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While you can choose which skills and abilities your companions learn, I have been auto-leveling mine since I have not and do not currently want to explore deeply into all three professions for my first play through. There are specialisations for each profession; however, I have yet to learn / earn them for my Inquisitor so I cannot provide any commentary on whether or not they are better than the basic profession.
I realise that this does not provide you with much guidance and, due to length of the game, you might not want to have to replay dozens of hours of content only to find that you do not enjoy your character's profession but consider trying each profession and playing them through the introduction to discover which fits your personal play style best. Those few hours of investment at the start of the game could ensure your enjoyment until the end credits.
Hope this is partially helpful ...
1. Since--unlike, say, Mass Effect--you can switch the "controlled character" while you're "in the field," you can always practice playing the classes you aren't by switching to another character. Of course you should save before trying this in combat! :-)
2. There are certain non-combat tasks that are class-specific so it makes sense to keep "one of each" in your party while you're learning the game.
On a more general note, anytime I play an RPG for the first time I tend to go for survivability rather than damage: meaning that I tend to choose a warrior (or soldier) class in my first playthrough. This has two advantages: one, the obvious one that you're tougher and more survivable and thus may avoid at least some of the frustration of repeatedly dying.
Secondly and more subtly, warriors and soldiers tend to be easier to learn: you don't have to drink from the firehose of learning to use your capabilities to best effect. At the most basic level, your job is to close with the enemy and hit him hard until he falls down. Mages and especially rogues are more nuanced and the learning curve is more punishing.
I replayed first two with mage and replaying third with mage, all of that chained no "many years in between", it makes the comparison rather direct, and DAI mages ultra nerfed compared to DAO and DA2.
DAI has a design problem, only warrior has 2 shielding systems, and the mage shielding is rather volatile, when there's no healing system past exceptional use, with weak AOE and weak control abilities the mage isn't better than a long range rogue. To have a mage shielding tool one marge in party is still useful, but more hardly efficient.
Very fragile in DAI, not the dodge tank that can be Rogues in DA2 (don't know for DAO).
Perhaps they can do potentially the highest damages, but they need a high support so overall they aren't powerful.
That seems simplified:
- Warriors is the only class with strong enemy control through agro skills, and it's very important because other classes are weak and need warrior(s) attrack most attacks.
- Warrior is the only class with its own shielding, but it needs use skills properly to regularly rebuild it.
- Warrior is close range and it creates more complexity than any long range.
Only Rogue class is more complicate to use, mage in DAi isn't more complex to use than warrior.
Perhaps there's builds I don't see despite the possibilities seem very limited (as for all classes).
I vaguely remind extreme exploit of very high damages with HP close to zero but that's hardly reliable.
yeah I mean dagger rogue, yes but I think range is stupid good too. From what I read online they just deal so much damage. Ive never beaten this game for reasons of being distracted but I got 150ish hours on a save, and the rogue on nightmare really didnt have much issues surviving as long as you had a tank, and a mage with barrier and such helps for if your tank lost aggro for a bit.
But I think theyre the only class that can actually very easily build towards crit damage since their main stat gives that, instead of like guard or what ever. Making it so they by far deal the most damage for especially single target, but if I remember they also have really good AOE if you build for that.
But I think all classes over all are somewhat close to each other and well balanced, compared to dragon age one. Which is why in topics like this theres a fair amount of debate. If it was dragon age 1, youd just see "ARCANE WARRIOR" lmao MAYBE very late game (awakening) rogue archer, but for rogue/archer in that game you did have to still depend on a tank to dish out that damage.
- mage can be a heal hybrid that is invincible even on the hardest difficultys
- warrior are great for beginner because they forgive alot of player errors but have a hard damage cap
i would simply use the class that is not provided by your favorite companions..
Except that the Rogue is no way as necessary, at least at Hard, I didn't bother try max difficulty. Even the mage is more useful.
AOE? Some dagger like some 1H swords and all(?) 2H have an AOE base attack, but it's limited, I don't see any dual AOE skill.
The control on attributes is very limited in DAI but ok there's that and I noticed two skills, but the reality of crit is often that it allows show damages records, but global dps is another matter.
There's one skill increasing damages by 3% for each 1% Hp lost, but I don't see how it explains ultra high damages from very low HP. Eventually max builds are very dependent of specific equipment.
My recent DAO replay was with arcane warrior but it is no OP character, just special, the problem are ultra limited mana from no mana regen, and no ability to resist to push/drag/make fall attacks. It was still from far the most resilient but not much more.
Mages are no match in DAO, but for sure they often need support (an arcane warrior doesn't but is no true mage anymore). They are less fragile than Rogues in DAI but no tank or half tank either.
In DA2 Rogues can accumulate tank from dodging and best damages, but mages have plenty AOE making a ton of damages and rather easy with default setup without friendly fire (so AOE can be managed by AI of companions).
It's possible that it's more balanced (approximately) in DAI. I would say that DAI combats are disappointing from having limited a lot the amount of tools types, and the design push more to tank like, much more than DAO and DA2.
