Is the "Warrior with two-handed weapon" class even playable? Tips for leveling up in Dragon Age: Inquisition Dragon age inquisition gap magician build.

Perks in Dragon Age: Inquisition appear as the Inquisition develops and its influence increases. You can gain this influence at the so-called “Table of War” by completing various tasks, defeating enemies, completing missions, etc. Each time the influence level is filled to the limit, you can increase your level and, accordingly, receive new perks.

Inquisition perks are divided into four types. Three of them are bestowed by three advisors, and the fourth is bestowed by the Inquisition itself. The powers granted by Cullen allow you to develop strength and endurance. Liliana's Secrets explores the characters' secretive traits and skills. Josephine's communication perks will help with diplomacy and persuasion. And finally, the perks of the Inquisition itself develop general abilities.

Pay attention!

Getting perks in Dragon Age: Inquisition- the process is not so fast as to mindlessly invest in those perks that you will not need. Some perks are available from the very beginning of the game and require the investment of experience points in them.

Some advanced perks become available only after unlocking lower level perks. Perks that are recommended first are highlighted in bold.

Strength Perks

NameEffects and comments
Criminal knowledge Opens up new dialogue options related to criminal activity and gives a +50% experience bonus for each new codex opened. A very useful perk that opens up the possibility of alternative completion of some tasks.
"Massage" method Gives a 5% bonus to experience for killing monsters. To get the most out of this perk, try to take it early in the game.
Rider postureReduces the risk of flying off the saddle. Not the most useful perk, since you will spend most of your battles unmounted.
Molded into the saddleFurther reduces the risk of falling out of the saddle. The comment is the same as for the perk above.
Improved concentrationImproves concentration from 100 to 200 points. Can be useful in battle.
Advanced Concentration Improves concentration from 200 to 300 points. Can be useful in battle.
True GiftIncreases the defense of all party members by 10%. A very useful perk for weakly protected characters (for example, magicians or thieves), especially at a high difficulty level.
More healing potionsAllows you to carry four more healing potions. The perk can be useful on a higher difficulty level, since in this situation the likelihood of using all healing potions during one quest is much higher than on the normal difficulty level.
Mage drawingsYou receive new blueprints for creating items for magicians. It is better to take it towards the end of the game, and even then only if you care about the uniform of your magicians.
Thieves BlueprintsYou receive new blueprints to create items for thieves. It is better to take it towards the end of the game, and even then only if you care about the uniform of your thieves.
Warrior BlueprintsYou receive new blueprints for creating items for warriors. It is better to take it towards the end of the game, and even then only if you care about the uniform of your warriors.

Secrets Perks

NameEffects and comments
Secret knowledge Opens up new dialogue options related to the Shadow and secret knowledge. Also gives a bonus when researching new manuscripts. This is a very useful perk as it allows you to complete many quests using alternative methods.
Experienced HerbalismIncreases the chance to collect an ingredient by 10%.
Eagle eye Expands the visibility area after pressing the corresponding key. A very useful perk, which, after final improvement, will simplify the exploration of the area.
Advanced ResearchGives a 50% bonus to experience for studying discovered monsters. A useful perk if you like to return to the Inquisition headquarters to investigate monsters.
Golden hands, good tools Allows all thieves in the party to open Master level locks. A useful perk for thoroughly exploring the world around you and accessing chests with a high level of protection.
Preliminary reconnaissanceShows additional points of interest and important locations on the area map. A useless perk, since it is better to explore the area on your own.
Novice herbalist
Experienced HerbalistOpens general information on all herbs. You can take this perk if you are going to do alchemy and do not want to waste time searching on your own.
Master HerbalistOpens general information on all herbs. You can take this perk if you are going to do alchemy and do not want to waste time searching on your own. A very useful perk, since many herbs of this level are usually very difficult to find.

Communication Perks

NameEffects and comments
Noble knowledge Opens up new dialogue options related to diplomacy and politics. Also gives a bonus when researching manuscripts. This is a very useful perk because it allows you to complete many quests using alternative methods.
Seller reputationYou receive 10% more gold from goods sold. This perk is best unlocked early in the game, when the need for gold is very high.
Quid pro quoYou buy goods 10% cheaper. A very useful perk, especially towards the end of the game, when you need expensive and high-quality items.
Honorary client Purchase/sale transactions become 15% more profitable for you. The perk combines the two previous perks.
Rare stocksAllows you to buy rare materials for “crafting”. You can choose this perk if you want to get into creating items and don't want to waste time on your own searches.
Demanding buyer
Only the bestAllows you to buy high quality materials for “crafting”. You can choose this perk if you want to get into creating items and don't want to waste time on your own searches.
Important listYou get the opportunity to buy rare materials from merchants. The perk will come in handy at the end of the game, when you have an urgent need for good items and have enough money.
Friends from aboveOnce you take this perk, merchants will send messengers with news of discounts. This is, of course, not a perk of primary importance.

