvement

Required: Level 11
Required:
steadfastness
Points required in the Guardian tree: 2

Bodyguard . When this mode is active, Aveline covers the selected companion, taking damage instead.

Damage Retraction: 25% of target to Aveline

Duration: 5 sec. per hit

Reserves: 15% stamina
Cooldown: 5 sec.

Type: Long mode

Required: Level 8
Required:
Retribution
Required:
steadfastness

The best bodyguard . Aveline amplifies her assistance to the companion, taking more damage instead.

Damage Pull: +25% from target to Aveline

Type: Improvement

Required: Level 12
Required:
Bodyguard

Retribution . For a short time, Aveline parries all melee attacks with an immediate counterattack.

Physical Damage: 4 per Counterattack
Duration: 10 sec.

Cost: 30 stamina
Cooldown: 30 sec.

Type: Single Ability

Required: Level 9

Punishment . "Retribution now lasts longer and deals more damage with each counterattack.

Physical Damage: +4 per Counterattack
Duration: +5 sec.

Type: Improvement

Required: Level 13
Required:
Retribution
Points required in the Guardian tree: 2

deep reserves . Long years in the ranks helped Aveline become unusually ... hardy.

Damage resistance: +15%

Type: Passive

Required: Level 11
Required:
steadfastness

Indomitable . With her exceptional willpower, Aveline does not allow herself to be knocked down or stunned. Attacks that would knock her back or distract her with ongoing elemental effects are exceptionally weak. " Fortitude" from the Intercessor skill tree also removes short-term elemental effects.

Knockdown resistance: 100%
Stun Resistance: 100%

Type: Passive

Required: Level 13
Required:
steadfastness

Serve and protect . Aveline Hawke's devotion borders on dominance.

Damage Transfer: +10% from Hawke Aveline
Damage resistance: +5%

Type: Passive

Required: Aveline: friendship

watchful eye . Now Aveline is on her guard.

Damage resistance: +10%

Type: Passive

Required: Aveline: Rivalry

Fenris Specialization "Tevinter Fugitive"

Tattooed with lyrium and burned with vengeance, Fenris instills weakness in enemies and becomes an invaluable ally on the battlefield.

Capabilities Requirements to open

Lyrium Ghost . When this mode is active, Fenris becomes like a ghost. In this form, it is difficult to follow him on the battlefield.

Defense: +20%
Critical Strike Chance: +20%

Reserves: 25% stamina
Cooldown: 10 sec.

Type: Long mode

Requires: Level 7

Lyrium phantom . "Lyrium Ghost"protects Fenris more effectively.

Damage resistance: +10%
Magic Resistance: +10%

Type: Improvement

Required: Level 11
Required: Lyrium Ghost
Points required in the Tevinter Fugitive tree: 2

The Mask of Tranquility . Fenris tries to remain calm, but this is only an appearance. Each new wound deeply hurts his feelings, which increases the damage from his attack.

Damage: increased to +50% (inversely proportional to health)

Type: Passive

Required: Level 8

Spirit beat . Fenris flares up with dark energy and whips opponents with a wave of spiritual power (the mode " Lyrium Ghost").

Spirit Damage: 28
Elemental Power: 4x

Diameter: 8 m

Cost: 30 stamina
Cooldown: 20 sec.

Type: Single Ability

Required: Level 9
Required: Lyrium Ghost

surge of spirit . Energy" Spirit beats" acts randomly, stunning most enemies.

Stun chance: 100% against normal enemies

Type: Improvement

Required: Level 13
Required: Spirit beat

Deviation . Fenris continues to adjust to his tattoos. Lyrium symbols help to resist magical attacks.

Magic Resistance: +25%

Type: Passive

Required: Level 10
Required: Lyrium Ghost

Rhythm of the fight . Each time an enemy is killed, Fenris's speed increases for a short time.

Attack Speed: +30% on Enemy Death
Duration: 10 sec.

Type: Passive

Required: Level 13
Required: Mask of Tranquility
Points required in the Tevinter Fugitive tree: 4

Internal reserves . Each time an enemy is killed, an additional portion of Fenris' stamina is restored through years of rigorous training.

Stamina Recovery: Minimum 5%, based on enemy rank

Type: Passive

Required: Level 15
Required: Mask of Tranquility
Points required in the Tevinter Fugitive tree: 5

Kindred Spirit . Fenris is inspired by your unexpected support.

Magic Resistance: +10%

Type: Passive

Required: Fenris: friendship

Enemy of my enemy . Fenris and you each have their own opinions.

Critical Damage: +10%

Type: Passive

Required: Fenris Rivalry

The theme of character development in Dragon Age: Origins, like in any other game, is deeply individual. Of course, there are general rules, relying on which you can save time and get a decent result. At one time, he dwelled in some detail on the issue of character development. Richard Psmith, now untimely gone, in an article on Dragon Age: Origins in the magazine "Best Computer Games" (No. 11, 2009). After reading the article, the questions will disappear by themselves. I would like to briefly list those characteristics, skills, abilities and spells that need to be developed in a character depending on the chosen class.

For the main character, it is imperative to study skill "Influence"(you need cunning), it will be useful in many cases: the character will be able to easily use authority, convince and extract information from the characters. It is advisable to start developing it from the very beginning, and pump it over as quickly as possible, while trying not to forget about other skills. The third level of influence can be obtained already in Lothering. For warriors priority skills will be "Combat Training" and "Combat Tactics", for robbers- Combat Training, Poison Making, Trap Making and Thief, for magicians- "Herbalist" and "Survival". Developed combat training among magicians reduces the likelihood of a spell breaking when attacking an enemy.

