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** Lasting Mark removes Mark of Death's ability to be detonated early, in exchange for a longer duration. Considering that MoD was already a game breaker, this allows for more ridiculous detonations.

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** Lasting Mark removes Mark of Death's ability to be detonated early, in exchange for a longer duration. Considering that MoD [=MoD=] was already a game breaker, this allows for more ridiculous detonations.
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Bonus Boss is a disambiguation


* The Assassin's Mark of Death ability. When it goes off (and can be triggered early for more damage), it deals damage proportional to the amount of damage the target received during its duration. Couple it with massive-damage abilities like Mark of the Rift or the aforementioned Thousand Cuts ([[ThereIsNoKillLikeOverkill or both]]), and it can tear down ''[[BonusBoss dragons]]'' in mere ''seconds''.

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* The Assassin's Mark of Death ability. When it goes off (and can be triggered early for more damage), it deals damage proportional to the amount of damage the target received during its duration. Couple it with massive-damage abilities like Mark of the Rift or the aforementioned Thousand Cuts ([[ThereIsNoKillLikeOverkill or both]]), and it can tear down ''[[BonusBoss dragons]]'' ''dragons'' in mere ''seconds''.
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** The Arcane Warrior is pretty much totally invincible once you have Shimmering Shield. You barely need a party on the hardest difficulty with this spec, even the hardest bosses can be easily worn down by yourself.

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** The Arcane Warrior is pretty much totally invincible once you have Shimmering Shield. You barely need a party on the hardest difficulty with this spec, even the hardest bosses can be easily worn down by yourself. And even better, if you spec into mostly passive spells, you can become a buff/debuff god. As passive spells consume a percentage of your mana, you normally don't want to want to load up on too many at a time since that gives you less mana to cast spells with. But as an Arcane Warrior, you can just focus on hitting enemies with your sword, so no reason not to load up on passive spells to buff your allies and debuff enemies.
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Vendor Trash is being disambiguated


* With quick fingers, once can basically earn unlimited money. If you take an expensive item (the recommended one being The Veshialle, an axe you can buy from Bodahn Feddic from ''the start of the game''), put it in the Junk category (where you presumably stick your VendorTrash), then go to any merchant, you can sell it. However, if you hit the 'Sell all Junk' button and the regular sell button (normally your confirm button, PC players can remap their keys for this), you'll sell the item, but get it's monetary value twice. Buy the item back, and you only pay half the money you got. Do this for a few seconds and the game's economy means nothing.

