Dragon Age™ Inquisition

Dragon Age™ Inquisition

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DAI MP - Solo builds for Routine
By Elicas
   
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Starter builds
BEWARE THIS GAME IS A GRINDFEST

GET BETTER ARMOR ASAP, it will make the game more fun

https://gamefaqs.gamespot.com/xboxone/718650-dragon-age-inquisition/faqs/72305?single=1
https://docs.google.com/spreadsheets/d/1vbHLvX4T-CUA3YlNS2VSyuxhowg5P66Z3y8ZpLHBNMM/pubhtml#

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Warrior: Reaver (2% Life on Hit passive by default) / Katari (Guard on Hit passive by default) / Legionnaire (Guard generation with Shield Wall skill by default)
Rogue: Silent Sister (1% Guard on Hit passive by default)
Mage: Arcane Warrior (30% of dmg goes to Barrier passive on level 2)

If everything else fails, you can play "Testing Grounds" map to get miniscule exp/money, but usually it's faster just to go to routine and die trying.
(you can get to testing grounds from character selection screen)

While soloing you need to be able to counter following:
- Shield-bearers (skills/tactics)
- Rogues (awareness/skills/raw stats)
- Guard (raw stats/skills/items)
- Barrier (raw stats/items/skills)
- Traps cast by mobs (awareness/raw stats)
- Dwarfs with laser guns (tactics/raw stats)

Positioning and line of sight matter.
Every ranged attack is a projectile and in theory can be dodged.
Avoid fighting melee on stairs, the damage there is inconsistent.
Basic attack animation can be cancelled with sprint (mostly helpful for 2h axe/sword, not usable with bows).
Gear helps a lot, so if you're not able to progress, maybe you just need better/correct gear.
Don't exit the run (or close the game), or you won't get any exp and achievements won't count (you'll get the money and items).

Flanking:
- To qualify as a flanking attack, the attacker must be positioned in an 180-degree arc behind the defender
- Base flanking bonus = 25%

D-Pad call-outs: Up (Target this enemy), Down (Follow me), Left (Retreat), Right (Player Encouragement)

My Path: Legionnaire (W) => Reaver (W) => Silent Sister (R) => Arcane Warrior (M)
Silent Sister is rogue/warrior, you'll unlock Drake Scale armor also for her while playing Reaver; but her resets count as Cunning.

Disclaimer: I didn't play exclusively solo (it's not worth it).
Legionnaire
Objective: solo with Legionnaire is slow, unlock Reaver (ideally with 138 armor) asap and/or find a group

I played this build only after I got Drake Scale armor, I didn't have any build when I was trying to unlock Reaver

Sweet Revenge
It'll Cost You
Shield Bash
Turn the Bolt (you can skip this if archers do only 1 dmg to you)
Resilience
Biggest Threat
Turn the Blade
Livid
Still Standing
Untouchable Defense
Balanced Combat (move it lower if you can't proc it often)
Deep Reserves
Bear Mauls the Wolves (move it higher if the rogues are issue)
Flow of Battle (you'll need high crit chance, move up if you have)
Shield-Breaker
Blood Frenzy
Crippling Blows
Unyealding
Adamant (move up if you need more armor)
Chevalier's Step (only for coordinated party)
Ring the Bell / Hamstring

You can replace Shield Wall with Combat Roll (try both and pick the one you can use better)
- Shield Wall doesn't block everything, some boss' spell attacks will do 3+ hits, 1st one will stagger you, breaks your block and you will take dmg from the rest.
However, you generate guard with each successful block, but each successful block also depletes your stamina.
- Combat Roll upgraded can get you out of most disabling effects, not that useful in lower difficulties
You can replace Shield Bash with Lunge and Slash (try both and pick the one you can use better)
- Shield Bash does less dmg, but can't be blocked, performs knockdown and does dmg vs guard
- Lunge and Slash has higher dmg, but can be blocked

X Shield Bash
Y Payback Strike
B Livid
RB Shield Wall

to make the grind faster Caliban or Bitter Axe and Dwarven Proving Shield are recommended
if you have these and Drake Scale armor just run to the end of instance, Livid and do what's needed
Reaver
Objectives: get 200+ dps weapon and unlock heavy "Drake Scale" armor (5-6 constitution resets on routine)
Once you have these, you shouldn't be a dead weight in party on threatening difficulty (with Reaver on level 12+)

Easy Target
Ring of Pain
Fervor
Blood Frenzy
Scenting Blood
War Horn
Break Their Spirit
Terrifying Fury
Rampage
Dragon-Rage (Heal on Kill ring is recommended for this skill; skip it if you're dying too much)
Ravage (get Consume if you don't have Dragon-Rage)
Deathblow
Bloodbath
Flow of Battle
Coup de Grace
Adamant
Deep Reserves
Crippling Blows

