Basileia tou Theou's Pure DPS Arcane Warrior (Modified Hollowness) Build[edit | edit source]

Basileia portrait.png
Mage
Arcane Warrior


The goal of this build is quite simple: to create a purely DPS oriented Arcane Warrior using maximum attainable damage auto-attacks and DOT spells. Essentially, the idea is to make a mage that plays like a DPS warrior (instead of a tanker), but with higher damage, greater flexibility and utility, and area of effect and distance closing/shutdown skills.

Concentration will be placed on minimizing fatigue via the use of light armor and relying on placing Force Field on the main aggro puller for tanking purposes. This build has been constructed specifically for Nightmare mode using an unpatched version of the game.

The Build[edit | edit source]

  • Base Statistics (with Fade fonts and essences) at Level 22
    • Strength 15
    • Dexterity 15
    • Willpower 18
    • Magic 87
    • Cunning 17
    • Constitution 12
    • In other words, put ALL stat points into Magic.

Bread And Butter Spells Additional Damage Spells On Reserve Extra Utility Distance Nuking
Stinging Swarm Stinging Swarm
Force Field Force Field

Crushing Prison may refer to:

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Curse of Mortality Curse of Mortality

Virulent Walking Bomb may refer to:

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Combat Magic Combat Magic
Miasma Miasma as needed

Death Syphon may refer to:

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Death Magic Death Magic
Telekinetic Weapons Telekinetic Weapons
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Skill Bar Setup

Drawn Spells Sheathed Spells Extra
Arcane Bolt
Arcane Bolt
Effect Type: Activated
Range: Long
Activation: 15
Cooldown: 6s
Requires: Level 1
The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage.
Stinging Swarm
Stinging Swarm
Effect Type: Activated
Range: Medium
Activation: 50
Cooldown: 30s
Requires: 33 magic
A swarm of biting insects descend on the target, dealing a large amount of damage over a short time. If the targeted creature dies before the swarm dissipates, the insects will jump to another nearby enemy.
Curse of Mortality
Curse of Mortality
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 60s
Requires: 25 magic
The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage.
Crushing Prison may refer to:
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Force Field
Force Field
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 30s
Requires: 18 magic
The caster erects a telekinetic barrier around a target, who becomes completely immune to damage for the duration of the spell but cannot move. Friendly fire possible.
Miasma
Miasma
Effect Type: Sustained
Range: Personal
Upkeep: 60
Fatigue: 5%
Cooldown: 30s
Requires: 25 magic
While this mode is active, the caster radiates an aura of weakness, hindering nearby enemies with penalties to attack and defense. Unless the opponents pass a physical resistance check, they also suffer a penalty to movement speed.
Combat Magic
Combat Magic
Effect Type: Sustained
Range: Personal
Upkeep: 50
Fatigue: 50%
Cooldown: 10s
While this mode is active, the arcane warrior channels magic inward, trading increased fatigue for an attack bonus and the ability to use Spellpower to determine combat damage. Aura of Might and Fade Shroud improve the effects. Additionally, regardless of whether the mode is active, an arcane warrior who has learned this spell may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor.
Telekinetic Weapons
Telekinetic Weapons
Effect Type: Sustained
Range: Allies
Upkeep: 50
Fatigue: 5%
Cooldown: 5s
Requires: 23 magic
While this mode is active, the caster enchants the party's melee weapons with telekinetic energy that increases armor penetration. The bonus to armor penetration is based on the caster's spellpower and provides greater damage against heavily armored foes.
Death Syphon may refer to:
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Death Magic
Death Magic
Effect Type: Sustained
Range: Personal
Upkeep: 45
Fatigue: 5%
Cooldown: 0.5s
Requires: 20 magic
While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster.
Mind Blast may refer to:
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Paralyze
Paralyze
Effect Type: Activated
Range: Medium
Activation: 35
Cooldown: 30s
Requires: 18 magic
The caster saps a target's energy, paralyzing it for a time unless it passes a physical resistance check, in which case its movement speed is reduced instead.
Drain Life
Drain Life
Effect Type: Activated
Range: Medium
Activation: 20
Cooldown: 10s
The caster creates a sinister bond with the target, draining its life energy in order to heal the caster.
Walking Bomb may refer to:
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Mass Paralysis
Mass Paralysis
Effect Type: Activated
Range: Medium
Activation: 70
Cooldown: 50s
Requires: 35 magic
All hostile targets in the area are paralyzed for a short time unless they pass a physical resistance check, in which case their movement speed is reduced instead.
1 2 3 4 5 7 9 10 11 13 14 16 17 18 19 21 22