Stat points distribution in Dragon Age: Origins:

  • Warriors must emphasize strength and constitution (approximately 2:1), agility develops only to the minimum values ​​​​of opening skills. For " tank warrior»Maximum development of the skills associated with the shield: the line "Shield Strike", "Shield Defense", "Shield Block". As a specialization, we take a berserker or a ripper. For " warrior-hitoboy"- skills with a two-handed sword: the lines "Strike with a hilt", "Mighty blow", from specializations - a knight or a berserker. Among the useful skills, it is worth noting "Provocation" (switching the attention of opponents to a provocateur), and "Exit the battle" (reducing the hostility of opponents). With their help, you can fight for a long time, passing the baton between the warriors.
  • Rogues should focus on dexterity and cunning, depending on the style, strength is also added. A rogue's main weapon can be a dual weapon or a bow. Bows are easier to develop and work better with traps than poisons. For " robber-hit-boy"We develop skills related to dual weapons, here you can also add skills from the Dirty Fight and Low Blow line, the killer and the duelist are suitable from the specializations. " Rogue Overlord» should focus on the bow, but most of the battles he will be busy singing. Of the skills, we develop the “Melee Shooting” or “Rapid Shooting” lines. As specializations, we choose a bard and a ranger. Rogues must be able to pick locks and be invisible by learning the relevant skills. In addition, after leveling the “Combat Training” skill, you can completely switch to the development of cunning by purchasing the “Lethality” skill from the “Low Blow” line. In this case, cunning will be used to calculate attack damage instead of strength.
  • Magi must actively develop magic and willpower (2:1 or 3:1). There are many spells to choose from that make the character unique and inimitable. You can make a healer out of a magician, or you can focus on combat development. In any case, it is desirable to develop a magician under, which do not require special costs, but multiply the damage done or have special effects. mage healer is a lifesaver, helps save a lot of first-aid kits, poultices and constantly saves in difficult situations, healing and resurrecting the fallen on the battlefield, without it - like without hands. Also worth noting are the useful spells Rune of Paralysis, Rune of Neutralization from the School of Creation, Mass Paralysis from the School of Entropy, Crushing Dungeon from the School of Spirit, and the entire Elemental School.

The Warrior class in Dragon Age 2 can either be a damage dealer or a "tank". The class itself has access to most weapon types with the exception of staffs and ranged weapons. In addition, the Warrior can equip the heaviest of armors plus they have the ability to equip shields that also give an armor bonus. It "s also important to note that you won"t be able to dual-wield weapons.

If you"re wanting a tank character, then you"ll definitely want to invest in the Weapon and Shield skill tree. You"ll also want to invest at least a few points in the Warmonger skill tree to gain access to Taunt. Apart from that, the Defender skill tree is quite appealing and the Battlemaster skill tree contains a few abilities that will help you hold the attention of enemies.

If you"re wanting to use the Warrior as a damage dealer, then you"ll definitely want to invest points into the Two Handed weapons skill tree. You "ll also want to purchase skills from the Vanguard skill tree. You may also want to invest a few points in the Battlemaster skill tree, as some of the skills boost your stamina regeneration.

Dragon Age 2 Warrior Guide: Useful Attributes for the Warrior

As with the other two classes, the Warrior has several attributes that are quite useful. However, you probably won't be able to boost all to satisfactory levels and this is partly where sustained abilities enter the equation. You should pick sustainable abilities that help whichever statistic, such as attack and defense, is lacking if possible.

As far as what the recommended attributes are, it depends on what type of character you want. First of all, strength and constitution are needed to wear the strongest armor. Next, you need to boost cunning if you don't want your Warrior to be hit often (it also increases your critical hit chance). Strength also boosts your damage and increases your attack rating, which determines your chance to hit enemies. If you want to cause critical hits a lot as well, you"ll need to boost dexterity. Constitution also increases your health points and willpower increases your stamina. Keep in mind that your health and stamina pools don't increase with leveling anymore as well.

With the introduction and attributes covered for the Warrior, the skill trees are detailed on the next few pages.

A Guide to the Warrior Class in Dragon Age 2: Weapon and Shield Skill Tree

This skill tree is pretty much essential if you want to play a tank. Certainly on higher difficulties at least. Lets take a look at each of the skills in the tree, along with their respective upgrades.

Shield Defense : Shield Defense will help you withstand attacks made by enemies attacking from the front but it also lessens the amount of damage done. It "s a nice skill to take, but it"s perhaps best to use it only when you don"t need to create extra threat by causing more damage. Granted, you do have taunt abilities, but ideally, you don"t want to have to taunt in order to get the attention of enemies.

The upgrade for the skill is called Shield Wall and this helps mitigate damage from rear attacks. It also helps with mitigating damage from the front. So, it's a nice upgrade to pick.

Perception : I"d recommend picking up Perception when possible because it"ll further help reduce the damage taken when combined with Shield Defense and Shield Wall.

Safeguard : As with Perception, you can"t go wrong taking Safeguard. You won"t suffer large damage spikes with this ability if your armor is up to date with it eliminating critical hits.

