- For the occupation, see Rogue.
- For the class in other games, see Rogue (Origins), Rogue (Dragon Age II), and Rogue (Inquisition).
A rogue is one of the three playable classes in Dragon Age: The Veilguard.
Official description[]
The rogue’s hallmarks are quick movement and reflexes. Whether wielding a bow or dual swords, they use powerful, precise strikes for lethal damage.
The rogues weapon sets are dual wielding swords or a bow and arrow for range attacks.
The rogues' class resource is momentum, which is gained by dodging attacks and parrying with a successful defend. A rogue cannot block, you can only parry with a defend.
Rogues has a two hit, charging, jump attack.
Specializations[]
There are three specializations for rogues:[1][2]
- Duelist, uses two blades for rapid strikes and has the fastest movement of the rogue specializations, focusing on dodges and parries. Associated faction: Antivan Crows.
- Saboteur, uses traps and tricks to turn the tide of battle. Associated faction: Lords of Fortune.
- Veil Ranger, uses a solely ranged style of combat to hit enemies from afar with a bow. Associated faction: Veil Jumpers.
Skills[]
The rogue class has a set of core skills linking to three sets of secondary skills (classified as Burst, Control, and Sustain skills), three sets of faction skills (classified as Antivan Crow, Lord of Fortune, and Veil Jumper), and three sets of specialization skills (classified as Duelist, Saboteur, and Veil Ranger). As with all classes in Veilguard, Rook is able to choose only one specialization at a time but can fully respec their skill tree at any point in the game while not in combat.
Rogue Core[]
- Rogues are cunning and adaptive. They fight with two swords and a bow while exploiting enemy weaknesses.
At least some of the Rogue Core skills must be acquired before taking skills in other sections of the skill tree. The Rogue Core's Ability (Static Strikes) and Ultimate Ability (Concussive Barrage) are acquired automatically early in the game. All other skills must be bought with skill points.
Name | Type | Description | Details |
---|---|---|---|
Static Strikes | Ability | Type: Strike, Duration Damage: 121 Electricity Cost: 1 Momentum Applies Weakened Unleash twin bolts of lightning from your blades, shocking all enemies they strike. Each bolt deals damage independently but travels along the same path. |
Advanced Specs Critical Condition: Target has Burning |
Concussive Barrage | Ultimate Ability | Damage: 1,760 Physical Remind your enemies that a rogue's pockets are often filled with danger... and explosives. Fire a barrage of concussive bombs that deal increased Stagger. The duration of any Staggered condition from this Ability is increased by 200%. |
Effects Staggered: Prevents the target from attacking or moving. Stagger: Pushes the target closer to the Staggered state, enabling Takedowns. |
Riposte | Trait | After a successful Defend, you can now launch a powerful counterattack. | When Acquired Weapon damage: +10% |
Powerful Rebuttal | Greater Passive | Gain Precision after a successful Defend. | Effects Precision: The next Charged or Final attack on an enemy will be Critical. |
Evasive Maneuvers | Trait | Use your speed to launch a powerful attack from an Extended Dodge. Also applies recovering from being Knocked Down. | When Acquired Weapon damage: +10% Effects Knocked Down: Target is vulnerable and prone on the ground, unable to attack or move. |
Endure | Greater Passive | Lose 35% less Momentum when you take damage. | |
Exploding Arrow | Trait | Simultaneously performing a Light and Ranged attack attaches a sticky Arrow to a target in range. The Arrow explodes after a short delay. | When Acquired Weapon damage: +10% |
Downfall | Greater Passive | Jump attacks guarantee Critical hits if the target is Knocked Down. | Advanced Specs Critical vs: Knocked Down Enemies Effects Knocked Down: Target is vulnerable and prone on the ground, unable to attack or move. |
Burst[]
- High damage, weapon attacks, and heavy-impact Abilities.
