Warrior Build Dragon Age Origins
Dragon Age: Origins Builds If you're an RPG fan and haven't been hiding under a rock in, you've most certainly heard, and probably even played, the best RPG game of 2009 (reader's choice) called Dragon Age: Origins. 2 Handed Warrior Build. Discussion in 'Dragon Age' started by nenolam, Apr 12, 2011. Dragon Age Awakening Builds – The 2 Handed Warrior “Tank”. Sell it all off, but keep any left over Gifts you have. Even if they were once specific to a certain NPC in Origins (like Morrigan’s mirror or Leliana’s Andraste’s grace), you’ll be able to give the people away in Awakening for Approval.
Put all your points into Strength. Seriously, anything else is just not as good.Pick up Precise Striking mode, because your biggest obstacle at start will be missing a lot. That should take care of that until your Strength climbs up high enough.Most of your damage will come from Sunder Arms + Sunder Armor. They're much better attacks than Mighty Blow.Have a mage along to perma-cast Haste (and Telekinetic Weapons) on the party. Either micromanage that mage to use some anti-mage spells (like Mana Clash), or take the easy route and class into Templar and use a 40% magic resist armor + 30% magic resist necklace + some magic resist runes on your weapon (which does cut into your damage potential).Oh, and mauls end up being better when you have a huge Strength.
But they just don't look as cool as Starfang.I don't really value Threaten and such, since massive armor + running in first + doing damage seems to grab aggro well enough, for what little time the enemies live. Of course, this advice assumes you want to beat stuff up with your Warrior. In my Nightmare run, I carry a mage along just to act as a buff-bot/heal-battery for my warrior awesomeness. If you just want to beat the game, use the mages in a more active capacity and watch your warriors be rendered utterly irrelevant.
I'm not much for warriors, tending to prefer rogues, but this intrigues me. Sounds like you'd need lots of strength, dexterity and willpower - not that you don't need any of these. Sounds like you'd need something to get your swings going fast; I can't tell you how many times my sneaky little Rogue-bugger has gotten in under Maul-guy's guard when he's winding up for the big slam.Speed's and strength's a given, what do you want the guy to do? Which paths do you intend to try, and which do you have available already? Personally I'm curious to see what I would get combining Champion or Berserker with Reaver.
Human, elf or dwarf?Edit: You can make Starfang a two-hander? I seem to have forgotten that. That would likely be the best weapon, of course. Add grandmaster Silverite and Hale runes plus.what? The one that gives spell resistance? Personally I wouldn't want to be the tank, but ruining the bad guys' day along the side is fun.
Warriors still do more single-target damage than mages, so they're good for boss/elite boss encounters. It's the trash that mages make a non-issueOP: 2H warriors don't 'struggle mightily' - they actually have some useful advantages, particularly on knockdown fights - and even if they did the game's easy enough to carry one in your party. For raw damage though you want dual-wielding.
Socket up your weapons with +damage runes, use Dual Striking and Momentum, and use Dual-Weapon Sweep. Don't touch the other abilities, it's not worth interrupting your autoattack. Boring but effective.The optimal strategy may change in Awakening, but I'm pretty sure dual wield is still top dog for damage there. Not that it really matters, as your party gets so gonzo that you should roll over everything.
Dual wield spirit warrior in Awakenings got to the point where I was taking out large opponents with one use of the 'attack until you run out of stamina or target is dead' attack and basically couldn't be hit. I abandoned bringing a separate tank and moved myself from leather into superheavy armour; I found that the stuns were worth learning and keeping off cooldown, using to break up incoming damage or deal with opponents with irritating abilities. An alternative strategy was to open with enough abilities to take my stamina down very low and then sticking up a ton of passives for the rest of the fight; there weren't.many. roleplaying scenes which I went through with streaming speed lines because of this.The advantage of the dualwield warrior is that your stats are similar to the stats needed for an archer, so if you aren't the tank then you can wear leather armour and swap out to the Spear Thrower or other powerful bow if you want to suddenly have only one character in melee. Also, high dexterity means high avoidance and after a while the enemies just can't hit you.
Finally, you have the strongest area-of-effect abilities of any nonmage, so trash-type encounters can be dealt with by standing in the middle spinning around with swords.The advantage of the two-handed warrior is that the build has the most awesome animations and the coolest looking stuff, as well as being a decent tank a lot earlier than the dualwielder. As far as I can see, warriors are all about the passive abilities anyway. You do have area-of-effect stuff, but you're most effective taking things down one at a time. And you can go toe-to-toe with ogres and dragons, which the shield user and the dual-wielder can't.The shield user looks to be the weakest. They take less damage at low levels in return for having less damage to deal, and their abilities, while cool-looking, aren't as awesome as they look. All three warrior builds have quite a bit of stun and knockdown, and shield doesn't bring the damage.