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* With quick fingers, once can basically earn unlimited money. If you take an expensive item (the recommended one being The Veshialle, an axe you can buy from Bodahn Feddic from ''the start of the game''), put it in the Junk category (where you presumably stick your VendorTrash), ShopFodder), then go to any merchant, you can sell it. However, if you hit the 'Sell all Junk' button and the regular sell button (normally your confirm button, PC players can remap their keys for this), you'll sell the item, but get it's monetary value twice. Buy the item back, and you only pay half the money you got. Do this for a few seconds and the game's economy means nothing.
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* Defeating the Harvester from the Golems of Amgarakk DLC on Hard or Nightmare may be NintendoHard, but the reward is pretty sweet. You unlock the Reaper’s Cudgel on every character. It’s stats are middling, but it sells for a whopping 339 gold. Considering you can expect to make about 50 silver from sidequests in the early game, having this is a huge boon starting out.
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* The Golden Nug, introduced in the Trespasser DLC allows you to carry crafting recipes across save files. Good for starting a new character without the hassle of collecting schemata all over again. Better for purchasing recipes from vendors for free. Purchase the recipe, use the Golden Nug, reload a save from before you bought the recipe and then use the Nug again to get that same recipe free gratis. Of particular value are the tier 3 and 4 recipes from the Black Emporium DLC. They're all extremely expensive (3,000-16,000 depending) so you likely won't be able to purchase all of them in a single playthrough without considerable grinding. The Golden Nug eliminates this issue entirely. Even using tier 1 materials like Iron, the equipment you could make with Tier 3 and 4 recipes as soon as you get to Haven at the start of the game will be stronger than most of the stuff you can find just wandering until very late in the game, and by that point you can use stronger materials to outclass even that stuff.
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** Unquenchable Flame, for the Tempest's Flask of Fire, removes the cooldown on all other abilities while Flask of Fire is active. What is powerful in the hands of a skilled player becomes plain ridiculous when Sera uses it because ComputersAreFast, and even more so when combined with a high crit rate and passives that restore stamina on critical hits, thus enabling her to launch 10+ special abilities ''per second''.
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* Archers in general break the game's difficulty in half once sufficiently upgraded, without even the need for fancy abilities. The main reason for this is how easy it is to reach 100% crit chance through armor and weapon crafting. Bows have a pretty high attack speed, and when every shot deals enough damage to kill mooks in one to two shots and anything short of bosses in half a dozen or less, there's not much left that can put up a challenge. And in the rare case you do run into something a bit more resilient, refer to the point above.
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** And that’s just the basic combo. Doing a sidequest for the Dalish in the Exalted Plains will net you a Ring of Doubt which grants stealth when idle in combat. Breaking stealth guarantee critical hits for 1.5 second. The ring especially favors quick-cast, melee spells which is the Knight-Enchanter forte, Spirit Blade, Energy Barrage, and especially Flaming Array Fire Mine got ridiculously amped up if you can get up right in the enemy faces in stealth. The Fire Mine is especially ridiculous since it is also empowered by Chaotic focus, with crits, you can deal 5 digit damage even in full-trial nightmare mode. After finishing your combo, just quietly slips away with Fade Shroud or Fade Step will reset the ring and put you in stealth again, allowing you to wreck havoc indefinitely.
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** Sadly, the Trespasser DLC nerfed the specialization's signature ability, Spirit Blade. Now, you have to cast spells to charge up your blade, which will otherwise do significantly reduced damage. Since originally you could take upgrades that gave you shields based on the damage you did, you could be a nigh-unkillable melee warrior. But since the above change, you can't just stay at point blank anymore. It admittingly forces you to actually do things besides just spam the spirit blade spell endlessly, but it also certainly removes one of the most broken elements of the specialization. Still, the synergies mentioned above have lost nothing of their power (some were even enabled by the DLC in the first place), leaving Knight-Enchanters as broken as before overall, if not more so.
** Trespasser's Knight-Enchanter is a sight to behold and a joy to play. The new gears and ability upgrades are so tailor-made for the Knight-Enchanter that make you wonder if Bioware is overcompensating for the nerf of Spirit Blade. The most basic combination of Spirit Blade [[note]]increase damage with each hits from other spells[[/note]], Fade Touched Silverite/Obsidian [[note]]guard on hit[[/note]], optional Fade Touched Velveteen [[note]]Hidden blades on hit[[/note]] and new weapon Blade of Tidarion [[note]]2 elements, '''24''' Energy Barrage bolts[[/note]] creates an unstoppable killing machine that constantly maintain max blade charges, max armor and activate Hidden Blades every other energy barrage; cherry on top, you can take the Clean Burn passive [[note]]reduce cooldown with every spell[[/note]] and swing that zero-cooldown, mana-efficient Spirit Blades a few time to get Energy Barrage back up to unleash hell all over again.