But DAI is also the first to manage properly potions, DAO allowing abuses and it was worse with vanilla, and DA2 tends generate dumb running around because of cooldown. DAI doesn't suffer of both problems, but it's unfortunate they couldn't finish properly the tactical view with a right obstacles hiding management (hide roof, hide leafs of high trees, hide upper part of high wall, more). It's also weird they removed so many tools.
Or does it change in deep at later levels?
Not that you can completely rely upon them but there is equipment that can provide minor healing on the death of an enemy. As I am not playing on hard or nightmare mode, I cannot provide any guidance for how beneficial those items might be therein.
Most of the difficult conflicts where my companions and I have all died have been ones where we were obviously under leveled like trying to take on a fire dragon (level 12) and her brood when we were only level 6 to 8 or thereabouts. There have been some other battles that have been challenging and required multiple attempts but then that has been in part due to playing with Trials -- even ground (enemies are at least the same level), travel light (supply caches are removed), and take it slow (earn experience at half the normal rate). The tension really increases when you are out or nearly out of healing potions and there are numerous enemies between your group and the safety of an encampment -- especially if you do not want to fast travel and then traverse the extreme distance back just for some half a dozen to a dozen healing potions.
One aspect that I do enjoy with Dragon Age: Inquisition is that your actions can impact the environment -- complete a quest and new enemies appear in the region, establish an encampment and encounters decrease, complete a mission and new areas are accessible in a location you have already explored, etc. That said, even after 100 hours in my current play through, I still have at least half a dozen locations to unlock in the war room (that I know of) and only one persistent location where all the quests have been completed.
Now, back to the question of which profession...
It really comes down to your play style -- If you are playing DA:I as a tactical player then you will be constantly switching between your character and those of your companions so you will experience all three different professions so it essentially does not matter. On the other hand, if you are like me and playing through as though you are the Inquisitor, you will only need to master a single profession and then it comes down to personal preference. With the ability to completely rebuild your character and companions via those respec amulets (at the cost of a few hundred coin), you can vary your group's strategies and tactics until you discover which combination of skills and abilities suits your particular play style.
To each their own as long as everyone is having fun.
In some situations it may help to chug Regen potions both before and during combat. Effectively they increase your HP during the combat and can really make a big difference.
Regen won't help you if you're hopelessly outmatched, since then you'll wind up getting one-shotted and neither Heal nor Regen will prevent it. But in combats where you're kinda at the ragged edge, they can mean the difference between winning and losing.
A side effect is that you are less likely to encounter a very annoying behavior by your guys where they'll have taken a lot of damage and chug a Heal potion, only to drop below the magic threshold immediately and chug another, and another...and then, they die. So you wind up with (usually) a mage slurping down multiple Heal potions and then falling down anyhow...
I should point out that it is no accident that Regen is (1) the first recipe you get; (2) the most available (5x) to you other than Heal (8x or 12x); and (3) very easy to upgrade since the first set of upgrades only require Elfroot (plentiful) and Royal Elfroot (you get the two you need in your first few minutes in the Hinterlands, one in the hut where you get the Blood Brothers quest, and the second at the Lake Camp just up the hill from Caledan's Foothold).
Edit: You can increase the survivability of Varric--and Rogues more generally--by getting Poison Weapons (which you'll want anyhow) and the Leeching Poison upgrade.
Trials are a great feature of the game, I use also enemies are at least the same level, but it's still Assassin Creed Valhalla showing the way to do at its best from games I played:
- Difficulty options, not just trials, for also options for players that want fine tune difficulty a bit lower.
- Many smart and non exaggerated sliders, so each player can fine tune a bit more if he wants, like more scale options, scale to level+x, scale reaction speed required for elements more reflex relaated, like timing precision for a counter attack, more very good difficulty options with some tuning each.
The case can happen when exploring an area and targeting a camp further on map not year setup. Got it twice in two different areas, yeah really cool. But no I don't skip use quick travel to try generate cases.
Not the point I find the best but I agree it is quite noteworthy, and with many more world reactivity that aren't just dialog than any other RPG.
There's a ton in this game. And then I discourage any completist approach, don't make it for completion only if make it feels appealing, feels fun, and until it is still fun.
I think that DAi slowed down a bit combats compared to DA2, but are still too fast to suit a really full party control.
Even DAO with combats a bit slower was hardly played like that by a wide majority of players, and AI tactics was here for this reason.
With Tactical View you can definitely control more the whole party and have a more "commander like" approach, but you'll need rely on Ai too, only a tiny amount of players would feel playable to disable AI of all characters.
So no, when controlling whole party with Tactical View you don't experiment fully a more focused control on a class.
I wonder why player AI setup was simplified in DAI, it's possible they noticed it was mostly never used in DA2, but DA2 default setup along companions level up was dam efficient.
And then answer OP question is also related to how you play more, either by controlling mostly one character, or by controlling more whole party.
I'd quote one point, I started comment before have reach the fort (or it's level 10 or both) hence character building before isn't the DAi character/party building yet because specialization adds a lot for both companions then party and main character.