As you level up, shield user starts producing less.threat. than a two-hander as well as less damage, and at moderate to high levels they take more damage than an equivalent dual-wielder. Despite going through the game with shield!Alistair, I really think that shield use is a poor option.
. Weapon and ShieldWarriors who specialize in the shield trade damage for protection.
Attacks made with one-handed weapons hit a smaller arc than two-handed weapons, although shield users have the perfect tool at hand for knocking foes around the battlefield. Shield DefenseRequires: Level 3Requires: ShieldThe warrior assumes a defensive stance, reducing damage taken from the front.
Best Warrior Tank Build Dragon Age Origins
However, the warrior inflects less damage against enemies and sacrifices the ability to make closing attacks.Damage: -25%Damage resistance +25% vs. Frontal attacksReserved: 15% of staminaCooldown: 5sType: Sustained mode. Shield WallRequires: Level 8Requires: Shield DefensePoints required in Weapon and Shield: 4Shield Defense now reduces the damage from all attacks, rather than just the front. Additionally, the warrior's shiield deflects some regular strikes, shrugging off most of the damage.Damage resistance: +50% vs. Rear attacksEffect: 20% chance that normal hits against the warrior become glancing blowsType: Upgrade. PerceptionRequires: Level 4Requires: Shield DefenseRequires: ShieldThe warrior maintains constant awareness of the battlefield. Two-HandedWarriors who wield two-handed weapons can reap tremendous damage through wide arcs of enemy flesh, although they forgo the protective benefits of a shield.
Mighty BlowRequires: level 2The warrior leaps into the air, crashing down on foes with tremendous force.Physical damage: 24Physical force: 2xCost: 20 staminaCooldown:20sType: Activated ability. Shattering BlowRequires: Level 8Requires: Mighty BlowPoints required in Two-Handed: 2Mighty Blow now crushes enemies who a mage has made BRITTLE.Physical damage: 300% vs. BRITTLE targetsPhysical force: 200% vs. BRITTLE targetsCooldown: -5sType: Upgrade. Killer BlowRequires: Level 6Requires: Mighty BlowMighty Blow becomes considerably more punishing.Physical damage: +12Type: Upgrade.
ScytheRequires: Level 5Requires: Mighty BlowPoints required in Two-Handed: 2The warrior charges through enemy lines, felling combatants in the way.Physical damage: 18Type: Activated ability. ReaperRequires: Level 9Requires: ScytheScythe inflicts a great deal more pain, particularly against enemies a mage has made BRITTLE.Physical damage: +9Physical damage: 200% vs. BRITTLE targetsPhysical force: +1xPhysical force: 200% vs BRITTLE targetsType: Upgrade. Giant's ReachRequires: Level 3Points required in Two-Handed: 1The warrior's two-handed attack rip through the air with such power that each generates a shockwave past the point of impact, effectively extending the weapon's reach. VanguardA vanguard believes that a good offense is the best defense. Their powerful strikes are matched with ruthless technique. ControlRequires: Level 3The warrior fights with discipline, not anger, making every swing count.
(This mode cannot be used at the same time as Might.)Attack: +10%Reserved: 15% of staminaCooldown: 5sType: Sustained mode. CommandRequires: Level 7Requires: ControlPoints required in Vanguard: 2Control results in even more focused attacks. Which increases the warrior's chance to land a critical hit.Critical chance: +10%Type: Upgrade. DestroyerRequires: Level 7Requires: ControlPoints required in Vanguard: 3The warrior is now an elite combatant, so experienced in battle that enemies suffer more pain when fighting the warrior than they would when fighting anyone else.Enemy damage resistance: 90% vs.
Warrior's basic attacksEnemy damage resistance: 50% vs. Warrior's critical hitsType: Passive ability. CleaveRequires: Level 6Requires: ControlRequires: MightPoints required in Vanguard: 2For a short time, the warrior's damage output increases tremendously.Damage: +100%Duration: 10sCost: 20 staminaCooldown: 20sType: Activated ability. ClaymoreRequires: Level 10Requires: CleavePoints required in Vanguard: 4The warrior now retains the damge bonus from Cleave for longer and leaves some opponents off-balance, ready for further exploitation by a mage or rogue.STAGGER chance: 40% vs.
Dragon Age Origins Classes
Normal enemiesStun chance: 100% vs. BRITTLE targetsDuration: +5sType: Upgrade. MassacreRequires: Level 12Requires: CleavePoints required in Vanguard: 4The warrior culls the weak. In most cases, when an enemy falls below a certain health threshold, the next hit is fatal.Effect: Deathblow vs.