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** Sadly, the The Trespasser DLC nerfed the specialization's signature ability, Spirit Blade. Now, you have to cast spells to charge up your blade, which will otherwise do significantly reduced damage. Since originally you could take upgrades that gave you shields based on the damage you did, you could be a nigh-unkillable melee warrior. But since the above change, you can't just stay at point blank anymore. It admittingly admittedly forces you to actually do things besides just spam the spirit blade spell endlessly, but it also certainly removes one of the most broken elements of the specialization. Still, the synergies mentioned above have lost nothing of their power (some were even enabled by the DLC in the first place), leaving Knight-Enchanters as broken as before overall, if not more so.
That being said,...
** Trespasser's Knight-Enchanter is a sight to behold and a joy to play. The new gears and ability upgrades are so tailor-made for the Knight-Enchanter that make you wonder if Bioware is overcompensating for the nerf of Spirit Blade. The most basic combination of Spirit Blade [[note]]increase damage with each hits from other spells[[/note]], Fade Touched Silverite/Obsidian [[note]]guard on hit[[/note]], optional Fade Touched Velveteen [[note]]Hidden blades on hit[[/note]] and new weapon Blade of Tidarion [[note]]2 elements, '''24''' Energy Barrage bolts[[/note]] creates an unstoppable unstoppable, unkillable killing machine that constantly maintain max blade charges, max armor and activate Hidden Blades every other energy barrage; cherry on top, you can take the Clean Burn passive [[note]]reduce cooldown with every spell[[/note]] and swing that zero-cooldown, mana-efficient Spirit Blades a few time to get Energy Barrage back up to unleash hell all over again. again.
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** Trespasser's Knight-Enchanter is a sight to behold and a joy to play. The new gears and ability upgrades are so tailor-made for the Knight-Enchanter that make you wonder if Bioware is overcompensating for the nerf of Spirit Blade. To wit, the new weapon Blade of Tidarion (which you can get the schematics for doing War table missions immediately after reaching Skyhold) is a mage weapon that can have two elements at once [[note]]one innate and one from rune[[/note]], thus improving versatility and avoid overspecialization; the two elements also trigger '''24''' [[MagicMissileStorm Energy Barrage bolts]], not only dealing massive damage but also ''instantly'' charge Spirit Blade to full and max out Guard. With a proper armor with "gain X guard on hit"

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** Trespasser's Knight-Enchanter is a sight to behold and a joy to play. The new gears and ability upgrades are so tailor-made for the Knight-Enchanter that make you wonder if Bioware is overcompensating for the nerf of Spirit Blade. To wit, the The most basic combination of Spirit Blade [[note]]increase damage with each hits from other spells[[/note]], Fade Touched Silverite/Obsidian [[note]]guard on hit[[/note]], optional Fade Touched Velveteen [[note]]Hidden blades on hit[[/note]] and new weapon Blade of Tidarion (which you can get the schematics for doing War table missions immediately after reaching Skyhold) is a mage weapon that can have two elements at once [[note]]one innate and one from rune[[/note]], thus improving versatility and avoid overspecialization; the two elements also trigger [[note]]2 elements, '''24''' [[MagicMissileStorm Energy Barrage bolts]], not only dealing massive damage but also ''instantly'' charge bolts[[/note]] creates an unstoppable killing machine that constantly maintain max blade charges, max armor and activate Hidden Blades every other energy barrage; cherry on top, you can take the Clean Burn passive [[note]]reduce cooldown with every spell[[/note]] and swing that zero-cooldown, mana-efficient Spirit Blade Blades a few time to full and max out Guard. With a proper armor with "gain X guard on hit"get Energy Barrage back up to unleash hell all over again.
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** Trespasser's Knight-Enchanter is a sight to behold and a joy to play. The new gears and ability upgrades are so tailor-made for the Knight-Enchanter that make you wonder if Bioware is overcompensating for the nerf of Spirit Blade. To wit, the new weapon Blade of Tidarion (which you can get the schematics for doing War table missions immediately after reaching Skyhold) is a mage weapon that can have two elements at once [[note]]one innate and one from rune[[/note]], thus improving versatility and avoid overspecialization; the two elements also trigger '''24''' [[MagicMissileStorm Energy Barrage bolts]], not only dealing massive damage but also ''instantly'' charge Spirit Blade to full and max out Guard.