Shield Bash : Shield Bash for me is the basic attack in the Weapon and Shield tree. It can be used to damage an enemy and knock

them back, but don't expect it to produce any spectacular results. However, with the Pummel upgrade, it can stagger enemies. This helps to make it better at least.

The other two skills you can take, Scatter and Assault, are highly recommended alongside their upgrades. This is because they can both affect multiple foes and knock them back, as well as deal nice damage.

A Guide to the Warrior Class in Dragon Age 2: Two Handed Weapon Skill Tree

The Two Handed weapon skill tree is the one you"ll want to pursue if you want to be dealing a fair amount of damage, rather than "tanking" enemies to prevent them attacking the squishier characters in your party, like the mages. Below, the skills and their upgrades are detailed:

Mighty Blow : You should be familiar with this skill if you"ve played Dragon Age: Origins. \\the only difference is that it can hit more than one for some extra damage. It"ll also be your main attack skill wise, when using two handed weapons.

With upgrades, the skill can deal more damage and it can also be made to deal large amounts of damage against brittle targets. All in all, the skill is definitely recommended alongside its upgrades.

Scythe : Scythe will send your character charging forward and gives them a chance to knock enemies down, while dealing damage. With the upgrade, it can deal quite a fair bit of damage against brittle targets.

Giant's Reach : This skill doesn't do much apart from give a passive range increase for your two-handed weapon attacks. It "s a pre-req for Whirlwind, so you"ll want to take this skill if going down the two-handed weapon skill tree.

Whirlwind: A really nice ability due to it being an area of ​​effect attack with the added bonus of being able to knock enemies down. The upgrades are also great, so the ability and upgrades are recommended.

Sunder : If you"re going to go down the two-handed weapon skill tree, there is absolutely no reason you shouldn't purchase this skill. It's passive and can stagger enemies, alongside increasing your basic critical chance.

Dragon Age 2 Class Guide: Vanguard Skill Tree

The Vanguard skill tree is perhaps best combined with the Two-Handed Weapon skill tree because it is also designed to help you deal damage to enemies. So, lets take a look at the Vanguard tree's skills.

Control : The Control skill is a sustainable ability that increases your attack by a set amount, meaning you"ll have a greater chance to hit enemies and cause more damage. The upgrade further helps damage and you"ll possibly want the ability turned on while fighting with two-handed weapons.

Destroyer : You"ll want to pick this ability up as soon as you can, especially if focusing on hitting the enemy with critical hits. Essentially, it lowers the amount of damage that the enemy mitigates.

Might : Might is another sustained skill and this time, it increases your damage. So, if you find your attack rating is high, switch to this ability instead. It also helps to boost your critical hit damage when upgraded. At the end of the day, it depends on what attributes you've developed with regard to which sustainable ability you use. Granted, there's nothing stopping you using both sustainable abilities from the tree but you won't have a big pool of stamina to work with.

Cleave : This is a really nice ability and it's passive, though I imagine it's not that great on easy and possibly normal due to enemies having lower health/being more susceptible to damage. It lets you kill enemies automatically, below a certain threshold.

Assail : This is an activated ability that lasts for a couple of seconds and it's best used in conjunction with the Might sustainable ability as they compliment each other nicely. With the upgrade, it'll hit multiple enemies.

Dragon Age 2 Class Guide: Defender Skill Tree

The Defender skill tree is most suitable for tank characters. The skills are detailed below.

Stonewall : Stonewall will make your character unable to attack during the skill's duration. However, it reduces the damage you take and does give the ability to knock enemies back. Overall, it's quite nice when you need to quickly lessen the amount of damage you"re taking, so you can have a heal spell cast on your character. It"s also handy to use if you"re in trouble, but your potion cooldown is nearly up.

The upgrade makes it even more worth while.

Adamant : Adamant is a passive ability that decreases the damage you take across the board by 5%, so it's another handy ability.

Turn the Blade : This is a sustained ability, which increases your defense by 10%. If you"re lacking defense for a tank, then you should definitely take the ability. The upgrades further boost the effect and also boost your fortitude. It"s also a pre-req for Resilience, which

will make your character immune to knockbacks. So, all in all, it's quite nice if you want to be immune to knockbacks or to have an extra boost to defense.

Resilience : As explained above, this passive ability makes you immune to knockback. So, if you find knockbacks are annoying you, pick it up.

Elemental Aegis : This will help you minimize the damage you take from magical spells, so pick it up along with the upgrades if you find you"re taking too much damage from magic and the elements. I especially found that the Qunari spellcasters can cause a lot of damage on at least the hard difficulty.

Resolute : This reduces damage by a flat 10% when magic and the elements are concerned. As magic damage can be quite harmful, this ability and Elemental Aegis do come in handy.

A Look at the Warmonger Skill Tree for the Warrior Class in Dragon Age 2

The Warmonger skill tree, even if you"re not that interested in it should you be playing a tank character, does contain one essential skill for tanks and that is Taunt and its upgrades.

Pommel Strike : Pommel Strike stuns your enemies and it"s also useful for tank characters because when it"s used, it essentially resets everyone"s threat level as far as the enemy that it"s used on are concerned. With the upgrade, the cooldown will be lessened and the stun "ll last longer, while staggering a target. All in all, it"s a pretty nice skill though enemies can become resistant to stuns as you go up the difficulty levels.

Tremor : It's basically an AoE attack that can knock enemies backwards. With the upgrades, it can also stun and stagger them. It's another nice ability really.

