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Hi. I'm after some advice on the best way to play Origins and its DLC. Basically I did a playthrough before as a Dalish dual-wielding warrior but felt that I wasn't playing the game right. I went to Orzamar first and as a result got overwhelmed by the difficulty of the Deep Roads, autoleveled all my companions which may not have been the best idea, and i tried to keep my PC as balanced as possible, meaning she wasn't as strong as she could have been, most noticeable in the boss fights.

So my main questions are these: which class should I play as in order to manage at a decent difficulty (mage is pretty self-explanatory, Im more wondering about warrior Vs Rogue), what weapons should i use (dual, sword+shield, Two-hand), what attributes should I focus my characters on when I level up, etc. Thanks for any help you can give!Garhdo (talk) 01:14, November 29, 2011 (UTC)

Generally speaking, choose the class and weapon style you prefer. Weapon and shield warriors tend to be the better tanks, while two handed warriors make decent off tanks (doing damage, but at the same time not so much that the enemy will switch to them). Archers are perfect if you'd rather be controlling the battle, sniping the dangerous enemies, such as mages or other archers. Dual wielding characters are more for cutting a swathe through the enemy. And, again, generally speaking, for the first 6 levels, you might wish to put most of your points into your main stat. For double handed weapons, this is strength, while for Archer and Dual wielding this will be dexterity. Weapon and shield tends to be a mixture of the two stats mentioned. With luck, you should hit level 6 around the third floor of the tower of Ishal. After that, put some points into Constitution as well as Cunning. As for companion stats, its often better not to autolevel, instead look at what their main stat is, and what talents/spells you want them to have, using the maximum as a guide. For example, if I wanted Sten to a powerhouse, I'd aim to get his strength up to 40 (For the Destroyer ability and it will allow him to wear some of the better massive armours in the game), after that adding points to his Willpower and Constitution. As for weapons, there are no right or wrong choices per se, but just keep an eye out for those with special abilities. Keep in mind that each weapon has varying attributes that make them more useful in different situations, such as Daggers, which are the fastest weapons, have the highest armour penetration, but are also the weakest. Longswords tend to be the "all-rounder" type weapon, they're not weak in any area, but at the same time they don't exactly shine above the others in other situations. Everyone has a personal choice when it comes to weapons for their characters, personally my Dual Wielding Human Noble Warrior goes for the Keening Blade and the Veshialle waraxe for the Endgame. In the end, just experiment and you can learn to pick combinations that work best for your style of play. --Madasamadthing (talk) 05:11, November 29, 2011 (UTC)

Also you should keep in mind that some of the locations are intented for higher-level parties, even if the game gives you complete freedom in where to go after Lothering. The optimal order would be The Circle, then Redcliffe, then the Brecilian Forest, then Orzammar and finally Denerim. The Urn of Sacred Ashes quest can be completed anytime after Redcliffe, I usually tend to it before Orzammar. Also, you can visit Denerim Market to make some purchases and/or complete some companion quests, I wouldn't advise to proceed to other areas of the city early on. About the warrior builds, Madasamadthing pretty much said it all, I should advise not to auto-level your mages, but put some time and consideration into choosing their spells. If you're not playing a mage yourself, it would be a good idea to make Morrigan a controller/debuffer type with Enthropy school (Hexes, Mass Paralysis, Walking Nightmare), the Telekinesis branch, aiming for Crushing Prison, and the Cold branch for some damage, with her stats focusing on spellpower - Magic being the primary stat. While Wynne would make a good healer/buffer with Healing branch and Spirit Healer specialization, as well as Arcane school and some of the Elemental branches for some damage, with Willpower being the primary stat. Many people consider the warrior-rogue-mage-mage roster to be the most universal and able to deal with any situation. Good luck:)-Algol- (talk) 09:23, November 29, 2011 (UTC)

Warrior-Warrior-Rogue-Mage parties tend to work as well. Get one warrior tanking, the other dealing with weaker enemies, while the Rogue and Mage aid the tank. --Madasamadthing (talk) 13:58, November 29, 2011 (UTC)

