الوسم: Game Guides

  • All Blueprints and How to Get Them in Arc Raiders: Completing and Solving

    All Blueprints and How to Get Them in Arc Raiders: Completing and Solving

    There are many different loot types in Arc Raiders, but one of the most valuable and most desired is Blueprints. Having Blueprints allows players to craft a variety of items instead of just searching for them. This makes it easier to build your perfect gear set when heading into the field.

    Arc Raiders features dozens of Blueprints, covering items like weapons, attachments, consumables, and crafting materials. It can be tricky to keep track of which Blueprints you’ve unlocked and which ones you still need. To help, here’s a comprehensive list of all the Blueprints available in the game, along with notes on how to find them.

    ### Complete Blueprint List

    Currently, several Blueprints are not yet available, as they are expected to be added later this season. As of now, there are 72 Blueprints you can earn through different methods, depending on the specific Blueprint.

    For example, weapon Blueprints have higher chances of appearing in Raider Caches, Gun Cases, Grenade Cases, and Ammo Cases. Weapon-mod Blueprints are often found in red lockers, metal breachable containers, and dresser drawers.

    Blueprints like the Vita Shot and Vita Spray often come from Surveyors, while the Aphelion Blueprint can be found on Stella Montis inside drawers. Blueprints like the Bobcats can be earned by scoring three stars on a Trial. Gun Parts Blueprints usually drop from ARC Probes and Supply Drops.

    ### Tips for Finding Blueprints
    If you’re searching for Blueprints, participate in Night Raids, Electromagnetic Storms, Cold Snaps, Hidden Bunkers, or Locked Gates—these events increase your chances of discovering Blueprints.

    Some Blueprints, including the Burletta, Hullcracker, Launcher Ammo, and Trigger ‘Nade, are obtained by completing specific quests. Even if you’ve completed those quests in previous seasons, replaying them can guarantee you get these Blueprints again.

    Much of the Blueprints’ spawn locations involve an element of randomness outside the quest-related ones. Focus on checking red lockers, cases, Raider caches, and breachable containers. Keep in mind, since there’s no system to prevent repeats, you may find the same Blueprints multiple times. If that happens, you can sell duplicates for 5,000 coins or donate them during your Expedition’s fifth step.

    —

    ### All Workbench Blueprints
    | Name | Materials Needed | Workshop Level |
    | — | — | — |
    | Launcher Ammo | 5 Metal Parts, 1 Crude Explosives | Level 1 |