Taunt : This is essential for tanks as it allows them to transfer all of the threat from enemies to themselves. Even if you only pick up

one ability from this tree, make it this one and its upgrade.

Bravery : Another nice ability here, especially when the upgrades are taken. However, if you keep your warrior near the other party members, then you might be able to manage with the Battle Synergy ability from the Battlemaster skill tree when upgraded for generating threat and keeping enemies off other characters.

A Look at the Battlemaster Skill Tree for the Warrior Class in Dragon Age 2

The Battlemaster skill tree consists of support and sustained abilities. It's a nice tree to invest points in.

Rally : Rally basically boosts the mana and stamina regeneration of all party members and this is especially handy if you let your characters expend their mana at an alarming rate. It also enables party members to gain the benefit of some of the warrior's sustained abilities, so it's useful for all types of characters. The upgrade is also nice.

Battle Synergy : This sustained skill boosts the defense of your party and with the upgrades, it enables the warrior to generate 50% of the threat from party members, while also decreasing the damage they take. By taking the Hero's Synergy upgrade though, characters will receive less damage while your warrior receives more. Another caveat is that you'll need to keep your warrior close to your party for the threat generation.

Bolster : A warrior can only regenerate stamina by killing enemies, so this is a nice ability as it helps negate that but the main reason you"ll want to take the ability is to access Second Wind and Deep Reserves.

Deep Reserves : Deep Reserves is a passive ability that also boosts your stamina regeneration.

Second Wind : This is an activated ability that restores all of your stamina, so it's great for long fights. The upgrades also enable the skill to reduce the cooldown for other abilities and also the cooldown for Second Wind itself.

Dragon Age 2 Warrior Specializations Guide: Templar Specialization Skill Tree

If you find you "re having trouble with enemy spellcasters, then this is certainly the specialization to take. In addition to making you more effective against spellcasters offensively, the skill tree contains a passive ability that gives you 50% to magic resistance, which is really nice.

Cleanse : Cleanse allows you to dispel any enemy magic in effect, within a specific radius. Upgrades increase the radius and also give the ability to silence enemies, making them unable to cast for a short while.

Holy Smite : This activated ability deals spirit damage to enemies that are nearby. Upgrades make it more effective against demons and spellcasters, while also enabling it to have a 50/50 chance of stunning normal enemies.

Silence : This ability is guaranteed to prevent an enemy from casting spells for a short while. With the upgrade, you can use Silence more often.

Righteous Strike : This is a passive ability that gives each strike a low chance to prevent enemies from casting spells for a few seconds. Due to the low chance of triggering, you may not find it as useful as it could be, but it is a requirement for Annulment which is quite handy.

Annulment : As mentioned above, this passive ability is useful. It increases your magic resistance by 50%.

Dragon Age 2 Warrior Specializations Guide: Reaver Specialization Skill Tree

The Reaver specialization helps you to deal damage and it can also heal you, but the healing is countered by the fact that your health will be drained by using the Reaver's abilities. Thanks to a passive ability, you'll also find you deal increased damage when your health is low.

Blood Frenzy : This passive ability increases the damage you deal, but it's dependant on how low your health bar is.

Devour : This activated ability allows you to attack a single enemy, dealing damage while also regaining some health. The upgrades allow it to deal more damage, stagger foes and also stun them with more health being regenerated. In addition, it becomes more effective against disoriented targets, while having a decreased cooldown.

Sacrificial Frenzy : This activated ability allows you to deal more damage, but it does lower your health. The upgrade reduces the ability's cooldown timer.

Aura of Pain : This is a sustainable ability and it deals damage to enemies at set intervals within a specific radius, though it also damages you. The upgrades increase the damage done and also reduce the damage you take by having the ability active.

Fervor : This is a passive ability that increases your attack speed for a short period of time after an enemy's death.

Dragon Age 2 Warrior Specializations Guide: Berserker Specialization Skill Tree

The Berserker specialization tree is all about helping you deal damage, though you"ll find your stamina is drained at the same time even without using abilities thanks to needing Berserk active to use the tree"s abilities.

Berserk : This is a sustainable ability that increases the damage you deal at the cost of draining your stamina. The upgrades reduce how much stamina is consumed and also increase the damage done.

Adrenaline : This ability can only be activated if Berserk is active. It has a short cooldown timer and if activated in quick succession before the duration runs out, the effects stack. Basically, Adrenaline increases your damage. Upgrades increase your damage and eliminate the cooldown timer.

Barrage : This increases your attack speed for a period of time, but it does make you take more damage from attacks. Again, Berserk must be active for this to be used as well. Upgrades lessen the amount of damage you take and also increase the ability's duration.

Dragon Age: Origins is a party game, despite the fact that you have to play alone. In general, I can’t stand such fights, but here they are somehow more or less distinct and not so annoying. Moreover, on increased difficulty, the battles become very interesting.

As it should be in most of these games, our group should have 4 comrades in its composition and the most effective composition will be as follows: Tank, Healer, Damager and Controller. Who are they?

Tank- a character that distracts enemies towards itself and blocks most of this damage into a shield.

healer- the main goal of the healer is to stand behind and heal, ideally, a tank, but basically everyone, so that they don’t die, sometimes slightly adding damage to the target.

damageer- stands behind if an archer or a magician, but unlike a healer, he constantly hits enemies. Well, or next to the tank he cuts with a two-handed sword. The main thing here is the maximum damage in the shortest possible time.

