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Which Class should i be???????


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#1
Unholypaladin

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Assume that, by using the console, i wish to become a hybrid of Mage, warrior, and maybe even rogue, because that is what i did in DA Origins, and that is what i plan to do in DA II, (Its not an over powered thing, its just how i play, i like having a bit of magic and a bit of combat, i dont max my skills out right off the bat)

However i just started and i need to know, which class would be the best to start for this?

First of all note that my fav weapons is dual wield,
I am one to charge straight into battle rather than stealth or range play,


Should i start out as a mage and add Warrior Attributes,
Start out as a Rogue and add a few spells,
or start out as a Warrior and add Dual Wieliding and Magic abilities???

All opinions and reasoning welcome... unless your opinion is that i need to *Insert random insulting opinion that turns me into the hulk and causes me to nom nom nom my entire computer in a single bite* in that case, please dont :)

#2
amullinix

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I also charged out in DAII, not so much in DAO. The Rogue tree will have the customizing options right off the bat for dual wield. Starting off as a warrior isnt as good an idea as it may sound, mainly because they rely more on shield or large weapon work. I would go Rogue, with some magic ingrained. More for healing, possibly AOE (depending on what difficulty you have it on). The only reason I would use anything warrior related would be for the shouts. Even then, there's enough magic stuff that effects the rest of your party to make up for it.

Thats just IMHO though. People play differently, so it would be up to you.

#3
Tamer_mike

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In choosing a starting class theres a few things you'll need to look at.

Main stats are
Strength and Constitution for Warriors, which gives secondary bonus to Fortitude and raises Health.
Dexterity and Cunning for Rogues, which gives secondary bonus' to Critical Chance and Defence/Critical Damage.
Magic and Willpower for Mages, which gives secondary bonus' to Magic Resistance and Mana
Rogues can also open locks, disarm traps. Warrior and Rogue get Bethany, Mage gets Carver.

Keep in mind that DW in this game is restricted to Daggers ONLY.
If you mess around you can make them look like a sword though.

Also that damaging Mage spells are determined by both your attack stat AND weapon base attack.
I'm not sure how this will work with DW daggers, you might have double attack.
Again pertaining to Mage spells, many Damaging Mage spells will have no cooldown/animation when used.
Fireball,Winter's Grasp, Stonefist, Chain Lightning have no cooldown.
Cone of Cold, Firestorm, Petrify, Tempest do have cooldowns.
Those are the ones I know off the top of my head. They still work fine, they just have no cooldown/animation.

Remember to remove any talent trees you aren't using as after...12 i think, the game glitches and stacks all the talent trees on top of one another, making it impossible to level up.
Lastly you don't have to worry about 3 different attack stats, as the attack stat for your class will determine the power of any attack regardless of its class.



My opinion is that you should download this mod. http://www.dragonage...ile.php?id=2217
This will allow you to remove your choice of restrictions from the game.
I suggest just the Attribute restrictions, though you may need to use the class restrictions file as well.
This will allow you to equip any armor or dagger without being forced to invest in a specific attribute.

If you start as a Rogue, add whatever else you want.
Go with Dexterity as your main and Constitution or Cunning as your secondary.
Maybe 2 points in Dexterity and alternating 1 point in Constitution and 1 point in Cunning each level.
If you do this you'll have high Criticals, so focus on them. You'll also be able to open locks.

Start as a Warrior, add DW and whatever else you want.
Then go with Strength as your main with a secondary of Constitution for the health, maybe some cunning.
This will give you high raw damage, high health and make you impossible to knock down.

Starting as a Mage, add DW and whatever else.
Your main is magic, this will give you high defense against magic effects, like fears, sleeps and freezes.
Secondary to whatever you want, constitution or cunning are good choices.
Though you will have less health then a warrior, you'll have more mana.
From what I've played so far being a mage wont effect to much aside from some companion dialog and having Carver.
Its disappointing me, here I am, a guy in a dress, running around Templar throwing fire balls out of the end of my staff and noone seems the least bit suspicious of me, not even a dirty look.
I feel like going up to them and hitting them in the face with a sign that says MAGE! maybe then they'll figure it out.

EHEM Back on topic.
If you don't want to use the mod then your only choice is Rogue as you need Dexterity to equip daggers without it.

As for willpower, if you add the Warrior - Battle Master tree http://dragonage.wik...emaster_talents
Bolster has no cooldown so it can be spammed to recover mana/stamina at 5% per.
Then at level 8 you can pay a 2nd point for Second wind, a 100% regen.



So run down the list, compare it to how you want to play, and you'll have your main class by the time you reach the end.
One last thing I should mention is that without Strength for Fortitude a Mage or Rogue who charges into the front lines will spend most of his time on his back, Mage more then Rogue.
So you will have to spend some points in Force Mage.
I don't know if Rogue trees have a +fortitude skill.
On normal it wont be much of a problem, but on hard it is, and on nightmare you'll never get an attack off.

Hope all this helps.

#4
Tair

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Important points to consider from a modding standpoint if you intend to screw with classes or mix-and-match skills:

- Changing your class using the console can make your character vulnerable exception crashes in addition to a host of other problems. Don't do it. Pick a class and stick with it, or start a new character.
- Key Rogue abilities such as Back-to-Back and Vendetta do not work for Warriors and Mages.
- Your Attack attribute will vary depending on the class you chose; Strength for Warriors, Dexterity for Rogues, and Magic for Mages. Consider that when you're planning your build.

#5
Tamer_mike

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Important points to consider from a modding standpoint if you intend to screw with classes or mix-and-match skills:

- Changing your class using the console can make your character vulnerable exception crashes in addition to a host of other problems. Don't do it. Pick a class and stick with it, or start a new character.
- Key Rogue abilities such as Back-to-Back and Vendetta do not work for Warriors and Mages.
- Your Attack attribute will vary depending on the class you chose; Strength for Warriors, Dexterity for Rogues, and Magic for Mages. Consider that when you're planning your build.



I did not know about the Rogue skills not working for warriors and mages, good catch.
As for the crash's. He is just going to use the codes to add in the talent trees, if I understand correctly.
There shouldn't be any troubles with that, but yah adding a class does create a whole mess of problems, especialy mage to warrior/rogue.

The game as a whole is pretty unfriendly to us messing with it. lol
I truly wonder why they make it so difficult, the ability to mod their games is what usually keeps them alive for so long.

#6
Tair

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It's admittedly easier to mod DA 2 than it is to mod other BW titles, e.g. Mass Effect 2. You can "cheat" in ME2, but modding in the way that I personally define it (aesthetics, modifying classes/abilities) is pretty much shot; in other words, I'd call infinite ammo more of a cheat than a mod. Considering this, the fact that DA2 includes overrides support is a pretty significant nod to modders, with or without a toolset update. It's my hope that we see both a toolset update for DA2 and stronger mod support in ME3... I'd say the former is reasonably likely and the latter is a long (but hopeful) shot. Since there wasn't even console support in ME2, I get the impression that the ME team doesn't really care for modding. Although, they've changed their minds on other significant things lately, so here's hoping.

Edited by Tair, 29 May 2011 - 06:44 AM.





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