    ### All Gunsmith Blueprints
    | Name | Materials Needed | Workshop Level |
    | — | — | — |
    | Anvil | 5 Mechanical Components, 5 Simple Gun Parts | Level 2 |
    | Angled Grip II | 2 Mechanical Components, 3 Duct Tape | Level 2 |
    | Aphelion | 3 Magnetic Accelerators, 3 Complex Gun Parts, 1 Matriarch Reactor | Level 3 |
    | Bettina | Advanced Mechanical Components, 3 Heavy Gun Parts, 3 Canisters | Level 3 |
    | Bobcat | 1 Magnetic Accelerator, 3 Light Gun Parts, 2 Exodus Modules | Level 3 |
    | Burletta | 3 Mechanical Components, 3 Simple Gun Parts | Level 1 |
    | Compensator II | 2 Mechanical Components, 8 Wires | Level 2 |
    | Compensator III | 2 Mod Components, 8 Wires | Level 3 |
    | Extended Barrel | 2 Mod Components, 8 Wires | Level 3 |
    | Extended Light Magazine II | 2 Mechanical Components, 3 Steel Springs | Level 2 |
    | Extended Light Magazine III | 2 Mod Components, 5 Steel Springs | Level 3 |
    | Extended Medium Magazine II | 2 Mechanical Components, 3 Steel Springs | Level 2 |
    | Extended Medium Magazine III | 2 Mod Components, 5 Steel Springs | Level 3 |
    | Extended Shotgun Magazine II | 2 Mechanical Components, 3 Steel Springs | Level 2 |
    | Extended Shotgun Magazine III | 2 Mod Components, 5 Steel Springs | Level 3 |
    | Equalizer | 3 Magnetic Accelerators, 3 Complex Gun Parts, 1 Queen Reactor | Level 3 |
    | Hullcracker | 1 Magnetic Accelerator, 3 Heavy Gun Parts, 1 Exodus Module | Level 3 |
    | Il Toro | 5 Mechanical Components, 6 Simple Gun Parts | Level 1 |
    | Jupiter | 3 Magnetic Accelerators, 3 Complex Gun Parts, 1 Queen Reactor | Level 3 |
    | Lightweight Stock | 2 Mod Components, 5 Duct Tape | Level 3 |
    | Muzzle Brake II | 2 Mechanical Components, 8 Wires | Level 2 |
    | Muzzle Brake III | 2 Mod Components, 8 Wires | Level 3 |
    | Osprey | 2 Advanced Mechanical Components, 3 Medium Gun Parts, 7 Wires | Level 3 |
    | Padded Stock | 2 Mod Components, 5 Duct Tape | Level 3 |
    | Shotgun Choke II | 2 Mechanical Components, 4 Wires | Level 2 |
    | Shotgun Choke III | 2 Mod Components | Level 3 |
    | Shotgun Silencer | 2 Mod Components, 8 Wires | Level 3 |
    | Silencer I | 2 Mechanical Components, 4 Wires | Level 2 |
    | Silencer II | 2 Mod Components, 8 Wires | Level 3 |
    | Stable Stock II | 2 Mechanical Components, 3 Duct Tape | Level 2 |
    | Stable Stock III | 2 Mod Components, 5 Duct Tape | Level 3 |
    | Tempest | 1 Magnetic Accelerator, 3 Medium Gun Parts, 2 Exodus Modules | Level 3 |
    | Torrente | 2 Advanced Mechanical Components, 3 Medium Gun Parts, 6 Steel Springs | Level 3 |
    | Venator | 2 Advanced Mechanical Components, 3 Medium Gun Parts, 5 Magnet | Level 2 |
    | Vertical Grip II | 2 Mechanical Components, 3 Duct Tape | Level 2 |
    | Vertical Grip III | 2 Mod Components, 5 Duct Tape | Level 3 |
    | Vulcano | 1 Magnetic Accelerator, 3 Heavy Gun Parts, 1 Exodus Module | Level 3 |

    [All Blueprints continues with more detailed lists, but for brevity, this gives the general idea of the types and requirements.]

    —

    ### All Gear Bench Blueprints
    | Name | Materials Needed | Workshop Level |
    | — | — | — |
    | Combat Mk. 3 (Aggressive) | 2 Advanced Electrical Components, 3 Processors | Level 3 |
    | Combat Mk. 3 (Flanking) | 2 Advanced Electrical Components, 3 Processors | Level 3 |
    | Looting Mk. 3 (Survivor) | 2 Advanced Electrical Components, 3 Processors | Level 3 |
    | Tactical Mk. 3 (Defense) | 2 Advanced Electrical Components, 3 Processors | Level 3 |
    | Tactical Mk. 3 (Healing) | 2 Advanced Electrical Components, 3 Processors | Level 3 |

    ### All Utility Station Blueprints
    | Name | Materials Needed | Workshop Level |
    | — | — | — |
    | Barricade Kit | 1 Mechanical Component | Level 2 |
    | Light Stick (Blue, Green, Red, Yellow) | 3 Chemicals | Level 1 |
    | Lure Grenade | 1 Speaker Component, 1 Electrical Components | Level 2 |
    | Remote Raider Flare | 2 Chemicals, 4 Rubber Parts | Level 1 |
    | Smoke Grenade | 14 Chemicals, 1 Canister | Level 2 |
    | Snap Hook | 2 Power Rod, 3 Rope, 1 Exodus Module | Level 3 |
    | Tagging Grenade | 1 Electrical Components, 1 Sensors | Level 3 |