Controller- paralyzes, stuns or blinds and does minor dirty tricks, temporarily incapacitating enemies and preventing them from attacking.

healer

Here the best candidate is either Wynn or the main character. In Dragon Age: Origins there will be missions where the hero will have to run alone and the easiest way to do this is with a magician who can heal. The only problem is that we will not meet Wynn right away. Healing magic is a situational thing, and although it does not eat very much mana, in the end you will have to use it often, so a lot of Willpower is required.

spells

Creation branch. Here we take the Heroic aura and defense.

Heroic Aura- protects against long-range attacks, hang on the tank in the presence of a large number of archers, often simply irreplaceable.

Heroic Defense- Defense against melee attacks. There is also a lot of need.

Treatment thread. Where without her, it is she who makes us a doctor

You need the whole thread.

Rune branch. Imposes even more effects on the group, it will not be superfluous.

Rune of Paralysis- if you have enough mana, you can use it.

Protective Rune- gives bonuses to mental stability, defense and reflection of ranged attacks. Little by little, but all at once.

Rune of Repulsion- can be useful to prevent enemies from running. It happens to be useful.

Rune of Neutralization- put under other people's magicians, sometimes it can be used as a dispel. It can not always be used, but it's better to take it.

Spirit branch. Here we will need to take dispersion and an anti-magic barrier.

1st spell is useless, but diffusion is a very important spell.
Anti-Magic Barrier Places a shield on the target that completely blocks all non-physical damage. Also blocks the casting of point spells.

Specializations - Spiritual Healer.

The only spell that is not very necessary is the last one, because usually not everyone needs to be healed, but only the tank, there is Group Healing for everyone, it usually copes with the task.

Controller

Morrigan is best suited, and again we ourselves. What does this controller actually do? In our case, the magician simply does not allow the enemy to move, attack or cast bad spells. In addition, no one prevents the controller from applying debuffs (damage that reduces attack, defense, movement speed). And again, we put everything into the Power of magic, well, a bit into the Power of Will.

spells

The elemental branch of fire. We take for Fireball.

Fireball. What normal mage does without a fireball these days? In addition to damage, the fireball knocks down even some Bosses. Add a small cost and cooldown and you get the perfect spell.

earth elemental branch

We take a fist, nothing else is needed.

Elemental branch of ice. The first 3 spells will come in handy.

Ice grip - very useful and irreplaceable.

ice weapons- telekinetic is better, but access to the Cone of Ice opens up here.

Cone of Ice- like Fireball, this is one of the main spells of the magician. He rarely gains stability, works consistently for Bosses, even dragons. By catching a lot of enemies that don't matter now, you can keep them in place for as long as there is mana. The only negative is the attack radius, the archers will simply shoot us.

Spirit Branch - Mana Drain.

Mana Break- according to the idea, it burns out all the mana, but in practice, the enemies manage to be healed. But they can't hit that hard anymore.

magical power is a pretty useful thing.

Mana Clash- great damage to mages, because. is equal to all mana burned. Some bosses however are resistant to this.

Spirit Branch - Necromancy

Walking Bomb - requires skillful use, but the strength is significant, it makes it much easier to clear groups of enemies.

Funnel of death- after turning on, a funnel appears around the character. Decomposes one corpse every second, granting mana in a vortex radius. Controversial aura.

Infectious Walking Bomb- the same bomb, only easier to use. It is better to throw it at the target, which is near death.

Skeleton Challenge- an extra, even a dead character is always useful.

Spirit Branch - Mind

mind explosion— useful spell, sometimes saves from death.

Force field- is a must. Completely disables the target from combat, though making them completely invulnerable.

telekinetic weapons- better weapon enchantment. There should be one in the party.

Entropy Branch - Paralysis

Weakness- standard debuff, like Loss of Orientation.

Paralysis- very necessary for insurance.

Toxic fumes- doubtful, but necessary

Mass paralysis- mass control, which allows you to kick targets.

Entropy Branch - Curse

Vulnerability Corruption throwing at a strong target combined with Siphon Life is a very strong combo.

contagious spoilage you need to throw at a white target (so that it does not resist) and one that you will not touch for a long time.

Disposal spoilage- essentially a debuff, only a strong one. When successfully cast on a target, its critical hits become normal hits, and normal hits become misses. If he passed on the boss, then the boss (only applies to melee) remains helpless.

fatal damage - makes all hits on the target critical, which is good on bosses - needed by all damage dealers.

Entropy Branch - Sleep

Loss of orientation- a good debuff, use on a strong target. Taken for more important spells

Horror- excellent control. Turns out of the battle for a long time (the stronger the target, the less time). Be sure to take.

Dream- the main spell of the controller, because it almost never encounters stability, except for orange ones, but it also works properly on them. Allows you to perform the same queue - whoever he woke up, he stammered. Has a huge AoE. And most importantly - Sleep + Horror - there are several combinations of spells in the game, but most are dull (for example, break frozen), and this has a really huge practical purpose.

Nightmare in reality- despite the fact that it appears after sleep, it is its stripped-down version in everything - not reliable, less AOE, more rollback. Better take.

Entropy Branch - Siphon Life

Life Siphon useful when the main character is the controller.

Specializations - there is no ideal specialization for the controller in the game, but a good option is Blood Magic.

Tank

Whatever one may say, it’s simply impossible to do without a normal tank - the group will simply be taken out. The best candidate is Alistair/Loghain and Sten. You can make the main character with a great desire, in principle ...