Inquisition Perks

NameEffects and comments
Knowledge of history Unlocks new dialogue options related to the history of Thedas. Also gives a bonus to manuscript research. This is a very useful perk as it allows you to complete many quests using alternative methods.
Inventory Increases inventory capacity by 15 slots. A very useful perk, since you won’t get your “legitimate” 60 slots right away.
Imperial inventory Increases inventory by another 15 slots.
Tempered glass flasksAdds one additional potion slot. You can take this perk if you want different characters in your party to have potions in the quick select menu.
Additional trainingYour character gains one additional ability point.

Leveling up your character in Dragon Age: Inquisition is a classic RPG process of gaining experience and then investing points in the necessary skills and abilities. Experience in the game can be gained by completing quests, destroying enemies and closing rifts.

As you level up, your character's base attributes increase. In addition, you receive skill points (perks), which are needed to acquire new skills.

Leveling up also opens the way to previously unavailable missions and new, more dangerous opponents. It is important to understand that character development in Dragon Age: Inquisition is not such a fast process, so you should not thoughtlessly invest in new skill points.

Close the rifts

You are the Inquisitor, the only hero capable of closing the shadow rifts scattered throughout the game world. By closing another rift, you receive valuable experience points, which vary depending on the region in which the rift is located.

Destroy high-level opponents

An old tip for all RPGs: look for high-level enemies in “difficult” zones and get a ton of experience for killing them. Of course, you need to have the appropriate equipment and be prepared for difficult battles.

Destroy dragons

Total in Dragon Age: Inquisition has ten dragons and, as you can imagine, these are the most difficult opponents in the game. Killing these monsters promises you a huge amount of experience and useful things.

Capture fortresses

Fortresses, as a rule, are guarded by high-level opponents. Choose goals that suit your abilities and gain additional experience.

Explore the world

Many simple activities in Dragon Age: Inquisition, such as gathering herbs or hunting animals, grants additional experience. Studying the secrets, documents and treasures hidden in the game world will allow you to quickly increase your level.

Josephine Perk

Quests

By completing various tasks, you gain experience and new levels. Therefore, if you think that your level is not high enough to progress further, you should pay attention to side (minor) tasks.

Not much different from leveling up in various other RPG games. Almost all actions will bring you some kind of experience. This number includes the so-called “Breaks”, completing various tasks and, of course, the classic killing of enemies.

Each time your hero gains a new level, his standard attributes increase. In addition, you also receive skill points, which you can spend on acquiring new abilities/skills/abilities.

Having received a new level, you will be able to complete a task that you could not complete before or was inaccessible, since there are stronger opponents there. Before you begin the task, first look at what level is required (minimum), then decide for yourself.

The most important thing in the game is leveling up your heroes. Of course, this is not a very fast process, even if you do everything listed below.

Shadow Rifts are something you encounter early in the game and fight through afterwards. You, as an Inquisitor, can close/seal these Rifts! You can find these “holes” absolutely all over the world! During the training you will be taught how to do this. In return for closing the "hole" you will receive experience. The experience you gain depends on what area of ​​the game you are in, that is, each area gives a different amount of experience.

You can get to the area where enemies are higher than you and try to kill them. Killing such enemies will give you much more experience than if you killed a regular enemy. But you just need to be prepared for the most difficult situations and have the appropriate equipment. In the bad case, you will simply commit suicide.

There are a total of ten Dragons in the game - they are the most dangerous in the entire game! Once you kill the dragon, you will receive a simply magnificent reward along with tons of experience.

Usually such places are guarded by high-level enemies, so this is another way to gain more experience! If you are not too confident in your combat potential, then try to refrain from what you have started, otherwise the result will be sad.

Sometimes, simply exploring the world will allow you to gain experience much faster. Even the most insignificant tasks, such as setting up a camp, hunting game, searching for herbs, can bring much more experience. And considering that the game can be said to be “crowded” with various documents, secrets, treasure maps and other items/details, collecting experience will not be a problem.