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** Trespasser's Knight-Enchanter is a sight to behold and a joy to play. The new gears and ability upgrades are so tailor-made for the Knight-Enchanter that make you wonder if Bioware is overcompensating for the nerf of Spirit Blade. To wit, the new weapon Blade of Tidarion (which you can get the schematics for doing War table missions immediately after reaching Skyhold) is a mage weapon that can have two elements at once [[note]]one innate and one from rune[[/note]], thus improving versatility and avoid overspecialization; the two elements also trigger '''24''' [[MagicMissileStorm Energy Barrage bolts]], not only dealing massive damage but also ''instantly'' charge Spirit Blade to full and max out Guard. With a proper armor with "gain X guard on hit"
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** Trespasser's Knight-Enchanter is a sight to behold and a joy to play. The new gears and ability upgrades are so tailor-made for the Knight-Enchanter that make you wonder if Bioware is overcompensating for the nerf of Spirit Blade. To wit, the new weapon Blade of Tidarion (which you can get the schematics for doing War table missions immediately after reaching Skyhold) is a mage weapon that can have two elements at once [[note]]one innate and one from rune[[/note]], thus improving versatility and avoid overspecialization; the two elements also trigger '''24''' [[MagicMissileStorm Energy Barrage bolts]], not only dealing massive damage but also ''instantly'' charge Spirit Blade to full and max out Guard.
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* The expansion-specific Dual Wield talents have insane synergy, culminating in Unending Flurry being ''guaranteed to crit on a target affected by Twin Strikes,'' an ability that's ''also'' guaranteed to crit. A dual-wield warrior or rogue can stack +critical damage to the sky and easily make mincemeat of even the hardest bosses in the game in a few seconds.
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* In awakening, the best moneymaking scheme is crafting and selling intensity runes (sold in the Amaranthine Inn): Cera has all ingredients for them in infinite supply, and you can sell the finished runes for roughly 200-250% of what the components are worth. It's even totally worth it to buy a respeccing book in order to learn runecrafting with your main character so you don't have to leave the keep with your party's runecrafter in between your shopping bouts.
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* An optimized dual-wielding spirit warrior. On the one hand, he benefits from the overpowered intensity runes, of which he can have six (meaning +30% crit as well as +60% crit damage for either weapon ''on top of the traits the weapons already have''); and on the other he benefits not only from spirit damage ignoring armor, but also from elemental bonus damage. A chest piece with three amplification runes (+5% on all elemental damage sources) and two spirit rings (one with +10% and one with +5%) bump this spirit damage by yet another 30%. With his over 80% crit rate fully buffed crits between 250 and 300 damage for every attack are basically standard.

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* An optimized dual-wielding spirit warrior. On the one hand, he benefits from the overpowered intensity runes, of which he can have six (meaning +30% crit as well as +60% crit damage for either weapon ''on top of the traits the weapons already have''); and on the other he benefits not only from spirit damage ignoring armor, but also from elemental bonus damage. A chest piece with three amplification runes (+5% on all elemental damage sources) and two spirit rings (one with +10% and one with +5%) bump this spirit damage by yet another 30%. With his over 80% crit rate fully buffed crits between 250 and 300 damage for every attack are basically standard. Unless you're dealing with spirit-resistant opponents (very rare) or with crowd control (more likely), you can basically solo the game through sheer damage output.
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* An optimized dual-wielding spirit warrior. On the one hand, he benefits from the overpowered intensity runes, of which he can have six (meaning +30% crit as well as +60% crit damage for either weapon ''on top of the traits the weapons already have''); and on the other he benefits not only from spirit damage ignoring armor, but also from elemental bonus damage. A chest piece with three amplification runes (+5% on all elemental damage sources) and two spirit rings (one with +10% and one with +5%) bump this spirit damage by yet another 30%. With his over 80% crit rate fully buffed crits between 250 and 300 damage for every attack are basically standard.
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typo


* Bow wielding [[TrapMaster Artificers]] have a particularly potent [[EliteTweak combination of abilities]]. The two central abilities are their [[LimitBreak Focus Ability]], [[RainOfArrows Hail of Arrows]], and Leaping Shot in the Archery tree. Also necessary are Opportunity Knocks in the Artificer tree and Looked Like It Hurt in the Sabotage tree: Opportunity Knocks [[CooldownManipulation reduces all active cooldowns]] every time the user gets a critical hit, while Looked Like It Hurt restores the user's stamina on every critical hit. For this to reliably work, the Artificer needs a critical hit rate of at least fifty percent. When Leaping Shot is used during Hail of Arrows with the mentioned passive abilities, the shear number of hits can completely negate Leaping Shot's cooldown while fully restoring the Artificer's stamina, making it possible to continuously spam it the entire time Hail of Arrows is active. Against small enemies, Hook and Tackle can be used to make sure that every shot hits. Against large enemies, Hail of Arrows lasts long enough that the Artificer can just run back into position. With this combination, it is possible to take down a High Dragon in a matter of seconds. On Nightmare mode.