The main characteristic of the tank, of course, is Physique, but strength is also required for armor and skills, and dexterity is also required for a shield. We dress for protection and for HP. However, that's not all - the main task is not just to keep the blows, but also to distract enemies from the allies, and for this you need provocation skills.

Tank skills

Shield Skill Line - Two Stances

First, we are given a useful shield defense, its improvement, and then a deaf defense. The last ability, which gives a large bonus to defense, and when you turn on Wall Shield - immunity to knockdown, is needed. Everything is needed here.

Shield Skill Line - Shield Cover

Shield Cover itself works well, but Shield Wall is better, and you can only have one stance at a time. Yes, and the whole branch requires an increase in dexterity, so the maximum that is worth taking. Shield preparation.

Shield Skill Line - Shield Strike

The best spell is the second one, which stuns pretty consistently.

Specializations. Not a single one fits completely under the tank, but the Vityaz is closest to this: we reduce the attack of the enemies (we live longer), raise the defense and attack of the allies and ourselves, knock over the enemies, which gives a break. You can also experiment with the Ripper - we draw life out of corpses (survivability), we inflict damage on everyone around and hit the harder, the less health remains. But the result will be a semi-attacking Persian, which requires more careful handling. Berserk is not an option. Well, the Templar - has the ability to stun everyone and has great mental stability so as not to get up in dreams and paralysis. For a classic tank, we take a bunch of Templar + Vityaz.

damage dealers

In addition to the tank that takes the hit, the healer who mends this tank and the controller who prevents the enemies from hitting the tank too often, someone else is needed who will give change for such suffering. Already here we have just a huge choice: Warrior with a two-handed sword, mage, battle mage, warrior with dual weapons, archer, robber with daggers. How many options to choose from. One is more beautiful than the other, let's take a closer look at who is who.

Warrior with a two-handed sword

This type of damage dealer is very popular with beginners because of the highest numbers. Sten, Oghren and the main character will fit here. We put everything into strength and do not worry. You can optionally a bit more in dexterity. We are looking for clothes for damage, protection is not so important here.

Skills and abilities

In addition to standard military skills, we have one of our branches, it has three lines. But first - any damage dealer should take Disengage, because it is important that they hit the tank and not us. It is also advisable to take the last skills from both lines of the warrior - restoring a few stamina is very important, and temporarily removing misses from yourself is generally excellent. Yes, and the increase in the chance of crit in the crowd pleases.

Two-Handed Weapon Branch - Stun

We take everything. Hilt strike - additional control. Indomitable - if you thwarted the aggro, or the boss can stun everyone, not just the tank. Chance to stun - can also work on the boss. Healthy. Regulated crit is also important.

Armor Shatter

The first spell is a debuff. Armor Shatter - Removes enemy armor.

mighty blows

And although including powerful strikes is a rather controversial decision, due to the penalties to the attack, getting to the only multi-target strike is worth it at all costs. Especially considering the nominal damage from two-handed weapons.

Specializations: — Berserk. For 4 points, we get a plus to damage without penalties and one very strong blow. 2nd - any, if there are points for development. Vityaz will improve things with a hit, and strengthen the position of the second tank. The Templar is always useful, but not more than 1 in the party, the Ripper is more of a tank, the damage dealer should not take it and spend 4 points on just one useful but dangerous spell - a lot of damage with low health.

Damage Mage

It is best for them to be the main character. We build up the power of magic and a bit of willpower. We take armor with a bonus to elemental damage (all sorts of gloves and rings + 20% fire damage, etc.) and magic power. Sometimes you can pick up a reserve or mana regeneration in combat.

Capabilities

We take everything listed in Healing and Controller only when there are extra points.

Element Branch - Fireball. Cone of Lightning + Cone of Cold.

Lightning line. Chain lightning is interesting here.

Branch of Creation - Nature

Magic Wisp- enhances our magical power (i.e. increases damage). It is useful to turn it on when you have already spent 50% of your mana.

Magic Flower- increases mana regeneration, which will be in short supply.

wasp swarm- high damage on one target, take it.

We take the Walking Bomb (Spirit Branch, Necromancy line), if there is none in the team yet. The rest is control.

Specializations - Blood magic. For 4 points we have an alternative resource for applying spells, its replenishment (it is advisable then to take two spells from the Life Siphon line, the Entropy branch), good AoE damage + control and a strong single disable + damage. The last spell-single-control on bosses in the Maleficar branch will work at best as damage, because the game will not always allow you to control Orange.

Battle Mage

Available naturally only to the magician. Candidates are any mage. A magician who walks in light clothing does all the spells in battle, and when the mana runs out, he reaches into the bag, puts on Heavy armor, turns on all the auras and passives and goes to beat the mobs in hand-to-hand combat. Lazy mages immediately walk in heavy armor, and spit on fatigue at 30-40%. In this regard, we take the heaviest armor, because fatigue will eventually turn into a bonus to attack. As practice shows, damage per second with a two-handed, one-handed or dagger is the same, only the dagger pierces armor even better.

spells

Line of combat magic

combat magic- allows you to require Magic Power from equipment instead of Strength. We can carry anything

The second passive skill (when enabled) changes the hit calculation formula from "Strength + Agility" to "Magic Strength + Agility". We do not have the second, but the first in bulk. Changes the formula for calculating weapon damage from Strength to Magic Power, which changes increased fatigue into an attack bonus. When turned on, it takes 50 mana (although it is not mentioned) and immediately gives 50% fatigue instead of 5%. So many, due to the fact that fatigue is our hit on the enemy. So what did we end up with the coolest armor and weapons (exceptions are bows and daggers). Next, we take a passable, but useful improvement in attack and defense in the battle mage stance and take ....