    ### All Explosive Station Blueprints
    | Name | Materials Needed | Workshop Level |
    | — | — | — |
    | Blaze Grenade | 1 Explosive Compound, 2 Oil | Level 3 |
    | Deadline | 3 Explosive Compounds, 2 ARC Circuitry | Level 3 |
    | Explosive Mine | 1 Explosive Compound, 1 Sensors | Level 3 |
    | Fireworks Box | 1 Explosive Compound, 3 Pop Triggers | Level 2 |
    | Gas Mine | 4 Chemicals, 2 Rubber Parts | Level 1 |
    | Jolt Mine | 1 Electrical Components, 1 Battery | Level 2 |
    | Pulse Mine | 1 Crude Explosive, 1 Wires | Level 2 |
    | Seeker Grenade | 1 Crude Explosive, 2 ARC Alloy | Level 2 |
    | Showstopper | 1 Advanced Electrical Components, 1 Voltage Converter | Level 3 |
    | Trailblazer | 1 Explosive Compound, 1 Synthesized Fuel | Level 2 |
    | Trigger ‘Nade | 2 Crude Explosives, 1 Processor | Level 2 |
    | Wolfpack | 2 Explosive Compound, 2 Sensors | Level 3 |

    ### All Refiner Blueprints
    | Name | Materials Needed | Workshop Level |
    | — | — | — |
    | Complex Gun Parts | 2 Light Gun Parts, 2 Medium Gun Parts, 2 Heavy Gun Parts | Level 3 |
    | Heavy Gun Parts | 4 Simple Gun Parts | Level 2 |
    | Light Gun Parts | 4 Simple Gun Parts | Level 2 |
    | Medium Gun Parts | 4 Simple Gun Parts | Level 2 |

    ### All Medical Lab Blueprints
    | Name | Materials Needed | Workshop Level |
    | — | — | — |
    | Defibrillator | 9 Plastic Parts, 1 Moss | Level 2 |
    | Vita Shot | 2 Antiseptic, 1 Syringe | Level 3 |
    | Vita Spray | 3 Antiseptic, 1 Canister | Level 3 |

    All Blueprints are earned through various loot sources, quests, or crafting stations, with some requiring specific event participation or repeated quest completion to unlock.

  • Where to Find Field Depots in Arc Raiders for Completing Goals

    Where to Find Field Depots in Arc Raiders for Completing Goals

    In the game Arc Raiders, one of the first missions involves locating a Field Depot for Shani during the “Off The Radar” quest. You can find these depots while exploring the Rust Belt area. They also appear on the starting map, Dam Battlegrounds, but aren’t marked until you get nearby.

    Look for buildings that are partially destroyed and resemble train cars. These structures are scattered across the map, and the locations are listed below.

    Where to Find Field Depots

    On each map, the depots are positioned in specific spots. Here’s where you can find them:

    Dam Battlegrounds
    This depot is right in the center of the map, just south of the Primary Facility.

    Note: This guide is still being updated. If you discover additional locations, please share your findings.

    How to Complete the Off The Radar Quest

    You get this quest early from Shani. To finish it, you need to locate a Field Depot. Once you find it, climb onto the depot using the ladder and repair the antenna. After completing the repair, just leave the area and talk to Shani to get your reward.


    Images:

    • The Rust Belt area shows players moving through the woods.
    • The Dam Battlegrounds depot is centrally located south of the main facility.
    • The off-the-radar quest involves repairing the antenna on the depot.

    Additional notes:
    The locations are subject to change as more are discovered. Keep an eye out for updates, and share any sightings you come across.

  • Top Megabonk Builds for Completing and Solving Skills

    Top Megabonk Builds for Completing and Solving Skills

    Megabonk is a game that really grabs your attention, in the best way possible. Each playthrough drops you into a chaotic mix of enemies and unpredictable maps, making it both frustrating and exciting just to survive a few more minutes. You collect loot and hope that your next throw or shot doesn’t wipe you out instantly.

    The real fun starts when you find combinations of weapons and abilities that work well together. In this guide, we’ll highlight a few different setups that make staying alive a lot easier and more enjoyable.

    Crowd Control Build

    The most reliable setup involves the Bananarang and Aura. The Bananarang floods the screen with bouncing projectiles, while Aura ensures nothing slips past you by dealing continuous damage in a circle around your character. Using tomes that boost the number of projectiles and their speed helps you blanket the map in damage, while pulsing close-range damage keeps enemies at bay.