Name | Type | Description | Details |
---|---|---|---|
Hurricane of Blades | Ability | Type: Area, Strike Damage: 385 Necrotic Cost: 1 Momentum Spin around in a ring of rapid strikes. Nearby enemies are hit up to 4 times. The final strike deals more damage. |
When Acquired Ability damage: +15% Advanced Specs Critical Condition: Target has Chilled |
Staggering Blade | Passive | Sword Stagger: +20% | Effects Stagger: Pushes the target closer to the Staggered state, enabling Takedowns. |
Sharper Edge | Passive | Penetration: +15% | Effects Penetration: Ignores a portion of Defense when attacking. |
Decisive Finale | Trait | Unleash a decisive Heavy Final attack after a Light Attack Chain. | When Acquired Weapon damage: +10% Effects Final Attack: The last attack in a single Attack Chain. |
Underestimated | Passive | Light attack damage vs. health: +10% | |
Piercing Strike | Ability Upgrade | Upgrades Strike Abilities Strike Abilities grant 50% Penetration |
Effects Penetration: Ignores a portion of Defense when attacking. |
Supercharged | Ability Upgrade | Upgrades Projectile Abilities Projectile Abilities deal 75% more damage vs. Barrier. |
Effects Barrier: A layer of magical protection on an enemy. |
Decisive Finish | Passive | Agile attack damage: +10% Charged attack damage: +10% Final attack damage: +10% |
Effects Final Attack: The last attack in a single Attack Chain. Charged Attack: A powerful attack that deals additional damage and interrupts enemy actions. Agile Attack: An attack triggered during Sprint, Jump, or Dodge. |
Daring Counter | Ability Upgrade | Upgrades Strike Abilities Defeating an enemy with a Strike Ability grants Deflect. |
Effects Deflect: Ignores the next impact received, resulting in no damage. |
Sniper's Precision | Ability Upgrade | Upgrades Projectile Abilities Damage from Projectile Abilities cannot be reduced while Precision is active. |
Effects Precision: The next Charged or Final attack on an enemy will be Critical. |
Momentous Occasion | Greater Passive | Generate 25% more Momentum from Final attacks. The effect is doubled when you have Adrenaline. | Effects Final Attack: The last attack in a single Attack Chain. Adrenaline: Land consecutive hits without taking damage to enter a heightened state, increasing all damage dealt. |
Staggering Finale | Passive | Stagger from Final attacks: +20% | Effects Final Attack: The last attack in a single Attack Chain. Stagger: Pushes the target closer to the Staggered state, enabling Takedowns. |
Burst of Speed | Passive | Momentum generation: +10% | |
Explosive Daggers | Ability | Type: Projectile, Duration Damage: 550 Physical Cost: 1 Momentum Applies Sundered Unleash a barrage of sticky, explosive daggers. Fires 3 daggers that stick to their targets, then explode after a short time. |
When Acquired Ability damage: +15% Advanced Specs Critical Condition: Target is Overwhelmed Effects Sundered: Target takes increased damage from all sources. |
Traumatize | Passive | Takedown damage: +15% | Effects Takedown: A special, highly damaging attack that can performed on enemies who are Staggered. |
Providence | Passive | Advantage duration: +20% | Effects Advantage: Any beneficial status effect. |
Swift Death | Greater Passive | Gain Quickened after defeating an enemy with a Critical hit. | Effects Quickened: Ability cooldowns refresh more quickly. |
Conductive Shot | Ability Upgrade | Upgrades Projectile Abilities Projectile Abilities deal 100 Electric damage to enemies within 8 meters. |
|
Wrath | Passive | Critical damage: +10% | |
Physical Strikes | Ability Upgrade | Upgrades Strike Abilities Strike Abilities now deal Physical damage. |
|
Necrotic Fog | Greater Passive | Spending Momentum deals 150 Necrotic damage to enemies within 5 meters. | |
Sly Strike | Greater Passive | Gain 250 health and 10% Ultimate by performing a successful Takedown. | Effects Takedown: A special, highly damaging attack that can performed on enemies who are Staggered. Ultimate: Your most powerful attack. Requires generating a special resource to use. |
Control[]
- Bow damage, weak points, and special bow Abilities.
Name | Type | Description | Details |
---|---|---|---|
Rain of Decay | Ability | Type: Area, Control Damage: 330 Necrotic Cost: 1 Momentum Rain death from above. Damage is inflicted each second to all enemies caught in the area of this attack. |
When Acquired Ability damage: +15% Advanced Specs Critical Condition: Target is Chilled |
Salvaged Arrows | Passive | Arrows gained after defeating an enemy: +2 | |
Enervation | Passive | Damage vs. Barrier: +20% | Effects Barrier: A layer of magical protection on an enemy. |
Bated Breath | Trait | Your Bow can now be charged up an additional level. | When Acquired Weapon damage: +10% |
Killer Instinct | Passive | Stagger from Abilities: +20% | Effects Stagger: Pushes the target closer to the Staggered state, enabling Takedowns. |
Breathing Room | Ability Upgrade | Upgrade Area Abilities The scope of Area Abilities is greatly increased. |
|
Time Management | Ability Upgrade | Upgrade Duration Abilities Effects of Duration Abilities are increased by 50%. |
|
Determination | Passive | Maximum Momentum: +50 | |
Heartseeker | Ability Upgrade | Upgrade Area Abilities Area Abilities deal 20% bonus damage vs health. |
|
Marked Target | Ability Upgrade | Upgrade Duration Abilities Duration Abilities are Critical vs. enemies suffering from Bleeding. |
Advanced Specs Critical Condition: Target is afflicted with Bleeding Effects Bleeding: Physical damage over time. Deals increased damage against health. |