Usage Discussion

Perfect tank Shale



  • Although the player will have a respectable amount of armor, still it is most effective to relegate tanking/aggroing to another party member--most preferably, Shale with Stone Aura, Threaten, and Taunt. Once Shale has activated all three of these skills (obviously, with Stone Aura last), the player can cast Force Field on Shale, effectively turning her into an invulnerable health and mana battery.

  • Stinging Swarm is absolutely brilliant for consistent DPS, has a much lower recharge time than Curse of Mortality or Crushing Prison, and is easier to manage than the Walking Bomb spells with similar functionality. By around level 12-14, the player will typically have enough mana to cast two or three DOT spells on a single boss at the same time. This, plus constant damage from auto-attacks, translates into rather massive DPS which can be focused on a single target or spread around multiple targets. Finally, see below discussion "Starting Skills Suggestions and Tactics" for maximizing the efficacy of Walking Bomb.

  • A moderate challenge to this build is the Arcane Warrior's relatively low attack rating (that is, relative to, say, a sword and board warrior with max strength that reaches 130+ attack rating at level 22 with similar equipment), which makes maximizing dexterity / attack through equipment rather important. This problem can be further mitigated with Miasma and companion attack rating boost skills (like Stone Aura, Song of Courage, etc.). Plus, the player can switch over to staff weapon for guaranteed hits, and DOT spells (that aren't resisted) always hit per tick. And, if the player still is not hitting to his satisfaction, stat points can always be spent on additional dexterity.

On my playthrough (Nightmare), I finished the game at 81% hit rate, using the staff weapon only when absolutely necessary. Again, absolutely no attribute points where spent on anything other than Magic. For comparison, Alistair finished at 84%, Morrigan (staff weapon) finished at 92%, and my 134 attack rating sword/board warrior in another Nightmare playthrough finished at 85%. As you can see, with the right setup, the AW's hit rate is really quite competitive.

  • Obviously, this build is quite expensive, so the average player will most likely have to sell Potent Lyrium Potions to come up with the necessary cash.

Getting Started[edit | edit source]

As with any Arcane Warrior build, this build starts off pretty slow, so this portion will discuss how to streamline the early part of the game as much as possible.

Starting Skills Suggestions and Tactics

The player will probably want to invest up to Death Syphon and Force Field asap, moving up to Virulent Walking Bomb and Crushing Prison. Death Syphon is fantastic for mana management, and Force Field lets the player use Walking Bomb safely. The Force Field/Walking Bomb combo will also help you survive team wipes and finish off the Ogre in the Tower of Ishal after the rest of your team is already down. Remember, Walking Bomb will continue to do its DOT damage regardless of whether or not you are force field locked, so use that to your advantage.
A good strategy at the early game, especially for the Chanter's Board quests in Lothering, is to hold the team back a little ways, run in solo as the PC to gain aggro, cast Virulent or normal Walking Bomb, then cast Force Field on self and let the bomb skills do their thing. Finish off whatever is left by moving in the rest of your party.
These tactics should carry you through to the point where you can start using high end equipment.


Getting to Potent Lyrium Potions

To be able to afford the high end equipment, however, Morrigan must reach level 10 (for Master Herbalism). This can be done before any of the main quests by heading over to Denerim after exiting Lothering (you should be level 7 when you exit) and doing the side quests there. Do Honnleath, spam world travel for all the random encounters and get all the codex experience points from Wonders of Thedas and Dalish Camp or Orzammar.
When Morrigan hits level 9, you'll want to spend her skill point in Expert Herbalism. And, unless you want to wait for her to hit level 12, at this point the player should spam world travel until he runs into Old Tegrin. Buy a skill tome off of Tegrin and spend it on Morrigan for the last Herbalism tier.
To start Potent Lyrium Potion manufacturing, sell off basically anything you aren't immediately using to a convenient merchant (Bodahn Feddic is pretty convenient). Remember, you can buy all this back once you have a good cash flow. If you need more starting capital, head over to Dust Town in Orzammar and deal with Rogek for 20 sovereigns (though getting past the mercenaries and dignitaries before Orzammar might be a tad tricky).
At this point, you should have more than enough gold to buy the formula from Wonders of Thedas and several stacks of lyrium at the Circle Tower. Head over to Gnawed Noble, buy what you can of the concentrator and distillation agents, and build from there.