    Weapons Tomes Playstyle
    Bananarang, Aura Quantity Tome, Projectile Speed Tome Great for managing large groups with overlapping damage zones.

    Defensive/Survivability Build

    For players who prefer a safer approach, the Pistol combined with defensive tomes is a good option. The Pistol does best when it lands critical hits, gradually wearing down enemies. Pairing it with tomes that increase health and shield allows you to last longer, as shields absorb hits before your health drops and regenerate quickly between waves.

    Weapons Tomes Playstyle
    Pistol, Aura HP Tome, Shield Tome Safer and slower, focusing on survivability while chipping away at enemies with critical hits.

    High-Damage/Crit Build

    If you’re looking to deal maximum damage, the Revolver paired with the Bananarang is a high-risk, high-reward setup. The Revolver fires multiple bullets at once, and supported by the Bananarang, it can cut through hordes and bosses quickly. Using the Precision Tome boosts your critical hit chance, while the Damage Tome increases your overall attack power, letting you melt enemies fast.

    Weapons Tomes Playstyle
    Revolver, Bananarang Precision Tome, Damage Tome High damage output with a crit-heavy style that requires constant movement to avoid getting overwhelmed.

    Note that this build demands you stay on the move all the time to stay safe.

  • Where to Locate Every Hacker Blue Checkmark

    Where to Locate Every Hacker Blue Checkmark

    In Chapter 2 of Deltarune, you might meet a character named Hacker. He will ask you to find three blue checkmarks hidden around the Cyber Field. These checkmarks are optional, but finding each one is connected to uncovering a major secret in this chapter. If you find all three checkmarks, you’ll get the chance to face a hidden boss, but only after completing all the tasks Hacker gives you.

    Once you enter the Library’s Dark World, the Cyber Field is the first big area you’ll explore. To find Hacker, follow the normal path through the area, then go to the spot where you see two robots with stereo heads. After your first encounter with Queen, take the east exit to go up to the next screen. There, you’ll find Hacker and begin your journey toward the chapter’s secret boss fight.

    Locations of All Blue Checkmarks in Deltarune Chapter 2

    Find All Hidden Items in the Cyber World’s First Area

    Right after leaving Hacker’s area, head south to get back onto the main path. Every blue checkmark you need to find will come from opening a red chest or solving a puzzle. Once you find a checkmark, you can show it to Hacker and receive useful items for your team.

    Below is a list of where each checkmark is located and what item you get from its chest, if any:

    Checkmark Number Location Additional Item from Chest
    Checkmark 1 From Hacker, go south along the main path. Dodge the obstacles, then go south again and cross the second obstacle. Head to the bottom right to open the red chest with the checkmark. GlowWrist
    Checkmark 2 Inside the room with the two stereo-headed robots. Have Susie, Ralsei, and Kris jump on the spinning teacup platform in the middle. Rotate the platform to catch all 16 arrows, then jump off and open the checkmark chest. None
    Checkmark 3 Still in the stereo robot room. Use the leftmost teacup platform to go up. Then, head to an area with a series of keys that spell out a word. Carefully press the keys to spell “GIASFELFEBREHBER” to unlock the final checkmark. None

    Initially, a forcefield blocks the way north to the second and third checkmarks. To advance, you need to go east first and solve the “AGREE 2 ALL” keyboard puzzle. After completing this, return to where the forcefield was, then continue along the path to reach the area with three teacup rides. Use these platforms to access other parts of the area and find the remaining checkmarks.

    Good news: if you mess up a puzzle, there are no penalties. Making a mistake or pressing the wrong key in the keyboard puzzle simply causes Kris to jump off, and you can try again without any issues.

    After collecting all three checkmarks, you can return to Hacker and show them. He will set off a fireworks display as a reward. Later, Hacker will appear again in Queen’s Mansion and mention a secret passageway—an important step toward discovering some of the main secrets in Deltarune Chapter 2.

    To get the Shadow Crystal in Chapter 2, you’ll need Hacker’s help after gathering all the checkmarks. While there’s no immediate reward for finding all of Hacker’s checkmarks, missing out on them isn’t worth it—they’re an important part of the game.

