Tuesday, March 21, 2017

Making a Duelist in Dragon Age: Inquisition

I’ve always loved the style of Rogue that the DA games have allowed us to make; the ones that are not afraid to stand proud and tall in the thick of battle. While (usually) not as tanky as a warrior, the Duelist adds additional survival to the Rogue, to balance against its already great offensive capabilities.

This style of build was at its height in the Awakening expansion for Dragon Age: Origins (DAO) and in Dragon Age 2 (DA2), combined with the Legionnaire Scout subclass in the former and standing on its own two legs in the latter. Alas, this specialization is gone in Dragon Age: Inquisition (DAI), but is the playstyle?

If we are talking about pre-Trespasser, then the answer is probably yes. There are no Rogue skills that really benefit facing your opponent or even support you in the thick of battle. You also have no Guard or Barrier skills, leaving your survivability behind, bleeding out in the gutter. Parry can help you against some attacks, but there are many skills that ignores it. With Trespasser, however, the game changed. The alternate upgrades for skills included a few that altered some key features of the Rogue; most notably Twin Fangs and Poisoned Weapons.

The new skill upgrades and why they work


Twin Fangs got the fantastic upgrade of Unyielding Fangs and Poisoned Weapons got Leeching Poison. These two skills alone make up for two of the biggest deficiencies of the original Rogue in the Duelist archetype.

It is important to note that Unyielding Fangs is not better than Ripping Fangs if you play as a more traditional backstabbing Rogue, so leave it to the Duelists. And the reason it works so well with Duelists is because it fundamentally changes the rules for the skill. Instead of getting a damage bonus and knockdown when you flank someone, Unyielding Fangs gives you those benefits when you don’t flank someone. Together with the skill’s short cooldown (8 seconds), this allows you to stand toe-to-toe with enemies with much better results than before.

Leeching Poison fixed the other major problem for the Duelist; survivability. While Stealth and whatever mobility skill you prefer are the only proactive damage reductions, because not getting hit is the best defense, Leeching Poison makes it so you heal whenever you attack with Poisoned Weapons active. This reduces your reliance on potions and your Mage friends.

Skills to consider


In addition to Twin Fangs and Poisoned Weapons, there are a number of skills that are useful for this build. One of the mandatory ones would be Parry. Unlike Block and Slash from the Two-Handed tree, however, it does require timing without the Patient Defense upgrade (from Trespasser). If you’re having trouble parrying your opponents, consider picking this upgrade up.

The passive skill Evasion and the activated Evade are both worth picking up, because of a boost in survivability and a good mobility skill. Note that you have to pick up the Stealth skill to get these, so use it. While this is a Rogue supposed to be more accustomed to the thick of battle, don’t ignore the strategic benefit of singling out mages and archers among your enemies. And, if you’re worried about the lore implications for your Duelist, consider the DA2 Duelist skill Vendetta and its description:

Every duelist, even an archer, knows that the most memorable fights happen at close quarters...and that the first strike is the most crucial. To gain that advantage, the rogue vanishes behind a cloud of smoke, then strikes the enemy viciously from behind. This ability can be used from across the battlefield, for few rogues are as capable of moving under stealth as a duelist.

So do like the proper Duelists and take full advantage of your ability to vanish from an opponent’s view!

A last skill worth having on your bar, before taking specializations into account, is Deathblow. It is one of the best damage skills for the Rogue, effectively working as an execute when an enemy is below 50% health. It also has a short cooldown (8 seconds) and no cooldown if it kills the enemy.

On the passive Sneak Attack: You have to pick this one up to get Deathblow and its sole benefit is for flanking targets. Don’t dismiss the usefulness of this passive, even on this style of Rogue! In essence, this passive makes your Duelist capable of both toe-to-toe combat and ambushing priority targets. It also works well with Deathblow, which is a skill otherwise neutral to whether you’re flanking or not.

Prior to getting enough ability points to get Deathblow, it might be worth having Flank Attack to have an additional damage skill on your bar. It too has a cooldown of 8 seconds. You can always respec once you have enough for Deathblow, at a minor cost.

All these core skills should be possible to pick up by level 10 or so, so what the hell do we do with the rest of our levels?

Specializations


So, with the basis of the build well in place, what should our characters specialize as? Or should we skip subclasses (specializations) altogether? As for the latter, I wouldn’t recommend it, because the subclasses are really powerful, but whatever floats your boat.

Tempest
I told something of a lie before; there is a survivability still for melee Rogues pre-Tespasser; Flask of Frost. But without support for this skill, I still say the Duelist isn’t particularly viable pre-Trespasser.

In general, however, the Tempest is an excellent choice, mechanic wise. Flask of Frost is a great defensive skill and Flask of Fire will give you a massive DPS boost for a short time. Flask of Lightning also have some good uses, as it slows down time around you. And, because their duration is so short and they are mutually exclusive, the Flasks require timing to get full benefit.