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* Bow wielding [[TrapMaster Artificers]] have a particularly potent [[EliteTweak combination of abilities]]. The two central abilities are their [[LimitBreak Focus Ability]], [[RainOfArrows Hail of Arrows]], and Leaping Shot in the Archery tree. Also necessary are Opportunity Knocks in the Artificer tree and Looked Like It Hurt in the Sabotage tree: Opportunity Knocks [[CooldownManipulation reduces all active cooldowns]] every time the user gets a critical hit, while Looked Like It Hurt restores the user's stamina on every critical hit. For this to reliably work, the Artificer needs a critical hit rate of at least fifty percent. When Leaping Shot is used during Hail of Arrows with the mentioned passive abilities, the shear sheer number of hits can completely negate Leaping Shot's cooldown while fully restoring the Artificer's stamina, making it possible to continuously spam it the entire time Hail of Arrows is active. Against small enemies, Hook and Tackle can be used to make sure that every shot hits. Against large enemies, Hail of Arrows lasts long enough that the Artificer can just run back into position. With this combination, it is possible to take down a High Dragon in a matter of seconds. On Nightmare mode.
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* Fade touched obsidian can be found in two chests in the Hinterlands with misc loot. Admittedly, this requires killing a high dragon or Deft Hands, Fine Tools, but if you take just the obsidian then you can make it respawn for infinite guard masterwork materials. You can have your entire party outfitted in less than an hour.
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** The Feastday Gifts themselves count, as each of them gives their respective recipient a ''+50 approval'' for the low low price of free.
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A default weapon you have no choice to change out (especially if it's equipped to a fairly-prominent character) is not a Game Breaker. It has to be something that's being used in an unapparent or broken fashion, not something that's plot-mandated for the entirety of the game.


* Varric's crossbow Bianca is easily the strongest ranged weapon in the game. It puts out ''massive'' amounts of damage with just the basic auto attack. And it only gets stronger as the game goes on, automatically getting stronger as Varric levels up, allowing you to use it the entire game. Good thing too, since its the only weapon Varric can use in Dragon Age 2.
** Sadly in Inquisition, it got nerfed hard. It no longer automatically scales with Varric's level. You can upgrade its abilities through attachments, however the stronger attachments are often hard to find, and even with them Bianca's damage tends to be worse than regular bows of the same quality level. And like 2, Varric won't use any other ranged weapon besides Bianca, so his performance is a lot worse. Unlike 2, you can just slap him with 2 daggers instead, but considering his subclass, you won't really get the same mileage out of him as a dagger rogue as you would with Cole.

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* It's quite easy, with the right build, for a Rogue to obtain a 95% chance to dodge. This is just as overpowered as it sounds, and makes most non-Mage enemies a joke.
** With the right equipment and build, mage can obtain both 100% chance to dodge AND 100% magic resistance. You can easily combine it with any spells mentioned above.

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* It's quite easy, with the right build, for a Rogue to obtain a 95% chance to dodge. This is just as overpowered as it sounds, and makes most non-Mage enemies a joke.
joke [[note]] though one of the items needed for this build to work gave you 30% immunity to spells anyway [[/note]]
** With the right equipment and build, mage can obtain both 100% chance to dodge AND 100% magic resistance. You can easily combine it with any spells mentioned above. above.
** The only problem with the dodge build is that few items needed for it to work are obtainable at the very last portion of the game, which means you're gonna use it for {{Final Battle}} only.


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* Knight-Commander Plate, being easily-available (you can get it from vendor outside the Orzammar) armor that's not only offers you a nifty protection, but also a ''whooping 40% immunity to spells'' (on top of 10% you get from being Templar - which you needed to use it anyway - and another 10 from Dwarven immunity). Now, add bonus from Spellward (another item you can easily get from your camp vendor) and you're impervious to enemy magic 90% of the time. It basically turns mages from {{Demonic Spiders}} to slight annoyance as you plow through their spells. And if you're extra spiteful, you could even fill the remaining 10% with some (easy to find/buy) runes.
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** The Mage spell Mana Clash drains enemy demon, abomination, or spellcasters' mana pools, and does Spirit elemental damage (which few enemies have a resistance to) in proportion to the mana it drains. It is entirely possible to [[OneHitKill one shot]] even the strongest of enemy mages with this spell, especially when empowered by its prerequisite Spell Might. It can usually take out entire rooms full of opponents in a single shot, which basically allows you to walk through the Circle Tower quest (where about 90% of your opponents will be vulnerable to it). It also does more damage to the victim if they have larger mana reserves, which means it allows you to make mincemeat of magic-wielding bosses (sometimes you can even kill them with a single shot if you use the aforementioned Spell Might). A lot of missions in the game become much, much easier if you bring along a Mage who can cast Mana Clash.