Keen Eye | Greater Passive | You generate 2 additional Momentum from Arrow hits. This bonus is doubled when hitting an enemy's Weakpoint. | |
Burst of Speed | Passive | Momentum generation: +10% | |
Bulwark | Passive | Arrow regeneration: +20% | |
Reeling Bolt | Ability | Type: Projectile, Tool Damage: 88 Electricity Cooldown: 60s Applies Weakened Nock your bow with a special arrow that shocks and disorients enemies. Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target. |
When Acquired Ability damage: +15% Advanced Specs Critical Condition: Target has Burning Effective vs: Enemies <10m away Effects Shocked: Electric damage over time. Deals an equal amount of Stagger. Stagger: Pushes the target closer to the Staggered state, enabling Takedowns. |
Traumatize | Passive | Takedown damage: +15% | Effects Takedown: A special, highly damaging attack that can performed on enemies who are Staggered. |
Amperage | Passive | Electric damage: +10% | |
Precise Power | Greater Passive | Gain Enhanced Damage after defeating an enemy by hitting their Weakpoint. | Effects Enhanced Damage: Increases base damage by a percentage. |
A Timely Defense | Ability Upgrade | Upgrades Duration Abilities Activating a Duration Ability grants Resistant. |
Effects Resistant: Increases Resistance to all damage types. |
Mortal Wounds | Passive | Weakpoint damage: +10% | |
Collateral Damage | Ability Upgrade | Upgrades Area Abilities Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
Advanced Specs Grants: Empowered |
Debilitating Shocks | Greater Passive | Take 15% less damage from enemies who are Shocked. | Effects Shocked: Electric damage over time. Deals an equal amount of Stagger. |
Pump the Primer | Greater Passive | Primers are 20% more effective. | Effects Primer: Sets an enemy up for a follow-up Detonation Ability. |
Sustain[]
- Support aspects include counterattacks, defensive Abilities, damage bonuses, and effect duration.
Name | Type | Description | Details |
---|---|---|---|
Pilfer | Ability | Type: Control, Tool Damage: 264 Physical Cooldown: 60s Detonates Overwhelmed Add insult to injury by swiping a Potion when you slice up an enemy. Applies Bleeding on hit. The Potion is automatically consumed after being stolen. |
When Acquired Ability damage: +15% Advanced Specs Critical Condition: Target is Overwhelmed Effects Detonation: Triggers an increased or additional effect when this Ability hits targets under the described conditions. Bleeding: Physical damage over time. Deals increased damage against health. |
Spill Blood | Passive | Maximum Bleeding stacks: +1 | Effects Bleeding: Physical damage over time. Deals increased damage against health. |
Bulwark | Passive | Physical Resistance: +10% | |
Leaping Shot | Trait | Leap backward and fire an exploding Arrow into the ground. Deals damage over a small area around the point of impact. | When Acquired Weapon damage: +10% |
Providence | Passive | Advantage duration: +20% | Effects Advantage: Any beneficial status effect. |
Bag of Tricks | Ability Upgrade | Upgrades Tool Abilities When you have Low Health, you do 25% more damage with Tool Abilities. |
Effects Low Health: Health is lower than 30%. |
Inspiring Control | Ability Upgrade | Upgrades Control Abilities Defeating an enemy with a Control Ability grants Rally Party. |
Effects Rally Party: Companions deal increased damage. |
Necessary Steps | Passive | Primer duration: +20% | Effects Primer: Sets an enemy up for a follow-up Detonation Ability. |
Shattering Control | Ability Upgrade | Upgrades Control Abilities Control Abilities deal 75% more damage vs. Armor. |
Effects Armor: A layer of physical protection on an enemy. |
Rolling Momentum | Ability Upgrade | Upgrades Tool Abilities Whenever you activate a Tool Ability, you gain 25 Momentum. |
|
Swift Rebuke | Greater Passive | Gain Momentum when you Perfect Dodge or perform Perfect Defense. | Effects Perfect Defense: Defend against an attack right as it impacts you. |
Burst of Speed | Passive | Momentum generation: +10% | |
Improved Health | Passive | Health: +100 | |
Lightning Flask | Ability | Type: Duration, Control Damage: 550 Electricity Cost: 1 Momentum Throw down a flask of bottled lightning that explodes, unleashing a storm of pain on nearby enemies. Deals damage in a large area upon impact, while creating an aura that deals Electric damage and applies Shocked to nearby enemies. |
When Acquired Ability damage: +15% Advanced Specs Critical Condition: Target is Burning Applies: Shocked Effects Shocked: Electric damage over time. Deals an equal amount of Stagger. |
Determination | Passive | Maximum Momentum: +50 | |
Tipped Arrowheads | Passive | Maximum Arrows: +2 | |
Perseverance | Greater Passive | While at Low Health, gain Deflect whenever you Perfect Dodge or perform Perfect Defense in response to an attack. | Advanced Specs Grants: Deflected Impacts Effects Deflect: Ignores the next impact received, resulting in no damage. |
Controlled Providence | Ability Upgrade | Upgrades Control Abilities Each active Advantage increases your Control Ability damage by 10%. |
Effects Advantage: Any beneficial status effect. |
Refract | Passive | Maximum Deflect stacks: +1 | Effects Deflect: Ignores the next impact received, resulting in no damage. |
Bloodsucker | Ability Upgrade | Upgrades Tool Abilities Hitting enemies with a Tool Ability leeches 10% of the damage dealt. |
|
Unending Quiver | Greater Passive | Activating any Ability grants 2 more Arrows. | |
Some Motivation | Greater Passive | Deal 4% more damage per your maximum Arrow count. |
Antivan Crow (Faction)[]
- Focused on melee attacks and parry. Maintaining momentum and finishing enemies are key strengths.