Basileia tou Theou's Utterly Ridiculous Accuracy Build[edit | edit source]

Rogue
Assassin
Legionnaire Scout

or

Warrior
Spirit Warrior
Templar


This build is completely simple: maximize Dexterity for damage, defense, crit chance. A dabbling of points goes into Cunning for utility in the Rogue version, and a similar amount of points goes into Strength so the player can access Death Blow in the Warrior version.

It should be noted that the build works off of an imported character from the original campaign (that is to say, this character has two extra stat points from the two Tome of Mortal Vessels available in the original campaign, and all the points from the Fade fonts and essences as well, available for redistribution). Additionally, I may have access to items in this build as it stands that are not available in DAA from the import--as of this writing, I have yet to explore much of DA:A, so I will be updating this build as I learn more about the items available in the expansion.

Youtube video of the Queen of the Blackmarsh fight.

The Build (Rogue Based Version)[edit | edit source]

The first thing you want to do is get a Manual of Focus so you can redistribute the extra points from the Fade fonts and essences that would have gone into Strength, Willpower, Magic, and Constitution: a total of 12 points there. Note that you'll get a massive bonus to Strength (so you can wear armor) once you take Mark of the Legion. That is to say, you don't need any strength points for this build.

The set up at level 28 (where I am with the character as of this writing) is as follows:

Sustained Talents Passive Talents Nuking Extra Utility
Accuracy Accuracy
Weak Points Weak Points
Master Archer Master Archer
Mark of the Legion Mark of the Legion
Lethality Lethality
Burst Shot Burst Shot
Scattershot Scattershot
Rain of Arrows Rain of Arrows

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Device Mastery Device Mastery
Strength of Stone Strength of Stone
Arrow Time Arrow Time
Aim Aim

Usage Discussion

Just after soloing "And You, Esmerelle?"

Using Rain of Arrows to clear out Childer Grub during the end boss fight in DAA



  • It has been my experience that using Aim with this build actually significantly lowers your DPS because, with the above set up (again, level 28 here, so dex has yet to be maxed), Accuracy gives 82.3% crit chance by itself (with Aim, it's a ridiculous 162.8% crit chance). It just isn't really worth it to take the rate of fire penalty from Aim.
  • As of this writing, with a level 28 character, the normal auto-attack damage is 160.4. This makes taking any of the regular archery damage skills, except maybe Scattershot, completely unnecessary.
  • Rain of Arrows does a surprisingly high amount of damage--if you can get the mobs to stay within its radius. You don't get the bonus to damage from Accuracy, but it does give you the max base damage you can deal with your bow. At the end of my play through, I was getting 71 damage per tick. Like Walking Bomb, however, you'll need some sort of crowd control method or a high threat aggro puller with damage immunity (Carapace, Force Field, etc.).
  • Such a high amount of Dexterity means you'll have so much defense that you can pretty much just stand there in the middle and dodge everything--the only times you'll get hit are when you are stunned or overwhelmed/grabbed/comparable creature ability. With the advent of paragon immunity runes, and Legionnaire Scout spell and knockdown immunity skills, it becomes feasible that one might be able to solo the game with this build.
  • With the above set up, you should have a boatload of extra talent points lying around.
  • One side effect of such a lop-sided build is that it completely destroys any sort of challenge that might exist in the game. I keep having to check that my game options are set to Nightmare mode because it's like playing it in casual.

Alternate Build (Warrior Based Version)[edit | edit source]

Warrior
Spirit Warrior
Templar


This build has a slightly lower damage output than the rogue version, but it does have better survivability against casters as it receives spell resistance bonuses from Spirit Warrior talents, and anti-magic abilities in the Templar line of talents (Holy Smite in particular). There's also the +6 health and +5 stamina per level up to consider (versus rogue's +5 and +4).