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** The Mage spell Mana Clash drains enemy demon, abomination, or spellcasters' mana pools, and does Spirit elemental damage (which few enemies have a resistance to) in proportion to the mana it drains. It is entirely possible to [[OneHitKill one shot]] even the strongest of enemy mages with this spell, especially when empowered by its prerequisite Spell Might. It can usually take out entire rooms full of opponents in a single shot, which basically allows you to walk through the Circle Tower quest (where about 90% of your opponents will be vulnerable to it). It also does more damage to the victim if they have larger mana reserves, which means it allows you to make mincemeat of magic-wielding bosses (sometimes you can even kill them with a single shot if you use the aforementioned Spell Might).Might, and even if it doesn't it will leave them with too little mana remaining to use any of their powerful abilities). On top of everything else, it only targets enemies regardless of difficulty level. A lot of missions in the game become much, much easier if you bring along a Mage who can cast Mana Clash.

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** Cast Walking Bomb when you get in a fight with a group of enemies, then whale on the enemy it hits. Not only does it do constant spirit damage, when the enemy dies, it [[LudicrousGibs explodes into a bloody mess,]] damaging other enemies caught in the blast. It's upgrade, Virulent Walking Bomb, just makes it even better, since if anything survives the blast, it has a chance of being infected as well. Like Mass Paralysis, these spells aren't as limited as Blood Wound, being Spirit spells, meaning any mage can learn them, and they affect all enemies [[FridgeLogic (though it does bring up the question of how]] [[DemBones skeletons]] [[FridgeLogic can explode]] [[LudicrousGibs into meaty chunklets.]]



* With quick fingers, once can basically earn unlimited money. If you take an expensive item (the recommended one being The Veshialle, an axe you can buy from Bodahn Feddic from ''the start of the game''), put it in the Junk category (where you presumably stick your VendorTrash), then go to any merchant, you can sell i. However, if you hit the 'Sell all Junk' button and the regular sell button (normally your confirm button, PC players can remap their keys for this), you'll sell the item, but get it's monetary value twice. Buy the item back, and you only pay half the money you got. Do this for a few seconds and the game's economy means nothing.

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* With quick fingers, once can basically earn unlimited money. If you take an expensive item (the recommended one being The Veshialle, an axe you can buy from Bodahn Feddic from ''the start of the game''), put it in the Junk category (where you presumably stick your VendorTrash), then go to any merchant, you can sell i.it. However, if you hit the 'Sell all Junk' button and the regular sell button (normally your confirm button, PC players can remap their keys for this), you'll sell the item, but get it's monetary value twice. Buy the item back, and you only pay half the money you got. Do this for a few seconds and the game's economy means nothing.



* The same trick as above can also be used for duplicating items, so long as you have at least two. This also applies to the exceedingly rare tomes. While this means you have to wait for the skill and attribute tomes (the quickest way to get two has you wait until you've finished three main quests), this means that once you have two (easy for the Arcane and Physical Technique tomes; if you buy both from Bodahn when you first meet him in Lothering, then check back with him when you first access your camp, his inventory restocks completely, allowing you to buy them, then perform the trick; even better is that they even pay for themselves, since the item's buy value when you sell it is the exact same as it's sell value; unless you exit the merchant's menu without buying the items back, you essentially get them free (if you did exit, judicious application of the infinite money rick works wonders).