On the roleplaying/lore side of things, however, the Tempest is a mess when it comes to being a Duelist. While the Duelist is a methodical and deadly swordsman, the Tempest is something of a maniac. Rushing in, smashing bottles and utilizing the elements to gain the advantage. Kihm, your Tempest trainer, describes the Tempest as a “storm”.

Artificer
Like the Tempest, the Artificer depends on tools beyond your weapons, poisons and stealth. Specifically traps.

Mechanically, this subclass works quite well. Spiked Trap has a strong crowd control component and can be used very effectively in melee range. The passives of the Artificer also work very well.

For roleplaying, this subclass has the problem of being an Artificer. You’re specialized to make traps and mines, not to be a master of melee combat.

Assassin
All three subclasses for the Rogue works for the Duelist on a mechanical level, but the Assassin might be the best for the roleplaying aspect of it. It is still not a Duelist, but it relies mostly on the Rogue’s own skills at arms (Hidden Blades) and singling out enemies for death (Mark of Death).

The passives also work well, with increased damage the more health an enemy loses and a passive armor penetration. The ones affecting Stealth also fit well, due to the aforementioned description for Vendetta. Hidden Blades itself can also work as a substitute for that ability, and Mark of Death can work for Throw the Gauntlet.

Focus skills
If you play this on the Inquisitor, I recommend sticking to Mark of the Rift, at least on Assassins and Artificers. Since this is a Double Daggers build, the Artificer’s Hail of Arrows does literally nothing. The Assassins’ Cloak of Shadows also fall short of the Mark.

The Tempest’s Thousand Cuts, however, can work well. It depends on whether you want a single target or area of effect skill.

If you’re making Cole or Varric into duelists, I’d pick up at 8th regular skill over a Focus skill. They are, for the most part, going to do more for your party.

Some skills to consider if you have points to spare


If you have maxed out your subclass and your core skills or you want to skip a subclass altogether, these are some things to consider.

Looked like it Hurt & Cheap Shots
A 3 point investment, given the requirement of picking up Caltrops first. Looked like it Hurt will regenerate stamina on all critical hits and Cheap Shots will sunder armor on critical hits. Great with Sneak Attack and a high critical hit chance in general.

Bloodied Prey & Unforgiving Chain
Another 3 point investment, this time in the Dual Daggers tree, since they require Flank Attack to unlock. Bloodied Prey is a good combination with Throatcutter (Assassin passive), as it increases your damage if your target has lost a higher % of health than you. Unforgiving Chains will increase you critical hit chance by 2% for every hit, resetting when you score a crit.

Easy to Miss
Simple threat reduction. Makes enemies less likely to seek you out, letting you engage single enemies more easily. 1 point investment.

Ambush
Another 1 point investment, as you will likely pick up Evade as one of your core skills for this build. It gives you a 50% armor penetration on all attacks from Stealth. With Gaps in the Armor (Assassin passive) and Mark of Doom (upgraded Mark of Death from the Assassin skills) you’re leaving your enemy with a pitiful 5% of their armor to protect them.

The Toxic Combo
Down from the Poisoned Weapons, this requires 4 points. Fighting Dirty, Explosive Toxin, Toxic Cloud and Lost in the Mist.

The things that makes this combo a possible investment are 1) some nice area of effect damage, and 2) stacks of Elusive. The latter of which is the most important.

Lost in the Mist makes your Toxic Cloud, including those spawned from Explosive Toxin, grant all allies up to 3 stacks of Elusive. And each stack of Elusive grants you a free “get out of damage” card. Very useful if you have the points to spare. Also worth putting on your ranged Rogues, because of its group utility.

My Build for Hard

Currently running this archetype on Hard, with the Assassin subclass. My talents look like this:

Sabotage
Poisoned Weapons – Leeching Poison

Double Daggers
Twin Fangs – Unyielding Fangs
Parry
Dance of Death
Sneak Attack
Deathblow – Thrill of Victory

Subterfuge
Stealth
Evasion
Evade

Assassin
Hidden Blades – Overkill
I Was Never Here
Knife in the Shadows

I’m at level 13 on a Human (with 1 Amulet of Power, found in Crestwood). So far this build has been viable, and quite effective, on Hard even without any additional survival added from things like Guard on Hit.

Guard on Hit Masterworks

If you want more survivability, with or without Trespasser, to make this playstyle viable, just pick up some Guard on Hit Masterworks. Fade-Touched Silverite and Fade-Touched Obsidian work well. As an effect, it is so overpowered that it can make any build a survivor, including the Reaver warrior while spamming Dragon Rage.


If you want to play this on Nightmare, a Guard on Hit Masterwork should definitely add whatever survivability you might lack.