In addition, you can get to know the world around you much better with the help of the Inquisition perk, which is taken from Josephine. You will be able to gain much more experience for various finds. Therefore, it is best to postpone reading documents until later until you have learned this skill.

Naturally, the most accessible and obvious point in pumping is. Sometimes you won't be able to progress further in the story because your level is too low, so it's best to focus on the side quests and Inner Circle quests.

In this guide, we will introduce you to some good builds for mages in the game. Most of these will be based on a specific specialization featured in the game.

It should be noted that magicians in the Dragon Age game series are almost the most interesting class and there are many reasons for this. Firstly, they have their own storyline related to the eternal confrontation between magicians and templars. Still, it is much more interesting to watch this confrontation when you are directly related to it. Secondly, the ability to combine different spells to obtain a unique effect. Thirdly, excellent visualization of magical techniques.

In the third part, the developers seriously worked on magicians; for example, they removed all their healing abilities and provided only eight slots for active skills. At first glance, many may think that this significantly reduces the number of possible builds, but in reality everything is different. The game features three basic, well-developed skill trees, each of which can be used to achieve different goals. Plus there are three more branches of specializations. As a result, you can create a huge number of combinations that can significantly change the magician's fighting style.

In this guide, we describe five different builds: two of them are based on basic skill trees, and the other three are based on specialization skills. To take full advantage of the build, that is, to unlock all the necessary skills, your hero must reach level eighteen.

Lord of the Underworld

Already from the name you can guess that this combination is based on the skills of the “Necromancer” branch. As a rule, magicians are considered dangerous fighters, capable of greatly harming the enemy with the help of powerful “spells” that hit the area. Necromancers are noticeably different from such wizards. The fact is that their attack spells do not deal damage immediately, but gradually (spirit mark or walking bomb), plus his main skills are based on control, and not on dealing huge damage.

Note: A controller is a character who can influence opponents, reducing their stats and controlling every move. For example, mages can frighten enemies, keep them in one place, or push them away from themselves.

With this build, you will not be able to support your companions, but you can seriously help them by controlling the enemy. For maximum effectiveness, your group should consist of two tanks that will protect you from enemies, and one damage dealer (preferably an archer). Thus, enemies simply will not be able to reach you, and in the meantime you will send various curses on them with impunity.

You should not give up the “step into the shadows” spell, which allows you to move away from the battlefield at a great distance. In battle, it is necessary to competently combine “spells” from basic branches that can cause damage in a certain area with the controlling abilities of the lord of the dead. In this case, you can deal with an entire crowd alone.

Skills used

The “Storm” branch - we open chain lightning, a flurry of energy, storm petrel, electrical conductivity and lightning. The first ability is effective against several monsters or people. When used, the caster releases an electrical charge that damages one enemy and then immediately transfers to others. It deals over two hundred percent of the damage of your main weapon.

Note: as you may have noticed, the damage of spells is not fixed, but directly depends on the characteristics of your weapon, that is, the stronger your staff, the more effective the abilities will be.

Thanks to the petrel, you can protect yourself from opponents who come too close to you, since this “passive” will hit them with lightning. The lightning spell can deal a lot of damage to a single enemy. In addition, it is capable of paralyzing the target for several seconds.

A great help in combat is a burst of energy that damages your enemies with elements. Works great against monsters with elemental weaknesses. But for this you will need to change staves in time. As for electrical conductivity, it increases the damage from all skills, but also spends a certain percentage of mana.

Branch “Underworld” - take sacrifice and flash. The second can inflict considerable damage on the enemy and cause him terror, while the first inflicts small damage across the territory. Note that eight slots may not be enough for all spells, so when more powerful abilities appear, you need to get rid of old ones. For example, you can remove the flash.

The “Winter” branch - opens a step into the shadows and an icy grip. For the first ability, you can unlock an additional skill called “Chilling Walk”. With the help of his grip, the magician is able to freeze the enemy, injuring him and preventing him from entering into battle. Particularly effective against fire demons of wrath. We already looked at another ability earlier.