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* The same trick as above can also be used for duplicating items, so long as you have at least two. This also applies to the exceedingly rare tomes. While this means you have to wait for the skill and attribute tomes (the quickest way to get two has you wait until you've finished three main quests), this means that once you have two (easy for the Arcane and Physical Technique tomes; if you buy both from Bodahn when you first meet him in Lothering, then check back with him when you first access your camp, his inventory restocks completely, allowing you to buy them, then perform the trick; even better is that they even pay for themselves, since the item's buy value when you sell it is the exact same as it's sell value; unless you exit the merchant's menu without buying the items back, you essentially get them free (if you did exit, judicious application of the infinite money rick trick works wonders).
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* With quick fingers, once can basically earn unlimited money. If you take an expensive item (the recommended one being The Veshialle, an axe you can buy from Bodahn Feddic from ''the start of the game''), put it in the Junk category (where you presumably stick your VendorTrash), then go to any merchant, you can sell i. However, if you hit the 'Sell all Junk' button and the regular sell button (normally your confirm button, PC players can remap their keys for this), you'll sell the item, but get it's monetary value twice. Buy the item back, and you only pay half the money you got. Do this for a few seconds and the game's economy means nothing.
** All this money also means you can buy the (normally) prohibitively expensive items and weapons that break the game further, including the Lifegiver ring, which makes you practically immortal.
* The same trick as above can also be used for duplicating items, so long as you have at least two. This also applies to the exceedingly rare tomes. While this means you have to wait for the skill and attribute tomes (the quickest way to get two has you wait until you've finished three main quests), this means that once you have two (easy for the Arcane and Physical Technique tomes; if you buy both from Bodahn when you first meet him in Lothering, then check back with him when you first access your camp, his inventory restocks completely, allowing you to buy them, then perform the trick; even better is that they even pay for themselves, since the item's buy value when you sell it is the exact same as it's sell value; unless you exit the merchant's menu without buying the items back, you essentially get them free (if you did exit, judicious application of the infinite money rick works wonders).
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** If you get through enough of the [=DLC=] to get level 33, you get a ''fourth'' specialization. If you thought the Arcane Warrior was broken before, imaging an Arcane Warrior/Spirit Healer/ Blood Mage/ Battle Mage.

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** If you get through enough of the [=DLC=] to get level 33, you get a ''fourth'' specialization. If you thought the Arcane Warrior was broken before, imaging imagine an Arcane Warrior/Spirit Healer/ Blood Mage/ Battle Healer/Blood Mage/Battle Mage.

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The nerf to Spirit Blade was overstated.


* Much like Arcane Warrior before it, the Knight-Enchanter specialization for mages is hilariously useful. Videos of Knight-Enchanters easily solo-ing High Dragons on [[HarderThanHard Nightmare Difficulty]] with the rest of the party dead appeared very quickly. On their own, the Knight Enchanter's abilities are simply powerful. What really destroys the game's difficulty is the synergy with spells of every other school, with not a single combination precluding another aside from limited skill points. To sum up: when the Inquisitor tells fellow Knight Enchanter Vivienne that they are the finest mages in Thedas, it is NotHyperbole.

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* Much like Arcane Warrior before it, the Knight-Enchanter specialization for mages is hilariously useful. Videos of Knight-Enchanters easily solo-ing High Dragons on [[HarderThanHard Nightmare Difficulty]] with the rest of the party dead appeared very quickly. On their own, the Knight Enchanter's abilities are simply powerful. What really destroys the game's difficulty is the synergy with spells of every other school, with not a single combination precluding another aside from limited skill points. To sum up: when the Inquisitor tells fellow Knight Enchanter Vivienne that they are the finest mages in Thedas, it [[AwesomeEgo they aren't kidding]].
** The most notable of the Knight-Enchanter's synergies
is NotHyperbole.with the Clean Burn passive in the Inferno Tree. Clean Burn reduces all active cooldowns by one second every time a spell is used, while the Knight-Enchanter's Spirit Blade is a spell the has no cooldown. The Knight-Enchanter can spam Spirit-Blade until all their other spells are ready again, allowing for more damage and crowd control, as well as an indefinite barrier on the entire party instead of just the Knight-Enchanter. Prior to ''Trespasser'' the Knight-Enchanter was the only mage capable of doing this.