Normal enemeis below 20% healthEffect: Deathblow vs. Lieutenants below 10% healthType: Passive ability. MightRequires: Level 3The warrior focuses on heavy swings that cleave through foes.
DefenderDefenders specialize in survivability, taking everything the enemy throws at them and walking away unscathed. StonewallThe warrior braces for impact, shrugging off damage for a brief moment and pushing back against any foe whoattacks.Physical force: 2x vs. Attacking enemiesDamage resistance: +50%Duration: 5sCost: 20 staminaCooldown: 15sType: Activated ability.
BulwarkRequires: Level 3Requires: StonewallStonewall now protects the warrior further, increasing the resistance to damage and making the warrior temporarily immune to the effects of force. The warrior's strikes against attacking foe now inflict damage as well.Damage resistance: +50%Knockback resistance: 100%Knockdown resistance: 100%Cooldown: -5sType: Upgrade. AdamantRequires: Level 8Requires: StonewallRequires: Turn the BladePoints required in Defender: 3The warrior's deep knowledge of the defensive arts grants a permanent resilience against damage of all type.Damage resistance: +5%Type: Passive ability. Turn the BladeRequires: Level 3While many warriors choose to endure their foe's hits, some prefer to deflect the damage instead. WarmongerThe warmonger is a confident adversary, well-versed in taunting foes, cutting through them, and sending them to the dirt in a bloody heap. Warmongers are also experts in controlling enemy aggression, possessing abilities that draw foes toward them and that, through stun effects, cause enemies to forget who they were fighting.
Pommel StrikeInstead of leading with the fatal attack an enemy expects, the warrior strikes out with a weapon's blunt end to stun the opponent.Stun chance: 100% vs. Normal enemiesDuration: 5sCost: 10 staminaCooldown: 15sType: Activated ability.
Pommel BlowRequires: Level 3Requires: Pommel StrikePommel Strike now stuns enemies for longer and sends them reeling.STAGGER chance: 100% vs. Stunned targetsDuration: +3sCooldown: -5sType: Upgrade.
TremorRequires: Level 5Push a warrior and prepare to be pushed back. Nearby enemies are knocked back as the warrior slams a weapon into the ground.Physical force: 8xSize: 6mCost: 30 staminaCooldown:20sType: Activated ability. QuakeRequires: Level 11Requires: TremorPoints required in Warmonger: 3The warrior can push back a larger crowd of enemies, and those thrown to the ground are now stunned.Stun chance: 100% vs. Knocked-down targetsSize 10mType: Upgrade. AftershockRequires: Level 9Requires: TremorTremor can be used more frequently and now has a chance to send enemies reeling.STAGGER chance: 40% vs. BattlemasterWhen fighting solo, a battlemaster is an efficient killing machine.
TemplarThe strong arm of the Chantry, templars serve as guardians of the Circles of Magi, hunters of apostates and maleficarum, and, rarely, as a standing army at the command of the Divine. Through ingestion of carefully prepared lyrium, templars gain resistance to magic, including the ability to interrupt spells. Though the Chantry controls the lyrium trade, those with the right connections can acquire enough to emulate the abilities of these vigilant warriors.Templar must be purchased using a specialization point before any talents may be taken from this tree. Specialization points are granted at levels 7 and 14.Damage: +10% vs. Spellcasters and Fade creatures. BerserkerThe Berserker controls the pace of combat, setting a standard that the enemy can’t match. In turn, they can be sustained by the mayhem they produce, and find new energy in every fallen foe.
While they stand, while stamina remains, they have no match, but they can’t stand back and let battle unfold. For the Berserker, battle always ends in glory, win or lose.Berserker must be purchased using a specialization point before any talents may be taken from this tree. Specialization points are granted at levels 7 and 14.Bonuses Unknown. Big thanks to my partner-in-crime, Razorfish, for putting together this template showcasing the different trees and abilities. The tooltips seem to be based on Level 1 characters, so we don't know all the numbers behind the abilities. In other words, you theorycrafters may want to hold off until we have more data on how these talents scale.The warrior as a class has had some big changes made to it from Origins to DA2. The most noticeable is how it's lost two possible weapon choices.
Previously the most versatile class, the warrior now has only two choices - equipping either a one handed weapon and shield or a two-handed weapon. However, with the loss of the archery and dual-weapon trees comes four trees that will benefit any warrior.Many of the warrior's single-target abilities have also been swapped out for multi-target ones. You challenged me to whip up a presentation for the different talents, so hopefully I rose to the challenge:-p I took some preliminary ideas I had for a Dragon Age 2 talent calculator, which I'll probably actually start working on with some seriousness after thisI apologize for the lack of Specializations info at this time. There was nothing I could find about it online, except for some blurry screencaps from low res videos.
This situation will most likely change when the demo is released in a couple of days.