Branch “Necromancer” - all abilities should be unlocked, plus secondary skills. Using “fear” you can force all enemies to run away in horror (works for six seconds). Thanks to the spirit mark, you can kill a strong enemy, since this “spell” deals enormous damage over twelve seconds. Plus, if a fighter dies while carrying the mark, a ghost will move into his body and he will become your ally. According to its principle of operation, the walking bomb is similar to the previous skill, it’s just that after death the enemy explodes, and it’s better not to ask what happens in this case to his companions.

The remaining abilities are passive in nature - they can increase the damage from all “spells” for a short period of time after killing the next monster or fighter, make it possible to suck the souls of the dead to raise your health level and reduce the parameters of enemies in a certain area. Using the haste ability, which works on concentration, the necromancer can speed up all his comrades and slow down his opponents.

Rift Maker

By developing a specialization called “Rupture Mage,” the mage has access to incredibly powerful spells that cause damage in a circle of small diameter. With this build, you will not be able to control the enemy’s behavior as well as necromancers do, but you will have the opportunity to destroy large groups of the enemy at once.

This build mainly combines skills from two branches: Rift Mage and Underworld. The second has excellent abilities that cause large area damage, and the first can “boast” of having a spell that pulls all enemies to one place.

But do not forget that in Dragon Age: Inquisition you can meet monsters and people who are resistant to fire attacks, so you should open the barrier and ice grip. Most spells act at a great distance from the target, so taking a step into the shadow is not necessary.

The basic combination will look like this: cast abyssal attraction, pulling all enemies in one place, then hit them with a stone fist and a curtain strike to weaken them and knock them to the ground, then put a fire mine and use a sacrifice. Only bosses usually survive this attack.

Skills used

Branch “Underworld” - here we take sacrifice, flash, flashpoint, oncoming fell, pyromancy, fire mine and fire wall. We have already looked at some of the spells earlier, and therefore we will not talk about them again. We just note that, as with the necromancer, some skills can be gotten rid of at later levels. Decide for yourself what you don't need, but we recommend removing the flash.

If we talk about spells that have not yet been considered, then flashpoint is a good “passive” that can immediately restore an already used ability after your mage inflicts a critical hit on the enemy. In the initial stages, it will be of little use, since the mage rarely inflicts crits on opponents. However, then the magician’s likelihood of delivering critical hits will increase significantly, and this skill will be very useful to us. Thanks to pyromancy, the duration of burning and fear will increase by a quarter.

An oncoming attack significantly speeds up the recovery of skills. We open this “passive” as early as possible, because in this case the damage you deal per minute will increase significantly. But the most useful ability is the fire mine. It deals 1600 percent of weapon damage to opponents, and therefore can kill weak opponents in one go. But this spell does not begin to work immediately, but after a few seconds. Therefore, it should be combined with Abyss Rift or Stone Fist, which will stun enemies (keep them in one place). The wall of fire does not do much damage, but it causes fear in opponents.

“Winter” branch - we take the icy grip in order to be able to effectively fight monsters that have high resistance to flame. From the “Spirit” branch we open the barrier. This spell can protect your character from any damage for a short period of time.

The “Rupture Magician” branch - it requires all the “spells”. To open them, you will have to sacrifice several skills from the “Underworld” branch: flash and fire wall. We unlock additional skills for all spells. Veil Strike is capable of weakening enemies and causing them minor damage. Be sure to use it before casting more powerful attack spells. Thanks to the stone fist, you can force opponents to fall to the ground - this will take them out of the fight for a short time and allow you to lay a fire mine.

With the help of recharge from the veil and veil torpor, you can restore your mana and strengthen your spells, taking energy from weakened opponents. Choking Veil and Twisting Veil reduce enemies' stats and increase the damage of your magic skills. The attraction of the abyss is considered an incredibly useful ability - it pulls monsters and people to one point, and also weakens them.

Knight Mage

The basis of this build is the “Knight-Sorcerer” specialization. In its name, it is similar to the “Battle Mage” specialization, which was popular among players in the first part of the series. But at their core they are very different from each other.

In Dragon Age: Origins, the battle mage became practically a warrior, that is, he could wear heavy armor and fight with a sword rather than a staff. If we talk about the sorcerer knight, then he is an ordinary magician who is simply capable of fighting in the thick of battle and helping his allies with supporting spells.

The mage knight has good offensive skills (spiritual blade or counterstrike through the veil) and defensive skills (shadow cloak, shadow shield, knight protector). However, they achieve the greatest effectiveness when combined with the skills of the “Spirit” branch. Using an improved barrier and several “passives” you will be able to fight the enemy at close range and not die.