  • How to Sabotage the Goblin Party in Baldur’s Gate 3

    How to Sabotage the Goblin Party in Baldur’s Gate 3

    How to Make the Goblin Camp Fight Easier in Baldur’s Gate 3

    In Baldur’s Gate 3, you can significantly simplify one of the challenging fights in Act One by poisoning the Goblin Camp. Located at the Shattered Sanctum, this camp serves as a launching point for the goblins to wreak havoc on the Sword Coast in the name of the Absolute. By contaminating their drinks, you will weaken their numbers, helping to shift the balance in favor of your party.

    If you’re not playing through a villainous route, taking down the Goblin Camp is your best bet. There are numerous methods to achieve this, from launching a direct attack to employing stealth or negotiation. Skills like Persuasion, Deception, or Intimidation can help you infiltrate the camp and set up a surprise assault. While it’s difficult to bypass combat altogether without missing out on a rewarding quest, poisoning the camp can make the encounter much more manageable.

    Finding the Goblin Camp

    The Goblin Camp is located on the far western edge of the Wilderness map and is accessible during Act One. The game should naturally guide you there, but diversions along the way might slow your progress, especially if you’re exploring every area. To reach the camp, start from the Emerald Grove. Head west from its entrance. After crossing a bridge, you’ll come across Blighted Village, where various goblins and trolls are scavenging the ruins.

    The Goblin Camp can only be visited during Act One, so you won’t be able to advance past the Underdark or Mountain Pass until you’ve dealt with it.

    Poisoning the Goblin Camp

    Before entering the Goblin Camp, you’ll see a large campfire where the goblins are cooking. Nearby, you’ll find a Booze Tub (coordinates: X: -99 Y:442). To poison the goblins, interact with the tub and add Basic Poison, Wyvern Toxin, or Drow Poison.

    • Wyvern Toxin can be obtained for free from Healer Nettie at the Emerald Grove if you’re kind to her.
    • Drow Poison is available from several vendors.
    • Basic Poison is frequently dropped by various monsters.

    If you’d like to avoid spending gold on poisoning, you can also create your own using the alchemy system. The ingredients for each type of poison are easily found in the game.

    Poison Ingredients
    Basic Poison Vitriol of Bonecap, any Ashes
    Drow Poison Essence of Swarming Toadstool, any Salt
    Wyvern Toxin Ashes of Wyvern Stinger, any Sublimate

    Stealth is Key

    You’ll attract the goblins’ attention if they catch you trying to poison their drinks. The most challenging part is that you’ll often be surrounded by enemies. As you’re interacting with the Booze Tub, your party member will have a few dialogue options to avoid conflict, such as using Deception, Intimidation, or even Illithid powers. Characters with high Charisma, such as bards, excel in these skill checks.

    If dialogue fails, try poisoning the tub while invisible. Potions and spells like Invisibility can help you sneak past foes unnoticed. Characters like bards, sorcerers, warlocks, and wizards can learn this spell as early as level 3. Alternatively, Scrolls of Invisibility or Potions of Invisibility, available from various traders in Act One, can also do the trick.

    After Poisoning the Camp

    Once you poison the drinks, a cutscene will trigger as the goblins eagerly fill their cups. You can choose to join in their toast, which may lead to various interactions:

    • Spill your drink while pretending to sip it (DC 10 Sleight of Hand Check).
    • Claim that it would be rude to drink before their hosts (DC 10 Deception Check).
    • Actually drink the poisoned booze, with a chance of passing a DC 15 Constitution Check to avoid the poisoned condition.

    Alternatively, you can simply take a drink and follow it up with an Antidote. If you’re worried about timing, switch to turn-based mode just before you poison the drink.

    What to Expect After

    After your toast, some goblins will fall ill, while others will retain some health. Quickly, the goblins will suspect foul play and either engage in combat or, if you succeed in dialogue checks, cease the festivities and destroy the Booze Tub while becoming alert to your presence.

    If you confess to poisoning them, a fight will ensue, but if you can convince them otherwise through skill checks, you might just avoid extensive conflict. This encounter remains tough even with the poison’s help, as the goblin forces are still numerous, but managing to poison some of them is an advantage you won’t want to overlook.