** Sadly, the Trespasser DLC nerfed the specialization's signatur ability, Spirit Blade. Now, you have to cast spells to charge up your blade, which will otherwise do basically no damage. Since originally you could take upgrades that gave you shields based on the damage you did, you could be a nigh-unkillable melee warrior. But since the above change, you can't just stay at point blank anymore. Annoyingly, the combo animation the spellblade has is basically useless as only the first blow will do any real damage before expending the charges you built up. It admittingly forces you to actually do things besides just spam the spirit blade spell endlessly, but it also certainly removes one of the most broken elements of the specialization. Still, the synergies mentioned above have lost nothing of their power (some were even enabled by the DLC in the first place), leaving Knight-Enchanters as broken as before overall.

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** Sadly, the Trespasser DLC nerfed the specialization's signatur signature ability, Spirit Blade. Now, you have to cast spells to charge up your blade, which will otherwise do basically no significantly reduced damage. Since originally you could take upgrades that gave you shields based on the damage you did, you could be a nigh-unkillable melee warrior. But since the above change, you can't just stay at point blank anymore. Annoyingly, the combo animation the spellblade has is basically useless as only the first blow will do any real damage before expending the charges you built up. It admittingly forces you to actually do things besides just spam the spirit blade spell endlessly, but it also certainly removes one of the most broken elements of the specialization. Still, the synergies mentioned above have lost nothing of their power (some were even enabled by the DLC in the first place), leaving Knight-Enchanters as broken as before overall.overall, if not more so.

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** Sadly, the Trespasser DLC nerfed the specialization. Now, you have to cast spells to charge up your blade, which will otherwise do basically no damage. Since originally you could take upgrades that gave you shields based on the damage you did, you could be a nigh-unkillable melee warrior. But since the above change, you can't just stay at point blank anymore. Annoyingly, the combo animation the spellblade has is basically useless as only the first blow will do any real damage before expending the charges you built up. It admittingly forces you to actually do things besides just spam the spellblade spell endlessly, but it also certainly removes one of the most broken elements of the specialization.

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** To name but one example of said synergies, Knight-Enchanters have a passive that converts 30% of the damage they deal into barrier strength for themselves. The [[KillItWithFire Inferno school]]'s [[StuffBlowingUp Immolate]] spell can be upgraded to have no cooldown, and the Chaotic Focus passive from the same tree consumes half the user's current barrier to empower the next fire attack. All you need to do now is activate your barrier and start spamming Immolate until you run out of mana. The first shot can easily deal damage in the five-digit range against targets with fire vulnerability, which in turn refills your barrier instantly, so the next shot deals the same stupidly enormous damage. Couple that with the Sigil of the Great Bear (doubles maximum mana) and you can tear down frost-based High Dragons before they know what's happening, and everything else almost as quickly. While considering all this, keep in mind that Knight-Enchanter is supposed to be the defense-oriented mage specialization.
** Sadly, the Trespasser DLC nerfed the specialization.specialization's signatur ability, Spirit Blade. Now, you have to cast spells to charge up your blade, which will otherwise do basically no damage. Since originally you could take upgrades that gave you shields based on the damage you did, you could be a nigh-unkillable melee warrior. But since the above change, you can't just stay at point blank anymore. Annoyingly, the combo animation the spellblade has is basically useless as only the first blow will do any real damage before expending the charges you built up. It admittingly forces you to actually do things besides just spam the spellblade spirit blade spell endlessly, but it also certainly removes one of the most broken elements of the specialization.specialization. Still, the synergies mentioned above have lost nothing of their power (some were even enabled by the DLC in the first place), leaving Knight-Enchanters as broken as before overall.
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* Varric's crossbow Bianca is easily the strongest ranged weapon in the game. It puts out ''massive'' amounts of damage with just the basic auto attack. And it only gets stronger as the game goes on, automatically getting stronger as Varric levels up, allowing you to use it the entire game. Good thing too, since its the only weapon Varric can use in Dragon Age 2.
** Sadly in Inquisition, it got nerfed hard. It no longer automatically scales with Varric's level. You can upgrade its abilities through attachments, however the stronger attachments are often hard to find, and even with them Bianca's damage tends to be worse than regular bows of the same quality level. And like 2, Varric won't use any other ranged weapon besides Bianca, so his performance is a lot worse. Unlike 2, you can just slap him with 2 daggers instead, but considering his subclass, you won't really get the same mileage out of him as a dagger rogue as you would with Cole.

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