Dragon Age Inquisition Artificer Archer Rogue Guide?by KineticGTR
Check out the video and the written guide below! https://www.youtube.com/watch?v=OJyZiYqWMG4
Artificer in Dragon Age Inquisition brings some interesting tricks to the rogue table. It?s not a big game changer, but there are some very helpful and powerful combos that can be a lot of fun to execute!
This guide focuses on how to build your class using a combination of standard skills from the Sabotage, Archery skill trees, and new active and passives from the Artificer specialization.
This build has been put together from a fresh respec. With about 15-20 points to place, you can put together a very powerful Artificer that has everything it needs to dominate on the battlefield.
Caltrops? unused but leads to Looked Like It Hurt, a great passive that regens stamina with every critical hit. Artificer/Varric seems to crit very often, making this a no brainer to go for. In fact, I?d say it good for any rogue build to invest in sooner or later.
Poisoned Weapons / Infected Wounds (Skill upgrade) /
Death from Above / Leaping Shot / Long Shot / First Blood / Explosive Shot / Chain Reaction (Skill upgrade) / Pincushion / Full Draw
Spike Trap (Unused) / Set Them Up / Elemental Mines / And Take Them Down / Hail of Arrows / Opportunity Knocks / Fallback Plan / Tricks of the Trade
Poisoned Weapons should be a high priority to activate every chance you get. This plus every Archery shot we perform either basic or skilled attacks, poisons and deals extra damage. Combine this especially for grouped enemies and Explosive Shot to spread poison to all enemies caught in the blast!
Leaping Shot is our bread n? butter here. If you can, craft a piece of armor with a nice Masterwork perk like Hidden Blades, and Leaping Shot will do the rest. Each of the 12 projectiles from Leaping Shot gives a chance to activate a ?X on hit? skill like Hidden Blades.
Leaping Shot also goes great with our Focus ability, Hail of Arrows, which duplicates all your Archery Shots for a given time.
Elemental Mines are fun for group fights. Throw a handful of these around and watch the sparks fly! Setting enemies on fire, chilled, shocked and more! The damage isn?t half bad either.
A more situational skill, best equipped for boss or dragon fights, is Fallback Plan. This gives you a 15 second window to basically turn back time for your Artificer, resetting his/her position and health to the point it was first activated. Keep in mind, you have to manually trigger the skill again, or you get nothing at the end of the 15 seconds.
Fallback Plan is a great escape tool and at times, a big life saver. If you see someone charging you, or you know something is about to hit you hard, set this down, take the hit, and then activate the skill. It?s like nothing ever happened!