    Conclusion

    Being strategic about how you handle the Goblin Camp fight in Baldur’s Gate 3 can enhance your chances of victory significantly. Utilizing poison is not just clever, but a tactical move that can provide you with the upper hand in what remains one of the more difficult early encounters in the game. Happy adventuring!

  • Top Mage Builds to Dominate in Dragon Age: Inquisition

    Top Mage Builds to Dominate in Dragon Age: Inquisition

    Mages are a fascinating class to play in Dragon Age: Inquisition, offering three unique specializations that allow players to either unleash devastating damage or command the flow of battle. This class holds a significant place in the narrative of Dragon Age: Inquisition. Picking the mage class for your Inquisitor immerses you directly into the unfolding Mage/Templar conflict that dominates the early stages of the main storyline.

    In Dragon Age: Inquisition, there are three classes available, each with distinct benefits and drawbacks, allowing players to find the one that suits them best. Fortunately, this installment of the series has made all classes feel balanced and equally engaging, offering a great opportunity for players to experiment with different options. The Mage Class stands out for its access to diverse elemental abilities and enchantments that enhance equipment.

    What Mage Builds Can Do

    Sub-Classes and Options by Race

    When building a Mage character, it’s crucial to keep in mind the racial limitations. Only humans, elves, and Qunari can choose the Mage Class, while dwarves are excluded. At the game’s start, Mages can access four distinct skill trees: Spirit, Winter, Inferno, and Storm. Each tree provides a different branch of elemental magic, enhancing the Mage Inquisitor’s offensive capabilities alongside their special abilities.

    Once the Inquisition reaches Skyhold, players have the option to specialize their mage. The three specializations available are Knight-Enchanter, Rift Mage, and Necromancer. Knight-Enchanters can handle both ranged and melee combat, thanks to their spirit blade, which resembles a lightsaber. Rift Mages manipulate the Fade, the mystical realm from which Mages draw their power, allowing them to control the battlefield effectively. They complement the Inquisitor’s unique ability to seal rifts in the Fade.

    Necromancers excel at high damage output and can temporarily raise the dead as allies while instilling fear in their enemies. Each mage companion reflects one of these specializations: Vivienne is a Knight-Enchanter, Solas is a Rift Mage, and Dorian Pavus boasts Necromancer abilities. Even if the player opts for a different class, these companions can still be leveled up to become essential and formidable allies. For those looking to explore the intricacies of each specialization further, check out AbilityPreview’s detailed YouTube videos.

    Best Knight-Enchanter Build in Dragon Age: Inquisition

    Strong Spirit Blade Builds

    The most effective Knight-Enchanter build centers on utilizing the Spirit Blade when it reaches a high charge value. Players should quickly replenish the charge after discharging the blade by casting spells or using standard attacks with their staff. This build focuses on skills that facilitate rapid charge buildup, making Knight-Enchanters incredibly resilient due to the constant application of barrier effects from Fade Shield.

    Important abilities for this Knight-Enchanter build include:

    Skill Tree Recommended Abilities
    Spirit –
    Storm – Energy Barrage
    – Energy Bombardment (Upgrade)
    – Conductive Current
    – Static Charge
    – Static Cage & Lightning Cage (Upgrade)
    Inferno – Immolate
    – Flashpoint
    – Pyromancer
    – Clean Burn
    – Chaotic Focus
    – Fire Mine & Flaming Array (Upgrade)
    Winter – Fade Step & Energizing Step (Upgrade)
    Knight Enchanter – Spirit Blade & Amplified Blade (Upgrade)
    – Combat Clarity
    – Fade Cloak
    – Decloaking Blast
    – Fade Shield

    Optional Skills to Consider

    Players can enhance their builds with these optional skills if they have available points:

    Skill Tree Recommended Optional Skills
    Spirit – Guardian Spirit
    – Peaceful Aura
    – Rejuvenating Barrier
    Storm – Chain Lightning & chosen upgrade
    – Stormbringer
    Knight Enchanter – Veiled Riposte
    – Knight-Protector
    – Resurgence

    The Resurgence Focus Ability is a solid choice for Vivienne, while a Knight-Enchanter Inquisitor can spare points for Mark of the Rift to concentrate on damage output.

