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Two-handed talents are talents that allow characters to make a series of devastating attacks based around two-handed weapons.

Branch One

Pommel Strike
Pommel Strike
  • Activated
  • Range: Personal
  • Activation: 21
  • Cooldown: 10s
  • Requires: 12 Strength
  • Requires: Combat Training
Instead of going for the fatal attack an enemy expects, the player strikes out with a weapon's pommel, knocking the opponent to the ground unless it passes a physical resistance check.
Note: Very reliable.
Indomitable
Indomitable
  • Sustained
  • Range: Personal
  • Upkeep: 60
  • Fatigue: 5%
  • Cooldown: 30s
  • Requires: 20 Strength
  • Requires: Improved Combat Training
Through sheer force of will, the character remains in control on the battlefield, gaining a slight increase to attack and damage while being immune to stun or knock down effects for the duration of this mode.
Stunning Blows
Stunning Blows
  • Passive
  • Requires: 28 Strength
  • Requires: Expert Combat Training
The character's fondness for massive two-handed weapons means that each attack offers a chance to stun the opponent due to the sheer weight behind the blow.
Critical Strike
Critical Strike
  • Activated
  • Range: Personal
  • Activation: 41
  • Cooldown: 60s
  • Requires: 34 Strength
  • Requires: Master Combat Training
The character makes a single massive swing at the target, gaining a bonus to attack. If the strike connects, it is an automatic critical hit, possibly killing the opponent outright if its health is low enough.
Note: Many Talents and Spells are more powerful than the description suggests (Punisher, Sunder Arms/Armor, Arrow of Slaying). This one, however, is quite the opposite. It is truly just a single swing done with a bonus to attack that criticals if it hits, while also possibly killing any non-elite target if its health is below 20%. If one takes into consideration that any "white" creature which is below 20% health should die from a two-handed warrior's swing anyway (that's the point of wielding a two handed weapon - slow swings, big numbers), this fourth-tier ability turns out to be... worse than the first-tier Mighty Blow. The reason why this ability is at the end of this talent branch, or why it is on a 60 second cooldown, are yet to be discovered.
Discovered: this skill is 4th tier because it Shatters the Frozen enemy, resulting in a possible killing blow on any enemy even if the it has 90%hp left.

Branch Two

Sunder Arms
Sunder Arms
  • Activated
  • Range: Personal
  • Activation: 26
  • Cooldown: 10s
  • Requires: 18 Strength
  • Requires: Combat Training
The character attempts to hinder a target's ability to fight back, rather than going directly for a killing blow. Unless the target passes a physical resistance check, it suffers a penalty to attack for a short time.
Note: The character strikes TWICE in rapid succession when activating this talent, both for normal combat damage. It is thus much stronger than expected. In fact, this inconspicuous ability is the best damage dealer for a two-handed weapon warrior throughout early-middle levels. It's a cheap, short-cooldown, first tier double swing with a bonus of reducing enemy attack for a while.
Shattering Blows
Shattering Blows
  • Passive
  • Requires: 23 Strength
  • Requires: Improved Combat Training
The character is as adept at destruction as at death and gains a large damage bonus against golems and other constructs.
Sunder Armor
Sunder Armor
  • Activated
  • Range: Personal
  • Activation: 41
  • Cooldown: 20s
  • Requires: Level 10
  • Requires: 28 Strength
  • Requires: Expert Combat Training
The character aims a destructive blow at the target's armor or natural defenses. The attack deals normal damage, but also damages the armor unless the target passes a physical resistance check.
Note: The character strikes TWICE in rapid succession when activating this talent, both for normal combat damage. It is thus much stronger than expected.
Destroyer
Destroyer
  • Passive
  • Requires: Level 14
  • Requires: 40 Strength
  • Requires: Master Combat Training
Few can stand against the savage blows of a destroyer. Every attack sunders the target's armor, reducing its effectiveness for a short time. The effects of multiple blows are not cumulative.

Branch Three

Mighty Blow
Mighty Blow
  • Activated
  • Range: Personal
  • Activation: 41
  • Cooldown: 20s
  • Requires: 15 Strength
  • Requires: Combat Training
The character puts extra weight and effort behind a single strike, gaining a bonus to attack. If it hits, the blow deals critical damage and imposes a penalty to movement speed unless the target passes a physical resistance check.
Note: If you have Stunning Blows, this ability seems to stun very, very often.
Powerful Swings
Powerful Swings
  • Sustained
  • Range: Personal
  • Upkeep: 30
  • Fatigue: 5%
  • Cooldown: 10s
  • Requires: 21 Strength
  • Requires: Improved Combat Training
While in this mode, the character puts extra muscle behind each swing, gaining a bonus to damage (+4.5 damage) but suffering penalties to attack (-10 attack) and defense (-10 defense). Two-Handed Strength reduces the penalties to attack and defense.
Two-Handed Strength
Two-Handed Strength
  • Passive
  • Requires: 28 Strength
  • Requires: Expert Combat Training
The character has learned to wield two-handed weapons more effectively, reducing the penalties to attack (-5 attack) and defense (-5 defense) from Powerful Swings.
Note: This talent grants a hidden +25% armor penetration. ??
Two-Handed Sweep
Two-Handed Sweep
  • Activated
  • Range: Personal
  • Activation: 41
  • Cooldown: 20s
  • Requires: Level 10
  • Requires: 36 Strength
  • Requires: Master Combat Training
The character swings a two-handed weapon through enemies in a vicious arc, dealing normal damage to those it hits and knocking them down unless they pass a physical resistance check.
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