A spell that works on concentration is a return to life, which can completely turn the tide of the battle in your favor.

Skills used

The “Spirit” branch - in it we take the spirit of the defender, barrier, elegant protection, fortitude, revival and explosion of the mind. The barrier is notable in that it is capable of creating a special shield around the caster and his comrades, which acts as a temporary additional health bar. It disappears quickly, so you need to cast it before or during the battle. The secondary skill of this “spell” increases the speed of barrier recovery. The spirit of the defender will automatically activate the shield of a magician who has received heavy damage.

A mind explosion is a kind of push of power that allows you to throw opponents away from you and reduce their aggression towards the wizard. An excellent skill that will often save the life of your magician when fighting a group of enemies. Another useful ability is revival. By using this ability, you will instantly raise all your comrades lying on the ground to their feet. The power of spirits increases the barrier's strength by half.

“Storm” branch - here we open chain lightning and a flurry of energy. We have already written about them in previous builds, so we will not repeat them. The “Winter” branch - we will need it in this: a step into the shadows and an icy grip. We have already described them too.

The “Knight-Sorcerer” branch - we take all the skills except the retaliatory strike through the veil. Most often you will use the soul blade and shadow cloak. The first skill allows you to create magical blades that penetrate the enemy’s armor and magical shield, causing damage directly to health. The second one surrounds the magician with a Veil and gives him invulnerability for a short period of time (two seconds). Helps to break into a group of enemies, inflict maximum damage and quickly retreat (use shadow step). Passive spells like shadow shield and knight protector increase the barrier's strength. The return to life ability, which consumes concentration, restores the health of all party members to maximum and constantly heals them for ten seconds.

Winter Defender

As you may have noticed, past builds were based on using the skills of the three specializations. However, this does not mean that in Dragon Age: Inquisition you cannot upgrade a good mage without using the skills described above. It just may be less effective in certain situations.

All healing spells have been removed from the game. The “Spirit” branch now includes spells that only support allies, but do not heal them. But with the right combination of these abilities with the skills of the “Winter” branch, you can create such strong protection for your companions that after each battle there will not be a scratch on any of them.

Plus, you will be able to not only support your allies, but also inflict considerable damage on the enemy. To do this, you will need to use the spells blizzard and ice mine. They will be most effective against enemies vulnerable to cold.

You also cannot do without the ability to step into the shadows, which allows you to leave the battlefield and help your comrades from a safe distance. The main goal is to support satellites with the help of a barrier and revival.

Skills used

Branch “Spirit” - take a pacifying aura, barrier, elegant protection, revival, dispel, mind explosion, life preservation, spirit of the protector, invigorating barrier and strengthening explosion. Some of these skills were discussed by us earlier, and therefore we will begin the description immediately with a calming aura. This passive skill reduces the enemy's aggro, making you completely invisible to them, so they immediately switch to your companions. The dispel ability removes all negative and positive effects from enemies or allies. Thanks to the invigorating barrier, your magical shield not only protects your companions, but also increases their rate of stamina and mana recovery.

Branch “Winter” - we open the icy grip, step into the shadows, ice wall, mine and armor, winter silence, blizzard and blizzard. Some of the abilities were studied by us earlier, for this reason we will move straight to the consideration of other skills. Winter Silence speeds up the mage's mana recovery after standing still for three seconds. In a protracted battle it can be very useful. Using an ice wall, a wizard can create a large enclosure made of ice. This wall can protect the magician from enemies. The ice mine is similar in principle to the fire mine. Although it deals much less damage, it is capable of freezing an enemy, rendering him incapable of combat for a short period of time.

Ice armor reduces damage taken by half. Use in cases where your caster is surrounded by enemies. Using this skill, you can also strengthen the tank, making it practically invulnerable to enemies. But the best “spell” in the “Winter” branch is considered to be blizzard. When used, a real blizzard appears, slowing down enemies in a certain area and causing them constant damage. The secondary skill enhances the main spell, after which it not only slows down enemies, but freezes them.

Once you reach level eighteen, you will notice that you will begin to have free ability points. We recommend that you spend them on skills in any specialization that interests you.

Fury of the Elements

Even without using specialization skills in the game, you can create a powerful mage capable of inflicting monstrous damage on your enemies. This build will be useful for those players who do not like to complete absolutely all the quests in the game, but just want to go through the main storyline. The fact is that in order to obtain one or another specialization, you need to spend a lot of time completing rather complex missions.