you can do the Urn of Sacred Ashes anytime after you talk to Ser Donall in the Lothering Chantry. I did mostly the same thing on my first playthrough. if you're playing a dual wielding rogue elf probably best to put most points into dexterity. after that, strength - if using main hand weapons such as longswords, war axes or maces - or cunning - if using daggers. then whatever you can spare into constitution and willpower. coercion can help you talk your way out of some fights and get you some extra money sometimes. if you want a cheap level up/money making tactic you can make traps for a girl in Lothering. easy exploit you can get as much as you need from, as long as it's before Lothering gets wasted of course. you need to have a trap-maker in your party the first time you talk to her or you can't take the quest. you can sell her an infinite amount of traps 3 at a time. the merchant in the refuge sells an infinite amount of the trap triggers you need to make the spring traps. I can only imagine how her fields must look with 2000 spring traps. I would strongly advise against making an archer or a 2-handed weapon warrior without looking up some guides on them. this site actually has some decent guides for archers and tanks. making those 2 types as effective as others seems to take much more careful planning. I've only had the game a couple months myself, so I'm still kinda experimenting but I've made some decent starter characters so far. I would advise playing on casual until you figure some good tactics out. which actually brings me to another important, easily overlooked area: companion behavior (in tactics). I tend to go with ranged for archers, passive for offensive mages, cautious for support mages, aggressive for 2-handers, defensive for weapon + shield bearers, defensive for tougher dual wielders or cautious for weaker dual wielders. --Vampire Damian (talk) 16:15, November 29, 2011 (UTC)


Feel free to take offense, but there's some terrible advice here. Vampire Damian's is pretty good, though.

Orzammar is meant for level 10+ parties - the bounty hunters test if your combat ability is high enough and the gates test your interaction skills (and/or function as an even tougher combat test). Read the wiki page on Main quests (Origins) for the "intended" order. If you have The Stone Prisoner, that's probably the easiest location available to work on your learning curve.

If you're feeling underleveled, then ignore the main quests until you've exhausted the Chantry Board, random encounters, et al. Go straight to Denerim before reading any Lore in Lothering and pick up the Archivist's Sash; the extra xp from it really adds up.

One of the things that makes Origins so special is that there's really no wrong way to build your party. You can beat the game, as a shapeshifted Spider, if the mood takes you. In my case, I like to do everything myself and do so in melee, so my party is usually Wynne & Morrigan to run Haste and heal me, while Leliana or Zevran is a lockpicking Song of Courage with legs. The easiest builds to solo or "solo" the game with are Arcane Warriors and Dual-Wielding Rogues. If I want to power-game, then I run an all-Cunning Rogue with three Runes of Paralysis, in each dagger, and the entire party (if I bother bringing one) built around stunning/paralyzing the enemies; you need a Rogue, in the party, so it may as well be the PC. Runes and sustained spells don't trigger, when using talents, so for archers and dual-wielders, Willpower isn't very important.

If you want to optimize, then a 2H warrior is literally the best tank in the game. (Especially without modding the game to fix the bugs in the Sword & Shield sustained abilities.) Get the tank's Strength to 42 (including stat-boosting items) and pour everything else into Dexterity. Run Indomitable and open the battle with a Scattershot. Put a single point into Poison-Making, so the tank can use bombs to hold threat. If you like using area-of-effect spells, then have the tank use the appropriate Greater Salve, beforehand. Oghren's great stats and spell resistance make him a great endgame tank. If you can't envision tanking without a shield, then all that Dexterity makes them great off tanks with daggers and bows. Futonrevoltion (talk) 17:58, November 29, 2011 (UTC)

Its personal experience and opinions. I follow the template I described above for my characters and it has served me well, even on Nightmare. You can even take on Orzammar right after Lothering if you're careful (I would still suggest to go for the Stone Prisoner and Warden's Peak quests for the experience and the items). Having played several characters of various classes and abilities, there are certain elements that are common through each playthrough, the ones I described. --Madasamadthing (talk) 19:43, November 29, 2011 (UTC)

Don't forget that if you want to make a cunning based character, you need Lethality. Also, a 2handed tank is more than possible, I tested it on hard with 2 blood mage using me as a blood bank.

Raising all attributes evenly is generally a bad idea, so here is how I do it:

  • strength: rogue: to about 20. warrior: max for dps, tanks high enough for massive armor. mages: min.
  • dex: rogues:for dex based rogues max, for cunning based 30+. warrior: dps high enough for talents (max for dual dagger), tank max to increase defence. mages: min or more for defence.
  • Willpower: rogue: min to a few points extra. warrior: min to a few points extra. mage: a few extra points for blood mages, else 30+.
  • magic: rogue: min. warrior: min. mage: max.
  • cunning: rogue: 22 or higher for dex based, cun based max (with lethality); warriors: 16 or less for coercion or combat tactics. mage: 16 or less for coercion or combat tactics.
  • constitution: rogue: min. warrior: a few points for dps, 20-25 for tanks. mage: 20-30 for blood mages, else min.

it may look strange that I don't pump my tanks' health, but it's better to avoid damage with high defence.--Schrödingercat (talk) 17:21, November 29, 2011 (UTC)

Thanks for all the advice guys, I'll test out what people have said on here and see what works for me.Garhdo (talk) 23:54, December 2, 2011 (UTC)

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