As with all faction sections in the skill tree, a Rook of any faction can acquire skills in this area. Antivan Crow skills are a prerequisite for the Duelist specialization. Players must take either Sustain or Burst skills before unlocking the Antivan Crow section of the skill tree.
Name | Type | Description | Details |
---|---|---|---|
Adrenaline | Trait | Successfully striking targets 10 times without taking damage grants Adrenaline, causing your attacks to deal bonus damage and be more likely to disrupt enemies. Resets when taking damage or on combat end. | When Acquired Weapon damage: +10% Effects Adrenaline: Land consecutive hits without taking damage to enter a heightened state, increasing all damage dealt. |
Necessary Steps | Passive | Primer duration: +20% | Effects Primer: Sets an enemy up for a follow-up Detonation Ability. |
Arcane Defiance | Passive | Electric Resistance: +10% Necrotic Resistance: +10% |
|
Toxic Dash | Ability | Type: Strike Projectile Damage: 220 Necrotic Cost: 1 Momentum Applies Sundered Dash toward your target to land a deadly blow. Applies Necrosis to the enemy. Applies Sundered. |
When Acquired Ability damage: +15% Advanced Specs Critical Condition: Target is Chilled Effects Necrosis: Necrotic damage over time. Deals increased damage against Barrier. |
Wrath | Passive | Critical damage: +10% | |
Assassination | Ability Upgrade | Upgrades Strike Abilities Strike Abilities now deal a guaranteed Critical hit if the enemy has Low Health. |
Advanced Specs Critical vs: Low Health Effects Low Health: Health is lower than 30%. |
Battlefield Awareness | Ability Upgrade | Upgrades Control Abilities Control Abilities deal Critical hits vs. Knocked Down enemies. |
Advanced Specs Critical vs: Knocked Down Enemies Effects Knocked Down: Target is vulnerable and prone on the ground, unable to attack or move. |
Insidious Rot | Passive | Maximum Necrosis stacks: +1 | Effects Necrosis: Necrotic damage over time. Deals increased damage against Barrier. |
Noxious Presence | Ability Upgrade | Upgrades Control Abilities Control Abilities release noxious fumes that apply Necrosis to nearby enemies. |
Effects Necrosis: Necrotic damage over time. Deals increased damage against Barrier. |
Mighty Strike | Ability Upgrade | Upgrades Strike Abilities Strike Abilities deal 100% bonus Stagger vs. enemies suffering from an Affliction. |
Effects Affliction: An effect that deals damage over time. Stagger: Pushes the target closer to the Staggered state, enabling Takedowns. |
Poisoned Reply | Greater Passive | Perfect Defense grants Necrotic Weapons. Necrotic Weapons deals 25% more damage. |
Effects Necrotic Weapons: Deals additional Necrotic damage on weapon attacks. Perfect Defense: Defend against an attack right as it impacts you. |
Death's Blessing | Passive | Necrotic damage: +10% | |
Desolate Malady | Passive | Affliction damage: +10% | Effects Affliction: An effect that deals damage over time. |
Medium Armor Mastery | Greater Passive | While wearing a Medium Helm and Armor: Critical damage: +20% Sword damage: +20% Perfect Defense Momentum gained: +50% |
Effects Perfect Defense: Defend against an attack right as it impacts you. |
Overwhelming Tactics | Greater Passive | While your Momentum is 100 or higher: Charged Light attacks apply Bleed if they are not already suffering from it. Charged Heavy attacks apply Necrosis if they are not already suffering from it. |
Effects Bleeding: Physical damage over time. Deals increased damage against health. Necrosis: Necrotic damage over time. Deals increased damage against Barrier. Charged Attack: A powerful attack that deals additional damage and interrupts enemy actions. |
Blood Poisoning | Greater Passive | Perfect Defense applies Bleeding to your attacker. If Necrotic Weapons is active, this Ability applies Necrosis instead. | Effects Bleeding: Physical damage over time. Deals increased damage against health. Necrosis: Necrotic damage over time. Deals increased damage against Barrier. Necrotic Weapons: Deals additional Necrotic damage on weapon attacks. Perfect Defense: Defend against an attack right as it impacts you. |
Lord of Fortune (Faction)[]
- Focused on trapping and exploiting enemies. Precise movement is key to weaving through the fight.