The elemental rage build will help you in battle with almost any type of enemy, since they are all vulnerable to certain elements. But do not forget that this magician does not have any protective spells, so it would be useful to keep another wizard in the party with a pumped-up “Spirit” branch.

Another drawback of this combination of abilities is excessive monotony. In battles, you will need to constantly use the same methods and skills in the same sequence. Plus, you will have to rely on your comrades in arms (tank and support mage) all the time, since you will not be able to protect yourself on your own.

However, if you use spells wisely and don’t get into trouble, you can take out large groups of enemies with just a few button presses. The main thing is to constantly monitor your health bar and keep another caster nearby.

Abilities used

“Storm” branch - open chain lightning, flurry of energy, arc burst, static charge, lightning, explosive lightning, storm atmosphere, storm petrel and static cage. We've already talked about many of these spells, so let's jump straight into looking at static charge. It sends a paralyzing electric charge to an enemy who is not attacking you. This will give you time to get out of his sight and set the tank on him. A thunderous atmosphere will speed up the use of abilities. The static cage allows you to stun enemies in a small area.

The “Underworld” branch - in it you need to take a flash, pyromancy, sacrifice, fire mine and flash point. We have already talked about all these skills earlier. Branch “Winter” - take winter silence, icy grip, wall and armor, as well as blizzard.

Darkstone1
Well, that’s how it goes) I experimented with different classes and specializations and beat the game several times. I understand the confusion of players about the usefulness of a two-handed warrior, especially the Ripper. To play well as a two-hander, you must first understand the mechanics of the game. Which, by the way, is implemented very well. So what's the best way to develop a two-hander?
At the beginning of the game it is better to take a warrior with a shield; it will be easier to kill the Demon of Pride at the end of the introductory chapter. We need the skill of a weapon with a shield “Stunned Defense” (in my opinion it is given at the beginning) in order to take the passive skill “Bear trembles wolves”, which provides protection from attacks from the flanks. For what? Let me tell you something that is not obvious, passive skills work on any weapon (for a robber, only the “first blood” passive from a bow works for daggers, while all passives of daggers work for a bow). Without this skill, our two-hander will be hit in the back painfully. Next, we take the “block and shoulder strike” skill, improve it, and we can now safely take a two-handed weapon, stand in the middle of melee opponents and, with the help of a block, fill up the defense and simultaneously hit everyone on the head. To make Two-Handed even more unbreakable, you need to take all the left skills from the “Vanguard” branch (battle cry + battle anger + block and shoulder strike = we already have a colossal increase in defense and protection). But, don’t forget that the two-handed block does not block arrows and magic (unlike the shield block, which even when entering a rune you can press the shield, and all the magical damage of the explosion will be absorbed by the shield), therefore, in order to effectively fight with a two-handed weapon against archers and magicians, you need to take skills for approaching them are “Mad Bull” and “Hook Throw”. And besides, at level 13, our two-hander will be an independent combat unit: in a sword fight he will defeat any crowd in batches, and thanks to his approach skills, he will effectively attack archers and magicians. (at level 7, on “nightmare” difficulty, a two-hander solo dealt with 4 enemies: two warriors, an archer and a mage, without losing health). Then all that remains is to increase the damage from ordinary attacks - by pumping up the “combat master” and “ripper” branches, or from skills, pumping up the “two-handed weapon” branch.

And a few words about the robber. It seems like someone mentioned the difficulty of playing as a dagger. It's very interesting to play a dagger if you choose the storm specialization. Because a dagger, even in invisibility, can accidentally die from an AOE strike or spell, then you should only approach opponents under “Mercury”. The rest of the time, in order not to fall under massive attacks, you should first of all kill archers and magicians, and approach melee soldiers and dragons, as I already said, under “Mercury”. For such tactics, pumping up the “invisibility” and the “sabotage” branch is suitable, and at the same time throw a couple of points on the “daggers”. Of course, his hand damage will not be as huge as that of a dagger assassin, but he will be able to control the entire battlefield without pause and add variety and interest to the gameplay. I advise you to leave the “assassin” specialization for the archer. An archer upgraded in this way will be able to inflict a crit from invisibility due to the skill “maximum of mastery”. from 10,000 to 26,000 depending on the items, and the plus will be separated from the enemy by a distance, which will allow you to avoid damage.

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