X Devour / Dragon-Rage (both are rabbit killers)
Y Mighty Blow
B War Horn
RB Rampage

during Rampage, Dragon-Rage doesn't cost health
Silent Sister
Unforgiving Chain
Spinning Blades
Neverending Spin
Precision Targeting
Deep Reserves
Fervor
Gore and Trample
Bulwark (take this first if you feel that you don't have enough guard)
Furious Blows
Hidden Blades
Overkill
Shield Breaker / Looked Like It Hurt (you'll need high crit chance)
Dance of Death / Flow of Battle (you'll need high crit chance)
Bear Mauls the Wolves
Salty Sea Dog
Turn the Bolt (you can skip this if archers do only 1 dmg to you)
Turn the Blade
Silent Sister / Disable

You can replace Charging Bull with Parry or Combat Roll (try all and pick the one you can use best)
- Charging Bull helps with guard generation and when upgraded also saves stamina, but it can be blocked and interrupted
- Parry is generally unpleasant to use when you really need it, it has its own animation/stance which can't be used anytime (e.g. during animation of other skill) and can't be interrupted so you can't use other skills while parrying (you can move though), you can't hold it like block, it usually lags and takes a fraction of time to activate, it can't be used on charging mobs, you can't use it without stamina, but it does a knockdown after successful parry
- Combat Roll upgraded can get you out of most disabling effects, not that useful in lower difficulties

X Throwing Blades
Y Spinning Blades
B Hidden Blades
RB Charging Bull (this with basic attack is rabbit killer)
Arcane Warrior
Objectives: get 100+ dps lightning staff and unlock Arcane Warrior with 120 armor
From time to time (after getting better equipment) try threatening difficulty on level 19-20, because (if I'm not mistaken) "Heal on Kill" rings drop only in threatening difficulty and higher

Fade Shield
Arcing Surge
Gathering Storm
Guardian Spirit
Rejuvenating Barrier
Fade Cloak
Decloaking Blast
Disturbance of Spirit
Encircling Veil
Stonefist
Shatterstone
Restorative Veil
Mind over Matter (move up if the rogues are issue)
Combat Clarity
Smothering Veil
Strength of Spirits
Twisting Veil
Static Charge

X Chain Lightning
Y Spirit Blade / Fade Step
B Stonefist (rabbit killer, use basic attack until you have it)
RB Fade Cloak

Amplified Blade: it's not worth it, it looks and feels for a short while like it is, but then you'll regularly get blocked/parried and your whole charge is gone
Chain Lightning: does only 250% weapon damage on a single enemy and 750% when arching between two (needs Arcing Surge), so try using it on more than one enemy; I'm trying to aim it on mob who is close to another one
Sprit Blade, Fade Step, Stonefist, Veilstrike, Pull of Abyss are somewhat interchangeable, but with some combinations you have to watch your mana consumption and targeting of AOE spells will leave you vulnerable and easy to interrupt

Sleep Combo
Triggers: Shocked + Weakness (Weakness must be applied on top of Shocked)

Fade Cloak into priority target Chain Lightning to decloak, Stonefist, Spirit Blade, then basic attack to lower cooldowns
Duelist
Objective: unlock Duelist with 129 armor; blue+ Heal on Kill ring is recommended

Weak Spot
Dead in the Water
Flank Attack
Hot Streak
Unforgiving Chain
Looked Like It Hurt (you'll need high crit chance)
Crow's Nest Lookout
Broadsides
Cross the T
Salty Sea Dog (move up if you're getting overwhelmed)
Dead Men Tell No Tales
The Kirkwall Kiss
Black Mark
Hard Astern
Look but Don't Touch

X Bolt (rabbit killer)
Y Flashing Steel
B Broadsides
RB Flank Attack / Ambush

Flank Attack: 2x200% dmg, first hits from the front second from behind, when upgraded grants two Elusives; you have to aim it properly, because even if you missfire it will put the skill on cooldown; even if you want to use Ambush it might be a good idea to invest one point in Flank Attack and use it until you get Ambush
Ambush: (1x300% dmg) + (1x900% if the target already wasn't attacking you), bonus dmg is very situational, when you're solo, you can use it as a leading attack to get this bonus, which you generally don't want to do, because you want to start with Broadsides or Bolt and in a boss fight you'll lose 1/4 of skill dmg compared to Flank Attack; you have to aim it properly, because even if you missfire it will put the skill on cooldown; consider using it in party
Swashbuckle: unless you know how to generate Elusive efficiently, skip this
Keelhaul: not as good as Broadsides and I'd rather have skill that closes the gap (Flank Attack/Ambush) and helps with shield-bearers than another ranged one
Savyy: Bolt doesn't count

Add Vendetta mark with Bolt/Broadsides on mob(s) then use Flashing Steel/Flank Attack on marked mob(s) to remove the mark(s) and gain Elusive point(s)