As with all faction sections in the skill tree, a Rook of any faction can acquire skills in this area. Lord of Fortune skills are a prerequisite for the Saboteur specialization. Players must take either Sustain or Control skills before unlocking the Lord of Fortune section of the skill tree.
Name | Type | Description | Details |
---|---|---|---|
Fan of Arrows | Trait | Fire an arc of Arrows, up to your maximum of 5 Arrows. Requires at least 3 Arrows. | |
Sharper Edge | Passive | Penetration: +15% | Effects Penetration: Ignores a portion of Defense when attacking. |
Bulwark | Passive | Physical Resistance: +10% | |
Explosive Trap | Ability | Type: Area, Tool Damage: 264 Physical Cooldown: 20s Detonates Overwhelmed Repurpose Antaam explosives for your own use. Throw down an explosive trap that detonates when enemies get too close. Highly likely to disrupt enemies. |
When Acquired Ability damage: +15% Advanced Specs Critical Condition: Target is Overwhelmed Effects Detonation: Triggers an increased or additional effect when this Ability hits targets under the described conditions. |
Desolate Malady | Passive | Affliction damage: +10% | Effects Affliction: An effect that deals damage over time. |
Siege Breaker | Ability Upgrade | Upgrades Tool Abilities Tool Abilities deal 25% more damage vs. Armor and Barrier. |
Effects Armor: A layer of physical protection on an enemy. Barrier: A layer of magical protection on an enemy. |
Salt in the Wound | Ability Upgrade | Upgrades Duration Abilities Hitting an enemy with a Duration Ability increases any existing Affliction stacks by 1. |
Effects Affliction: An effect that deals damage over time. |
Tipped Arrowheads | Passive | Bow damage: +10% | |
Improvised Ammunition | Ability Upgrade | Upgrades Tool Abilities When Tool Abilities expire or trigger, you gain 3 Arrows from the debris. |
|
Enduring Reach | Ability Upgrade | Upgrades Duration Abilities Duration radius or distance increases, depending on the Ability. |
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Victory Rush | Greater Passive | Defeating an enemy with a Takedown grants Necrotic Weapons. Your attacks also apply 25% bonus Stagger. |
Advanced Specs Grants: Imbued Weapons |
Ready Shots | Passive | Arrow regeneration: +20% | |
Shellbreaker | Passive | Damage vs. Armor: +20% | Effects Armor: A layer of physical protection on an enemy. |
Eclectic Armorer | Greater Passive | While wearing different classifications of Helm and Armor: Arrow maximum: +4 Weapon damage: +15% Stagger: +25% |
Effects Stagger: Pushes the target closer to the Staggered state, enabling Takedowns. |
Close Quarters Combat | Greater Passive | Deal 15% more damage to all enemies within 10 meters. | Advanced Specs Effective vs: Enemies <10m away |
Pounce | Greater Passive | Gain 50 Momentum and regain 25% of your Arrows after performing a successful Takedown. | Effects Takedown: A special, highly damaging attack that can performed on enemies who are Staggered. |
Veil Jumper (Faction)[]
- Focused on bows and long-range combat. Aim for the head.
As with all faction sections in the skill tree, a Rook of any faction can acquire skills in this area. Veil Jumper skills are a prerequisite for the Veil Ranger specialization. Players must take either Burst or Control skills before unlocking the Veil Jumper section of the skill tree.