Shimmer Shield. Gives resistance to all types of magical damage - 75% each. Example - In one place, the entire party will receive constant damage from spirit magic. Everyone (and the tank) gets 11-13, the battlemage takes 2 damage. Feel the difference. Gives 100 psycho. and physical sustainability. No one can knock down or stun a battle mage, except for harmful, arrogant and generally uncultured Ogres. It also gives a serious bonus to armor, not like the deaf defense of the tank. Take away 50 more energy to reserve and slowly devour your mana. This is not a joke or a mistake by the developers - after turning on seconds after 10 mana, you will have 0.

The last spell allows you to dodge an attack without an attack-defense check (Dodge, judging by other games with attack-defense, the dodge check comes before the attack-defense check, which is very useful) and mana regeneration, which is nonsense, because the shimmering shield you'll eat it anyway. The only thing is, if you are not tanking the boss, then you can not turn on the flickering shield and eat off your mana during the battle magic.

But anyway, back to close combat. We also take the previously mentioned Magic Defense and Stone Armor. The first gives protection depending on the Mage's Strength, and the second gives armor. Don't forget to turn on telekinetic weapons in the party. What do we get when all this is included? And we get a cool Persian who ran in a robe two minutes ago, and now receives (at a certain stage of the game) instead of 30-40 damage that the tank received, only 20 from the boss. Strikes from 1 sword as from a two-handed one (however, without the included racks for a two-handed one), Spit on stuns, Paralyzes and other people's nukers. Are we all running to download the Battle Mage? Not really. One problem remained - the attack. She's still missing. Even with 100% fatigue. We hang a Heroic Attack on ourselves, remove protection from the enemy by all means - this is how you can still live. But what really literally kills a battle mage is other people's attack debuffs (Weakness, Curse, other people's knights) - you can forget about hits. For to dispel someone else's debuff is to remove ALL buffs from yourself, don't forget. And we have from 5 to 8 of them. And how long will you then stand to turn it all on again (and the flickering shield also has a brutal cd)?

Dual wielding warrior

Why a warrior? Because the robber is imprisoned for something else. Of course, you can make a robber-mile-warrior-with-dual-weapons, but it will not be a warrior. The candidates are the protagonist and warriors. Characteristics - strength and agility in half. A little more agility for abilities. If there are big problems with men-at-arms, try to look for things for armor penetration. And everything is simple - maximum damage, we look at armor by bonuses, and not by gravity. Although if you are in massive armor, you will not differ much from the tank on the bosses. By the way, this is a feature of both wars - damage dealers. They are more reliable than others, more tenacious, less demanding for constant supervision. Abilities - As well as a two-hander, native branches to the stop are desirable. The only thing with a hit due to greater dexterity is better here.

Weapon Branch in each hand

We teach all the way, without this, the penalties for weapons in each hand will be serious and the damage is small

Line of debuffs

Double punch. In fact, with the same attack speed, you start hitting the target twice as hard (checked, attack speed is not lost). Also a bonus to damage from each hit. The price is the impossibility of regular crits. But the warrior's crits are not so frequent. Taken in any case for the next spell.

Counter attack- Crete + Stan.

crippling blow- Crit + removal of protection (and also attack and run speed) from the enemy.

the Punisher- optional.

AoE damage

The first ability, swinging two weapons, is a godsend. Not only is the damage to everyone who fits somewhere 150 degrees in front of the warrior, but also with increased damage! The two-hander before that rips through the devil knows how much, and he has normal damage there.

triple hit - not worth the stamina spent on it.

Impulse. E st endurance is in earnest, so turn it on when this very endurance is already 0. Increases attack speed very decently. Excellent ability.

Vortex- makes a blow to everyone around, but for such a price, and even with ordinary damage. We are not a tank to be surrounded. The swing is much better.

Specializations - Just like with a two-hander.

Archer

Candidates - The main character is a robber or Leliana. Why is a robber better than a warrior? The robber will be able to pick locks. Warrior's specs - Berserker is fine, the rest are unusable, while Rogue has two useful ones. Yes, and the robber will receive a third more crafts - and he will pump poisons, and combat training, and if necessary, Persuasion. Crafts - not demanding, poison is welcomed, mainly because of grenades, and it will help in close combat, since it is much more reliable to pull out two daggers than to pump fire at close range (more on that later). Traps are not worth it, we are standing in the distance. Characteristics - dexterity. We do not need the ability to replace strength with cunning in attack calculation, since the bow has its own formula - only dexterity. We swing it, a little trick, if we break the locks. Clothing is dexterity. Only dexterity.

Capabilities

Of the standard robbers, we only need lockpicking if there is no one else in the party, but you can take the line of lethality (replacement in the damage formula, not attack, so the damage will increase, and as a gift for 3 points 2 nice debuffs, besides changing the formula).

Archery Branch

Aimed shooting useful, we reduce the attack speed, but we get all sorts of goodies, although the decrease in attack speed is felt strongly.

Special Shot Line

Pinning Shot seems to be a good control, always useful, only rarely works.