Broadsides into priority target or group of mobs, Bolt anything that is still standing, or Flank Attack to close the gap, Flashing Steel and Bolt away
Katari
Clear a Path
Mighty Blow
Easy Target
Pommel Strike
Lightning Jab
Warrior's Resolve
Flow of Battle (you'll need high crit chance)
Coup de Grace
Opportunist
Fervor
Adamant
Grappling Chain
Give Them the Boot
It'll Cost You
Deep Reserves
Guard-Smasher
Bear Mauls the Wolves
Scenting Blood

X Mighty Blow
Y Pommel Strike
B Grappling Chain / Earthshaking Strike
RB Charging Bull

Pommel Strike: fast, but only single target; short range, some mobs are hard to hit (e.g. Behemoth, Dragon)
Whirlwind: it can be blocked and interrupted; highly situational and the dmg buildup is slow
Earthshaking Strike: please line up and come to me in orderly fashion so this skill can kill you; highly situational and the dmg isn't that great
Charging Bull: low cooldown; helps with guard generation and when upgraded also saves stamina; it can be blocked and interrupted
To the Death: only helpful against bosses and it's still double-edged sword, especially if you're solo without any ranged skill; requires many points to unlock
War Horn: AOE sunder debuff and fear with dmg vs guard; requires many points to unlock and you don't have Deathblow passive like Reaver
Grappling Chain: needs to be upgraded; only useful with Coup de Grace because of stun
Combat Roll: upgraded can get you out of most disabling effects, not that useful in lower difficulties
Block and Slash: easy to use; works only against melee attacks from the front, you can't turn and you can't move while holding it; doesn't stop charging shield-bearers; low dmg
Builds after Drake Scale armor
Objectives:
- unlock light and medium "Drake Scale" armor
- 10 Constitution / 10 Cunning / 10 Willpower resets

My 10/10/10 resets were:
1 Legionnaire
6 Reaver
5 Silent Sister
8 Arcane Warrior
3 Legionnaire
5 Duelist
2 Arcane Warrior

Constitution
• Increases maximum health by 5.
• Increases melee_defense by 0.5% for each point above 10.
Cunning
• Increases critical chance by 0.5% for each point above 10.
• Increases ranged_defense by 0.5% for each point above 10.
Willpower
• Increases attack_bonus by 0.5% for each point above 10.
• Increases magic_defense by 0.5% for each point above 10.

After 10/10/10 my equip was
armor: Drake Scale
rings: Heal on Kill and Sundering
amulet: Stamina/Cooldown
belt: Health

Recommended weapons
staff: Heart of Pride (ilvl 25)
bow: Heartstring Bow (ilvl 24) or Bow of the Beresaad (ilvl 24)
other: anything that looks good
(if you have something better, try it)
Archer
Tread Lightly
First Blood
Long Shot
Archer's Lance
Leaping Shot (temporary until Full Draw)
Cheap Shot
Bloodied Prey
Strafing Shots
Gaps in the Armor
Full Draw
Stunning Shot
Disable
Chain Reaction
Fury of the Storm
Cripple
Looked Like It Hurt
Dance of Death
Spike Trap
Set Them Up

X Long Shot
Y Explosive Shot
B Full Draw / Leaping Shot
RB Caltrops

Full Draw: great dmg, but leaves you vulnerable for a while
Long Shot (upgraded): it can zigzag to some extent, so aim at the first enemy in line
Caltrops: covers large area, has a bleed upgrade, great for chokepoints, good against shield-bearers and rogues
Mark of Death: not that useful for soloing
Evade: I prefer Explosive Shot, because disabling effects aren't that common in lower difficulties
Leaping Shot: I prefer Explosive Shot, because it's more versatile
Spike Trap: it's gone after triggered, it has small radius and it doesn't have bleed upgrade like Hunter's one
Pincushion: only if you use Griffon Bow/Hakkon's Wrath
Alchemist
Sneak Attack
Flask of Frost
Ambush
Unforgiving Chain
Knife in the Shadows
Twin Fangs
Flank Attack
Ripping Fangs
Dance of Death
Fighting Dirty
Toxic Cloud
Infected Wounds
Contact Poison
Explosive Toxin
Skirmisher (move up if you need stealth)
Evasion
Disable
Bloodied Prey

X Twin Fangs
Y Flank Attack
B Flask of Frost
RB Toxic Cloud

Toxic Cloud: the dmg is split in two parts, the cloud dmg and the poisoned dmg; some mobs can't be poisoned, but will still take cloud dmg while standing in it; use it like an active skill
Explosive Toxin: mobs poisoned only by Toxic Mist (not Cloud) won't create another Toxic Mist upon death
Flask of Fire: I don't like it for soloing, it splits archer clusters with its knockback and that reduces effect of Toxic Cloud
Elemental Mines: I can't aim it properly (I've seen some people that can do it with ease); should be upgraded and then used in combination with Flask of Fire; it shakes screen when it explodes
Flask of Frost: everybody chill, I'm just here to kill you
I Was Never Here: only useful with Stealth
Elementalist
Now you really need to learn resistances of some mobs