Name | Type | Description | Details |
---|---|---|---|
Hunter's Focus | Trait | While Charging your Bow, pressing [button] spends Momentum to temporarily sharpen your focus, slow down time, and let you aim with heightened accuracy. Aiming while airborne automatically triggers Hunter’s Focus. | When Acquired Weapon damage: +10% |
Defy the Elements | Passive | Fire Resistance: 10% Cold Resistance: 10% |
|
Salvaged Arrows | Passive | Arrows gained after defeating an enemy: +2 | |
Lightning Quiver | Ability | Type: Projectile, Control Damage: 495 Electricity Cost: 1 Momentum Unleash a storm of electric bolts that spread across the battlefield, peppering random enemies. Fires up to 7 bolts that randomly hit enemies across a large area. |
When Acquired Ability damage: +15% Advanced Specs Critical Condition: Target has Burning |
Strong Draw | Passive | Charged Bow damage: +10% | |
Archer's Strength | Ability Upgrade | Upgrades Projectile Abilities Projectile Abilities deal 25% bonus damage to targets at least 20 meters away. |
Advanced Specs Effective vs: Enemies >30m away |
Underdog's Bite | Ability Upgrade | Upgrades Area Abilities Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
Effects Enhanced Damage: Increases base damage by a percentage. |
Mortal Wounds | Passive | Weakpoint damage: +10% | |
Precision Shot | Ability Upgrade | Upgrades Projectile Abilities Dealing a Critical hit with a Projectile Ability grants Precision. |
Effects Precision: The next Charged or Final attack on an enemy will be Critical. |
Breathing Room | Ability Upgrade | Upgrades Area Abilities The scope of Area Abilities is greatly increased. |
|
Poisonous Precision | Greater Passive | Defeating an enemy by hitting their Weakpoint grants Necrotic Weapons. Necrotic Weapons lasts 50% longer. |
Effects Necrotic Weapons: Deals additional Necrotic damage on weapon attacks. |
Shellbreaker | Passive | Damage vs. Armor: +20% | Effects Armor: A layer of physical protection on an enemy. |
More is Better | Passive | Maximum Arrows: +2 | |
Light Armor Mastery | Greater Passive | While wearing a Light Helm and Armor: Maximum Momentum: +50 Weakpoint damage: +15% Charged Bow damage: +20% |
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Knock Out | Greater Passive | Your Charged Bow and Charged attacks now deal Critical damage vs. enemies at Low Health. | Advanced Specs Critical vs: Low Health Effects Low Health: Health is lower than 30%. |
Triple Threat | Greater Passive | Equipping an Ability of each damage type increases Ability damage by 25%. |
Overview[]
Weapon Sets[]
Rogues can perform light and heavy melee attacks and melee attack chains with their main-hand and off-hand blades. They perform ranged attacks with their bow. Unlike with mages and warriors who may switch between weapon sets, all of the rogue's weapons are always equipped with their blades being linked to the main attack buttons (X and Y on the Xbox) and their bow being linked to the ranged attack button (RT on the Xbox).
Rogues interested in melee combat benefit the most from Burst, Antivan Crow, and Duelist skills. Rogues interested in long-range combat benefit the most from Control, Veil Jumper, and Veil Ranger skills. Rogues interested in a balance between melee and long-range combat or that are interested in a defensive playstyle benefit the most from Sustain, Lord of Fortune, and Saboteur skills.
Damage Types[]
Using their abilities, rogues are able to do Physical, Electric, or Necrotic damage.
This makes them especially effective against Mercenaries, Sentinels, Spellwhights, and Fadestalkers (who are vulnerable to Electric damage) and the Undead (which are vulnerable to Necrotic damage). Antaam and Pride Demons are vulnerable to Necrotic damage and resistant to Electric damage, so rogues should be careful about their ability loadouts when facing them. This is similar for Envy Demons, which are vulnerable to Electric damage but resistant to Necrotic damage.
Rogues, especially those on the Antivan Crow/Duelist path, are less effective against Darkspawn, Deepstalkers, and Shades (which are resistant to Necrotic damage). When facing these enemies, choose a loadout of abilities that includes Physical or Electric damage, bring a companion that can deal Fire damage (Davrin or Taash) with Darkspawn and Deepstalkers or Cold damage (Neve) with Shades, or select weapons that can deal Fire or Cold damage.
Ability Types and Ability Upgrades[]
Rogues have six ability types and each of their abilities are classified with two types. Note that while "Control" refers to a section of the Rogue skill tree, it is also used to refer to a Rogue ability type. Interestingly, only one of the abilities in the Control section of the skill tree has the Control ability type (Rain of Decay) and the ability upgrades in the Control section of the skill tree are for abilities of the Area and Duration types.
Duelists benefit most from upgrades to Strike and Control abilities. Rogues planning to specialize as Duelists must first take skills in either the Burst or Sustain sections of the skill tree before taking skills in the Antivan Crow faction.
- Burst Skill Tree & Strike Abilities: Duelists taking the Burst pathway will benefit the most from abilities and ability upgrades with the "Strike" type.
- Strike Abilities on the Burst-to-Duelist pathway
- Rogue Core: Static Strikes
- Burst: Hurricane of Blades
- Antivan Crow: Toxic Dash
- Duelist: A Thousand Cuts
- Strike Ability Upgrades
- Burst: Daring Counter, Physical Strikes, Piercing Strike
- Antivan Crow: Assassination, Mighty Strike
- Duelist: Poisoned Blades
- Strike Abilities on the Burst-to-Duelist pathway
- Sustain Skill Tree & Control Abilities: Duelists taking the Sustain pathway will benefit the most from abilities and ability upgrades with the "Control" type.