Crippling Shot- reduces the attack and defense of the target - useful, we hit more often.

Critical Shot swing, good damage.

Arrow killer deals very high damage, much more than a critical shot, although there is nothing about this in the description. So download.

Explosive Shot Line

Shatter Shot- Armor debuff, useful. It also drops the target. Unexpected and pleasant.

Suppressive shooting- improves the life of the tank by reducing the attack of the enemy. It can come in handy on the boss, especially since it works together with aimed shooting if you decide to turn it on.

Explosive Shot“Resistance rarely comes to him, he works on a gigantic area. The only adequate control with a large AoE outside the mage, although conditionally he is a multi-target, like a chain mon. Go to him and take immediately.

Specializations - Assassin and Duelist, of course, for close combat. There are two left - Bard and Pathfinder. We take them.

Bard- only the third song is needed, which gives pluses to attack, defense and crit. chance. Considering aimed shooting, there should be no problems with hitting. The only thing is that if you do not download the trick for breaking locks, then the song will be weaker for you than for those who download. But more dexterity.

Pathfinder- allows you to summon a Wolf or a Bear or a Spider and improves all three with the last spell.

Wolf has the health of a tank, the same nominal damage, and also reduces the armor of the enemy.

Bear fat, hits well, can drop from his feet, but he doesn’t pull on a tank.

We make any shot in battle for 50 energy, we call the wolf. If he was killed, call the bear. In general, the pathfinder is a huge support for the squad with new fighters.

Improved Beast- animals get an extra ability, but there are no special differences in stats (damage for a wolf, health for a wolf and a bear). If you have a lot of points, you can spend. If you only use the wolf, it makes little sense to spend 3 points.

Robber with daggers

Dagger. The candidate is only a robber. Rogue is a unique damage dealer. First of all, it’s about a backstab - it always works when you hit the enemy’s back. Characteristics - Dexterity and cunning. Daggers, unlike bows, require dexterity + strength, and we can replace strength with cunning. And cunning is more needed for other rogue abilities. Crafts - poisons are very, very necessary. It is enough to take combat training for 3, I will explain why. The rest is optional. Clothes - because of the small amount of strength, we will carry the lightest. Weapons - daggers, with any bonuses, the main thing is that the damage is high. Even with one medium rune of paralysis in 1 dagger paralysis happens quite often, which is very nice, because as soon as your enemies recover from control, you will not have backstab and dps drops.

Capabilities - Firstly, out of 4 lines of relatives, you will need a little bit from everyone.

Rogue Branch - Backstab Line

Dirty fight - control is always nice.

Movement in combat- a great thing, expands the backsteb area from a quarter to a half. Backstebs have become much simpler.

Feigned death- Better aggro reset. If this is a problem, swing the blow of mercy.

Line Line Tricks

Kick debuff on defense and attack is nice

Death blow- armor debuff, also useful.

The third skill Changes the damage formula, so that after taking this ability, the damage will increase by about two times (in the back for sure). Unfortunately, it does not change the hit formula (strength + dexterity), but greater dexterity and dual wielding permanents should smooth out this minus .. Evasion is again for open combat. DPS will not increase. .

String of locks

It is not necessary to take locks of the 4th level. Locks only enhance the rogue's natural ability to break chests and doors, which depends on cunning. Download optional, depending on how often you see locked.

Line of invisibility

There are two options, either take all or take two. The 1st option allows you to go into stealth right in battle, but if you don’t take the 4th level, then they will constantly notice. The 2nd option allows you to save points, but you only start the battle from stealth, during the battle only Feigned Death will help to throw off aggro. And in the 2nd option, you will often be noticed

Dual wield branch

It's a little different here than with the dual-wielding warrior.

Line of Debuffs

Counter attack- control is always useful.

crippling blow- duplicated by a kick, but useful.

Line 4 permanent

All are needed except the last one, because he allows swords to be carried. The dagger requires dexterity, pierces armor better, hits faster. The sword will require strength, it pierces armor worse, it hits more slowly. You can hit with a backsteb from a sword, only the damage calculation formula includes dexterity only for piercing weapons - bows and arrows. For a sword, a lot of dexterity is almost useless. True, mastery of a sword also reduces the cost of use ... but just for the sake of it alone, download the 4th level of combat training? The rogue constantly hits with crits (backsteb is a type of crit). He does not need any songs from the bard on crit, nor the diverting corruption from the controller.

Specializations:

Murderer. Not being discussed. Increases backstab, restores stamina after a kill (like a warrior) and increases all physical. target damage. We do not need a bard - his only useful song is not needed, we do not need either crits or attack. It would seem obvious - grab the duelist and don't think. Only here is the thing. In fact, what a duelist gives: a plus to attack / defense (we have both in bulk), a blow to reduce the speed of walking / defense (we already have two of these) and all hits = crits for a while. Wait. Backstebs are already critical. So the duelist will give almost nothing to the secretive robber. Therefore, there is the last option - Pathfinder. What a tracker gives for 1 invested point: a pet with hp like a tank. Tank damage. Decreased target's defense (similar to the duelist). Just one point. That is, a small animal that can, on occasion, tank up, and in fact an increase in damage that you will not find anywhere for 1 point. And you can also call a bear when the wolf dies. Assassin + Duelist is the obvious choice. Assassin + Pathfinder seems dubious, but in practice it works well.

Dragon Age - Origins - Making a universal group was last modified: July 29th, 2015 by admin

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