  • Attributes + Item and Spec Bonuses (at level 28, with Misery, Lifegiver, pre-Shadows of the Blackmarsh):
    • Strength 25 +6 = 31
    • Dexterity 108 +16 = 124
    • Willpower 10 +11 = 21
    • Magic 11 +8 = 19
    • Cunning 16 +6 = 22
    • Constitution 13 +17 = 30
    • 25 base str is required for Death Blow, which is used to maintain Beyond the Veil. 16 cunning for Master Coercion. The rest goes into dex.

  • Notable Derived Statistics (at level 28, with Misery, Lifegiver):
    • Defense: 159 +9 = 168
    • Attack: 128 +130 = 258 (with Accuracy)
    • Damage: 194.6 armor bypassing spirit damage (with Accuracy, rank 4 Beyond the Veil) ^
    • Ranged Crit Chance: 70.8% (with Accuracy)
    • HP: 487
    • Stamina: 390
    • Physical Resistance: 111
    • Mental Resistance: 42
    • Unknown amount of spell resistence bonus from spec talents

^ This is the value that is displayed in the game's main hand damage calculation, but the real value is probably lower (around 155) in that Blessing of the Fade does not increase ranged attack speed, which the damage calculation display erroneously seems to take into account.

Sustained Talents Passive Talents Nuking Extra Utility Optional
Accuracy Accuracy
Beyond the Veil Beyond the Veil
Master Archer Master Archer
Death Blow Death Blow
Blessing of the Fade Blessing of the Fade
Soulbrand Soulbrand
Mental Fortress Mental Fortress

Righteous Strike may refer to:

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Bravery may refer to:

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Powerful Powerful
Burst Shot Burst Shot
Scattershot Scattershot
Rain of Arrows Rain of Arrows

Holy Smite may refer to:

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Cleanse Area Cleanse Area
Arrow Time Arrow Time
Threaten Threaten

Taunt may refer to:

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Usage Discussion

  • cf. Usage Discussion in the rogue version section
  • High defense makes armor unnecessary, so it is beneficial to minimize or eliminate the fatigue and attack speed penalties from heavier armors.
  • The player may be interested in Threaten + Taunt since, again, high dex means the player makes a superb tank.
  • At 5*(opponent level), Death Blow scales up quite nicely. One or two ranked kills should fully restore your stamina on reserves.

Basileia tou Theou's Nightmare Solo Mage[edit | edit source]

BtT soloing queen dragon.jpg
Mage
Keeper
Battlemage
Arcane Warrior


This is a fairly effective, fairly entertaining mage build capable of soloing most of nightmare DAA. I'm writing this up after just now having soloed Queen of the Blackmarsh at level 27 without using any potions (health, mana, or otherwise), or the Force Field/Charged Wisp thing.

Once again, this build is working off a DA:O import/Manual of Focus respec. Therefore the number of your stat points and talent points (because of tomes, etc.), as well as certain equipment, may differ slightly.

Youtube video of the Queen of the Blackmarsh fight.

The Build[edit | edit source]

At the time of this writing, I haven't bothered to respec the extra stat points I received during Shadows of the Blackmarsh. The diligent min/maxer, however, will probably want to redistribute those superfluous str, dex, etc. points back into magic.

Note that the Arcane Warrior spec is taken purely so that the player can equip certain items. Combat Magic is never used except in its passive capacity.

Passive Main Damage Spells On Cooldown Spells Preservation Spells Utility Spells
Replenishment Replenishment
Attunement Attunement

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Stoic Stoic
Arcane Mastery Arcane Mastery
Staff Focus Staff Focus
Hand of Winter Hand of Winter
One With Nature One With Nature
Thornblades Thornblades
Nature's Vengeance Nature's Vengeance
Mana Clash Mana Clash
Arcane Bolt Arcane Bolt

Winter's Grasp may refer to:

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Lightning Lightning
Drain Life Drain Life
Draining Aura Draining Aura*
Force Field Force Field

Heal may refer to:

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Regeneration Regeneration
Heroic Defense Heroic Defense

Arcane Shield may refer to:

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Haste may refer to:

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(optional)
Spell Might Spell Might

Death Syphon may refer to:

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Death Magic Death Magic

Mind Blast may refer to:

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Usage Discussion

Mana Clash clearing out a group of demons and shades



  • The player should basically have Arcane Shield on all the time. Make sure to cast Spell Might and switch to Spellfury before turning on Arcane Shield to maximize the defense bonus (you can turn Spell Might off afterwords). Don't forget to cast Heroic Defense when necessary.
  • This build plays rather like a Retribution Pally in WoW. The idea is to run in and herd the mobs so they are within pointblank AoE range. Blast Hand of Winter to freeze mobs, then turn on One With Nature and cast Thornblades to finish them off (once you get Nature's Vengeance, you'll probably be able to skip over the Hand of Winter part). One With Nature's DOT damage should take care of anything that's left, while you can pick off individual mobs with the "on cooldown spells" listed above.
  • Mana Clash is extremely handy. You can typically take out emissaries, shades, demons, and other creatures with mana with one cast.
  • Never underestimate the value of staff damage and Arcane Bolt. Spellfury does physical damage, and also has rapid aim, so switch out to that if you are up against a mob with cold immunity, or want to get a little more dps from staff.
  • Certain mobs (Childer Grub, Blight Werewolves, and the like) will use skills like overwhelm. These mobs are very predictable, meaning you can turn on One With Nature, cast Force Field on yourself, and let them waste their overwhelm cast and take DOT damage.
  • Force Field is extremely versatile. Use it for everything from waiting for cooldowns to allowing yourself a short reprieve while you regen mana.
  • Draining Aura is basically only useful for a very particular situation: when you haven't hit level 28 yet so you can take Nature's Vengeance and you're up against nature damage immune mobs, waiting for Thornblades and Hand of Winter to recharge, and you have completely run out of mana (this spell is a zero activation, upkeep cost only spell, so you can flash it when you're mana is depleted). Otherwise, its just too mana expensive for the amount of damage it does.
  • You might want to consider a sword and board set up with Landsmeet Shield and something like Spellweaver for extra defense. Staff weapon damage might be too useful to pass up, however.
  • I mentioned that Combat Magic is only used in its passive capacity, but it is definitely possible to use this equipment and skill set up as a DPS warrior. Since you can switch it on just when you need it, this alternative is also a good backup for when you're already near out of mana, at which point you can turn on Combat Magic and finish off whatever is left quite handily (this is typically most useful for low defense or spell resistent opponents with lots of health). Even with Combat Magic active, you should eventually have enough mana from leveling to cast the Hand of Winter/Nature's Vengeance/Thornblades combo at least once. For weapon suggestions, I would say that 3 Momentum Rune Frenzy is quite good until you can get Vigilance (you'll want to have Heroic Offense ready, however [which btw is a sheathed spell]). Obviously, try out other combos like Landsmeet and a one-hander, etc. to suit your taste.

Basileia tou Theou's Nightmare Solo Warrior[edit | edit source]

BtT queen dragon warrior solo.jpg
Warrior
Berserker
Spirit Warrior
Templar


This is yet another solo oriented build I wrote up after finishing off Queen of the Blackmarsh without using consumables. You should be able to solo most (though probably not all) of DAA with this build.

Somewhat surprisingly, on my run I was able to solo all of DAA minus the Baroness (her grab healing required a Shield Bash from Justice :( ) with this build (in cases where I was forced to have a party member, these party members were placed on hold well outside range of the battle, with all tactics clicked off and placed on "cautious"). Again, no consummables used throughout the entire campaign, including during The Architect as well as The Mother fights (no special abilities were used either, in the latter case).

As before, working off a DA:O import/Manual of Focus respec.

Youtube video of the Queen of the Blackmarsh fight.
Youtube video of the Mother fight.

The Build[edit | edit source]

Passive Damage Sustained Utility
Shield Expertise Shield Expertise
Shield Mastery Shield Mastery
Bulwark of the Ages Bulwark of the Ages
Mental Fortress Mental Fortress
Constraint Constraint and prereqs
Death Blow Death Blow and prereqs
Blessing of the Fade Blessing of the Fade at level 28

Assault may refer to:

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and prereqs
Peon's Plight Peon's Plight

Massacre may refer to:

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Shield Defense may refer to:

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regular

Shield Wall may refer to:

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versus knockdown
Beyond the Veil Beyond the Veil

Berserk may refer to:

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Carapace Carapace

Second Wind may refer to:

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Holy Smite may refer to:

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Cleanse Area Cleanse Area
Fade Burst Fade Burst
Grievous Insult Grievous Insult