- Control Abilities on the Sustain-to-Duelist pathway
- Sustain: Lightning Flask, Pilfer
- Duelist: A Thousand Cuts
- Control Ability Upgrades
- Sustain: Controlled Providence, Inspiring Control, Shattering Control
- Antivan Crow: Battlefield Awareness, Noxious Presence
- Duelist: Quick Control.
- Control Abilities on the Sustain-to-Duelist pathway
Veil Rangers benefit most from upgrades to Area and Projectile abilities. Rogues planning to specialize as Veil Rangers must first take skills in either the Burst or Control sections of the skill tree before taking skills in the Veil Jumper faction.
- Burst Skill Tree & Projectile Abilities: Veil Rangers taking the Burst pathway will benefit the most from abilities and ability upgrades with the "Projectile" type. Veil Rangers on the Burst pathway may also want to take skills in the Control skill tree to access Reeling Bolt.
- Projectile Abilities on the Burst-to-Veil Ranger pathway
- Burst: Explosive Daggers
- Control: Reeling Bolt
- Veil Jumper: Lightning Quiver
- Veil Ranger: Storm's Path
- Projectile Ability Upgrades
- Burst: Conductive Shot, Sniper's Precision, Supercharged
- Veil Jumper: Archer's Strength, Precision Shot
- Veil Ranger: Compound Bow
- Projectile Abilities on the Burst-to-Veil Ranger pathway
- Control Skill Tree & Area Abilities: Veil Rangers taking the Control pathway will benefit the most from abilities and ability upgrades with the "Area" type. Veil Rangers on the Control pathway may also want to take skills in Burst skill tree to access Hurricane of Blades.
- Area Abilities on the Control-to-Veil Ranger pathway
- Control: Rain of Decay
- Burst: Hurricane of Blades
- Veil Ranger: Storm's Path
- Area Ability Upgrades
- Control: Breathing Room, Collateral Damage, Heartseeker
- Veil Jumper: Breathing Room, Underdog's Bite
- Veil Ranger: Lightning Splash
- Area Abilities on the Control-to-Veil Ranger pathway
Saboteurs benefit most from upgrades to Tool and Duration abilities. Rogues planning to specialize as Saboteurs must first take skills in either the Control or Sustain sections of the skill tree before taking skills in the Lord of Fortune faction.
- Sustain Skill Tree & Tool Abilities: Saboteurs taking the Sustain pathway will benefit the most from abilities and ability upgrades with the "Tool" type. Saboteurs on the Sustain pathway may also want to take skills in Control skill tree to access Reeling Bolt.
- Tool Abilities on the Sustain-to-Saboteur pathway
- Sustain: Pilfer
- Control: Reeling Bolt
- Lord of Fortune: Explosive Trap
- Saboteur: Fortune's Turret
- Tool Ability Upgrades
- Sustain: Bag of Tricks, Bloodsucker, Rolling Momentum
- Lord of Fortune: Improvised Ammunition, Siege Breaker
- Saboteur: Quick Fix
- Tool Abilities on the Sustain-to-Saboteur pathway
- Control Skill Tree & Duration Abilities: Saboteurs taking the Control pathway have access to ability upgrades with the "Duration" type. Because there are no Duration abilities in the Control skill tree, Saboteurs taking the Control pathway may want to take skills in Sustain skill tree so that they can access the Lightning Flask ability or in the Burst skill tree so that they can access Explosive Daggers.
- Duration Abilities on the Control-to-Saboteur pathway
- Rogue Core: Static Strikes
- Sustain: Lightning Flask
- Burst: Explosive Daggers
- Saboteur: Fortune's Turret
- Duration Ability Upgrades
- Control: A Timely Defense, Marked Target, Time Management
- Lord of Fortune: Enduring Reach, Salt in the Wound
- Saboteur: Precise Malady
- Duration Abilities on the Control-to-Saboteur pathway
Ability Name | Skill Tree Section | Area | Control | Duration | Projectile | Strike | Tool |
---|---|---|---|---|---|---|---|
A Thousand Cuts | Duelist (Specialization) | ● | ● | ||||
Explosive Daggers | Burst | ● | ● | ||||
Explosive Trap | Lord of Fortune (Faction) | ● | ● | ||||
Fortune's Turret | Saboteur (Specialization) | ● | ● | ||||
Hurricane of Blades | Burst | ● | ● | ||||
Lightning Flask | Sustain | ● | ● | ||||
Lightning Quiver | Veil Jumper (Faction) | ● | ● | ||||
Pilfer | Sustain | ● | ● | ||||
Rain of Decay | Control | ● | ● | ||||
Reeling Bolt | Control | ● | ● | ||||
Static Strikes | Rogue Core | ● | ● | ||||
Storm's Path | Veil Ranger (Specialization) | ● | ● | ||||
Toxic Dash | Antivan Crow (Faction) | ● | ● | ||||
Total: | 4 | 5 | 4 | 5 | 4 | 4 |
Momentum vs Cooldown[]
Rogues are able to activate their abilities with Momentum Points or based on a Cooldown. Most abilities that activate using Momentum cost one Momentum Point (with the exception of A Thousand Cuts, which costs two points). Most abilities with a Cooldown can be reactivated after 60 seconds (with the exception of Explosive Trap, which can be reactivated after 20 seconds). It is recommended that players have at least one Momentum skill and one Cooldown skill in their loadout to maximize the frequency of skill activation.