    Gameplay Strategy

    To maximize effectiveness, players should fill their skill bar with Spirit Blade, Fade Step, Fire Mine, Energy Barrage, Static Cage, Fade Cloak, and Barrier. Starting a fight with Barrier will safeguard the party. Following that, focus on dealing damage with Energy Barrage to build Spirit Blade charges close to or at 99.

    After engaging in melee with Fade Step, unleash the powered Spirit Blade to exploit all accumulated charges. Once the barrier is full, activate Fire Mine to leverage the extra damage from Chaotic Focus.

    Utilizing weaponry like the Blade of Tidarion, Seer Staff, and Razikale’s Staff will enhance your effectiveness as a Knight-Enchanter. Players should craft a blade and grip that emphasizes critical chance and damage for optimal performance.

    Best Rift Mage Build in Dragon Age: Inquisition

    Support and AoE Damage

    Rift Mages primarily excel in controlling the battlefield while providing substantial AoE damage when combined with the Inferno and Winter trees. Players can create devastating spell combinations that deliver significant damage.

    Skill Tree Recommended Abilities
    Spirit –
    Inferno – Immolate & Wildfire (Upgrade)
    – Flashpoint
    – Clean Burn
    – Pyromancer
    – Fire Mine & Flaming Array (Upgrade)
    Winter – Fade Step & Energizing Step (Upgrade)
    – Winter Stillness
    – Ice Mine & Chilling Array (Upgrade)
    – Ice Armor
    Rift Mage – Stonefist & Shatterstone (Upgrade)
    – Encircling Veil
    – Veilstrike & Punching Down (Upgrade)
    – Restorative Veil
    – Smothering Veil
    – Twisting Veil
    – Pull of the Abyss & Devouring Veil (Upgrade)

    This build allows players to maximize spell effectiveness while ensuring their team benefits from debuffs that weaken enemies. Combining these spells results in enhanced cooldown management, enabling frequent casting.

    Using Your Rift Mage

    If the Inquisitor is a Rift Mage, prioritize Mark of the Rift as the Focus Ability. If controlling Solas, ensure to add Firestorm to your arsenal. Key skills for the skill bar should include Immolate, Fire Mine, Fade Step, Ice Mine, Stonefist, Veilstrike, Pull of the Abyss, and either Firestorm or Mark of the Rift.

    Begin battles with Veilstrike to create openings for melee fighters. The most significant damage output occurs when using Fire Mines followed by Pull of the Abyss to group enemies together.

    Best Necromancer Build in Dragon Age: Inquisition

    High-Damage Output

    Known as the specifications with unparalleled high damage potential, Necromancers operate near the edge of blood magic, which many perceive as taboo. Skills from this specialization complement the Inferno tree nicely, maneuvering panic and horror into chaotic burning effects.

    Skill Tree Recommended Abilities
    Spirit – Barrier
    – Peaceful Aura
    – Dispel & Transmute Magic (Upgrade)
    Inferno – Immolate & Wildfire (Upgrade)
    – Flashpoint
    – Pyromancer
    – Fire Mine & Flaming Array (Upgrade)
    – Clean Burn
    – Wall of Fire & Wave of Flame (Upgrade)
    Winter –
    Necromancer – Horror & Terror (Upgrade)
    – Death Siphon
    – Blinding Terror
    – Power of the Dead
    – Simulacrum
    – Spirit Mark
    – Walking Bomb & Virulent (Upgrade)

    Using the Necromancer Class

    To leverage the Necromancer build effectively, focus on utilizing Fire Mine as the primary offensive spell. Use Spirit Mark and Walking Bomb near enemies on the verge of death to maximize AoE damage. Combining Horror with Wall of Fire creates panic, making enemies more vulnerable.

    Like with the Rift Mage, wearing the Ring of Doubt allows for automatic critical hits, enabling players to exploit opportunities rapidly.

    For optimal playstyle, equip a staff with strong DPS attributes, complemented by gear that boosts critical hit chances and damage. Players are also encouraged to incorporate masterworks that provide opportunities to trigger effects like Horror or Walking Bomb on hit.

    For more insights on the game, players can refer to videos by AbilityPreview on YouTube.