Usage Discussion

  • Typically, you can use Shield Defense instead of Shield Wall since you won't be getting hit much anyway.
  • Use Carapace versus opponents that grab or overwhelm, or as otherwise needed.
  • Berserk is usually unnecessary, but it always helps to have extra damage, obviously.
  • Death Blow should be enough to keep up your stamina, but Second Wind comes in handy during long boss fights so you can keep your sustained talents running.
  • Holy Smite helps in closing the distance gap between you and a caster. You can also use it as an AoE stun/knockback.
  • Remember to turn off Beyond the Veil if you notice that your opponent is spirit damage resistant (Revenants, etc.)
  • In the above set up, I didn't bother to apply any heraldry on my shield (for extra challenge during my fight with the Queen). This shouldn't be neglected, however, in that most heraldry applies a +2 or +3 to all attribute points bonus to your shield (Legion of the Dead adds a ridiculous +20 -- surely a typo on the scripter's part, no? [this value seems to differ for unknown reasons: IN has reported both +17 and +20 on different characters, users on this BioWare forum post, and my own character on this build, have received +20]).
  • Grievous Insult works exactly like the Revenant's mass pull. Useful!

Tips on the Queen of the Blackmarsh Fight[edit | edit source]

This is about how close the Charged Wisps should be, and about where you should be (get in close!), for Fade Burst+Massacre wipe out

  • Remember to switch out Key to the City with Ring of Ages before the fight.
  • Most of the damage will come from the Queen's grab attack, so when the Queen is in her dragon form, have Carapace on whenever its not recharging.
  • Take your time. If your health falls below 80% or 75% and you're waiting for Carapace, just run around a bit until it cools down. If you're using Shield Wall, you can resist her Buffet attacks, so the only damage you'll receive until you feel like re-engaging is from her Lightning Spit (which isn't much).
  • It doesn't really matter which way you go, Shield Defense or Shield Wall. I've done the fight just as easily using either.
  • With Lifegiver and Helm of the Sentinel, you should have enough combat health regen that you won't have to use any health potions at all. Just be sure to make good use of Carapace.
  • Don't bother to chase after the Charged Wisps. Instead, wait in the middle by the Queen for them to get within pointblank AoE range (keep attacking her until they do). Massacre by itself won't wipe them out, but if you use Fade Burst and then Massacre, you can take them all out at the same time. You can use the radius display of Holy Smite to gauge how close you need to let them get before using Fade Burst. Remember, Fade Burst has a cast time, so start casting it just before the Charged Wisps are about to get in, or are just within, range.
  • Watch the youtube video for a demonstration.

Tips on The Mother Fight[edit | edit source]

  • Like the High Dragon fight that will come in Dragonbone Wastes before The Nest, this battle is really one of attrition. You'll be doing a lot of running around while your Carapace recharges and your health regenerates.
  • The most important thing, especially in the early part of this fight, is stamina management. You want to always have enough stamina to pull off a Massacre for the Childer Grub waves. Remember, Death Blow restores stamina, so finish off a tentacle for a moderate stamina boost.
  • Grievous Insult is quite useful to use against Childer Grub. Instead of waiting for them to crawl into range (and possibly put yourself at risk for an overwhelm from a closer grub), run into the middle of the group and cast a grievous. This will pull all of them into range, and knock them on their backs for good measure.
  • Time your tentacle kills very carefully. Make sure the talents you want to use are not on cooldown before you kill a tentacle, as doing so will spawn a grub wave. If one is near tentacle ward stage, and your talents are still on cooldown, switch your attack to a different tentacle. Note that it is possible to clear out a grub wave without Massacre, as long as you keep moving out of their range and only take on one grub at a time. Make sure to finish off an engagement quickly with Assault or Overpower, etc.
  • You can buy yourself a little more time against grubs with Holy Smite, which (as mentioned previously) applies an AoE stun/knockdown.
  • After the tentacles are dead and the first few waves are over, the grubs are pretty easy to manage.
  • The Mother's grab attacks really hurt. Basically, don't attack her until you have Carapace recharged. Keeping your distance will allow you to limit the Mother's damage to her spit attacks (you should have enough spell resistance to shrug off most of her spells).
  • On my playthrough, I switched out Key with Tingler and Spellward with Nature's. This gave me enough health regen to heal faster than the Mother's spit attacks could do damage (need Lifegiver, though).
  • Watch the youtube video for a demonstration.
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