Rogues generate momentum every time they hit an enemy and lose momentum when they get hit. For every 50 Momentum, the rogue gains one Momentum Point. Many passive skills (Endure, Momentous Occassion, Burst of Speed, Keen Eye, Rolling Momentum, Swift Rebuke, Medium Armor Mastery, Pounce, Energy Burst) help the rogue gain Momentum faster or lose it less rapidly when hit. Some skills (Determination, Light Armor Mastery, Dynamic Gains) increase the maximum Momentum that the rogue can build up over time. Other skills (Overwhelming Tactics, Balanced Flow, Opportunity Shocks) provide benefits when the rogue's Momentum total is high. Lastly, Hunter's Focus allows the rogue to expend Momentum to charge their bow more accurately.
- Abilities with a Momentum Cost
- Static Strikes (Rogue Core, Electricity Damage)
- Explosive Daggers (Burst, Physical Damage)
- Hurricane of Blades (Burst, Necrotic Damage)
- Rain of Decay (Control, Necrotic Damage)
- Lightning Flask (Sustain, Electricity Damage)
- Toxic Dash (Antivan Crow, Necrotic Damage)
- Lightning Quiver (Veil Jumper, Electricity Damage)
- A Thousand Cuts (Duelist, Necrotic Damage)
- Storm's Path (Veil Ranger, Electricity Damage)
- Abilities with a Cooldown
- Reeling Bolt (Control, Electricity Damage)
- Pilfer (Sustain, Physical Damage)
- Explosive Trap (Lord of Fortune, Physical Damage)
- Fortune's Turret (Saboteur, Physical Damage)
Detonation Combos with Companions[]
Rogues can apply the Weakened and Sundered conditions with their abilities and detonate Overwhelmed. Because of this, Taash and Davrin pair particularly well with rogue Rooks since they can detonate Weakened and apply Overwhelmed. Bellara, Neve, and Emmrich are also good pairings for detonations since they can detonate Sundered.
- Abilities that Apply Weakened
- Static Strikes (Rogue Core, Electricity Damage)
- Reeling Bolt (Control, Electricity Damage)
- Abilities that Apply Sundered
- Explosive Daggers (Burst, Physical Damage)
- Toxic Dash (Antivan Crow, Necrotic Damage)
- Abilities that Detonate Overwhelmed
- Pilfer (Sustain, Physical Damage)
- Explosive Trap (Lord of Fortune, Physical Damage)
- Storm's Path (Veil Ranger, Electricity Damage)
Armor Skills[]
Rogues are able to equip light, medium, or heavy armor and three faction skills provide bonuses depending on the type of armor worn. The only armor skill that can give a bonus for wearing heavy armor is the Lord of Fortune's Eclectic Armorer skill, which still requires the rogue to only equip one piece of heavy armor.
- Light Armor Mastery (Veil Jumper Skill): While wearing a Light Helm and Armor: Maximum Momentum: +50, Weak Point damage: +15%, Charged Bow show damage: +20%
- Medium Armor Mastery (Antivan Crow Skill): While wearing a Medium Helm and Armor: Critical damage: +20%, Sword damage: +20%, Perfect Defense Momentum gained: +50%
- Eclectic Armorer (Lord of Fortune Skill): While wearing different classifications of Helm and Armor: Arrow maximum: +4, Weapon damage: +15%, Stagger: +25%
References[]
- ↑ Wesley LeBlanc (June 25, 2024). "Breaking Down Dragon Age: The Veilguard’s Classes And Factions" (archive) Game Informer. Retrieved on June 25, 2024.
- ↑ Wesley LeBlanc (June 18, 2024). "A Deep Dive Into Dragon Age: The Veilguard’s Combat, Abilities, Skill Tree, And More" (archive) Game Informer. Retrieved on August 13, 2024.
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