Conductive Current
Stonefist
Shatterstone
Peaceful Aura
Fade Cloak
Decloaking Blast
Flashpoint
Clean Burn
Pyromancer
Energy Barrage
Death Siphon
Winter Stillness
Gathering Storm
Guardian Spirit
Lightning Bolt
Static Charge
Bombardment

X Immolate
Y Energy Barrage
B Stonefist
RB Fade Cloak

Immolate: gather the mobs in one place and burn them; longer targeting time will leave you vulnerable and easy to interrupt
Stonefist: available early on; ok dmg; ok crowd control; Weakness debuff
Energy Barrage: its lightning dmg is necessary against everyone with fire resists; it's mostly a single target spell, it hits large or non-moving targets better, you might miss small targets; it's not that unreliable once you get used to it
Bombardment: unless you have fire staff it's not that necessary
Lightning Bolt: high mana cost for what it does; upgrade doesn't work I've tested it on RTC with 10 mobs in spell's radius
Fade Cloak: good dmg with upgrade; small radius; good defensive spell, because mobs can't hit what they don't see
Fade Step: no mana cost; Chilled debuff and some dmg, but where will you end up?
Fire Mine: awesome dmg, I'd replace Energy Barrage with this one in coordinated party or Immolate in higher difficulties; in routine the issue is 3s activation delay
Wall of Fire: fairly long cooldown; it swings the camera on gamepad in hallways like crazy, I didn't even test the dmg properly
Avvar
Swift Winds
Coup de Grace
Flurry of Storms (temporary)
Elemental Affinity
Deep Reserves
Elemental Fury
Lady's Wrath
Lasting Storm
Scenting Blood
It'll Cost You
Resilience
Bear Mauls the Wolves
Chilled Defense
Rage of the Avvar
Guarded Rage
Elemental Attunement
Crippling Blows
Clear a Path / Hamstring

X Korth's Might
Y Lady's Wrath
B Rage of the Avvar
RB Hakkon's Charge

You can reset Korth's Might cooldown by using different type of elemental trigger (Lady's Wrath/Hakkon's Charge/Flurry of Storms)
Hunter
Chain Reaction
Fury of the Storm
Spike Trap
Shrapnel
Throatcutter
Cripple
Strafing Shots
Fighting Dirty
Throwing Blades
Precision Targeting
Toxic Cloud
Contact Poison
On the Razor's Edge
Explosive Toxin
First Blood
Second Wind
Set Them Up
Bloodied Prey

X Explosive Shot
Y Throwing Blades / Leaping Shot
B Spike Trap
RB Toxic Cloud

Full Draw: great dmg, but leaves you vulnerable for a while; requires too many points to unlock
Spike Trap: short cooldown, has bleed upgrade, but small radius and you need to be close to target to set it up reliably and it's gone after triggered; use it like an active skill
Elemental Mines: I can't aim it properly (I've seen some that can do it with ease); long cooldown; without upgrade it's not that great and with upgrade it burns all your stamina and you don't have Flask of Fire like Alchemist; it shakes screen when it explodes
Throwing Blades: without upgrade dmg is unreliable, it can be interrupted, good for large targets and removing guard, at close range it can be used against Qunari Spearmen
Leaping Shot: can be blocked, it's mostly a single target skill, you need to be close to the target for best results; longer cooldown than Evade
Toxic Cloud: the dmg is split in two parts, the cloud dmg and the poisoned dmg; some mobs can't be poisoned, but will still take cloud dmg while standing in it; use it like an active skill
Explosive Toxin: mobs poisoned only by Toxic Mist (not Cloud) won't create another Toxic Mist upon death
Pincushion: only if you use Griffon Bow/Hakkon's Wrath
Assassin
Ambush
Easy to Miss
Dance of Death
Flank Attack
Skirmisher
Poisoned Weapons
Explosive Toxin
Ripping Fangs
Knife in the Shadows
First Blood
Hidden Blades
Overkill
Infected Wounds
Mercy Killing
Cheap Shot
Unforgiving Chain
Bloodied Prey
Throatcutter
Cull the Herd

X Twin Fangs
Y Flank Attack
B Hidden Blades
RB Poisoned Blades

You either build around Flank Attack/Poisoned Blades or Spinning Blades/Deathblow (imo Flank Attack/Poisoned Blades with good gear are better for routine)
I Was Never Here: only useful with Stealth
Poisoned Weapons + Explosive Toxin: compared to other classes only one Toxic Mist will be active