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Dragon Age II eGuide
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Contents

  • Maps
    • Maps
      • Introduction to Maps
      • Blightlands
      • Hightown (Day)
      • Hightown (Night)
      • Lowtown (Day)
      • Lowtown (Night)
      • Docks (Day)
      • Docks (Night)
      • Gallows Courtyard
      • Darktown
      • The Hanged Man (Day)
      • The Hanged Man (Night)
      • Houses
      • The Blooming Rose
      • Hawke Estate
      • The Chantry
      • Viscount's Keep
      • Merril's Home
      • The Deep Roads
      • Primeval Ruins
      • Ancient Crypt
      • Sundermount
      • The Wounded Coast
      • Sundermount Caverns
      • The Bone Pit
      • Caves and Mines (1)
      • Caves and Mines (2)
      • Dungeons
      • Sewers
      • Lairs
      • Sanctuary & Hideouts
      • Foundries
      • Alleys (1)
      • Alleys (2)
      • Warehouses
      • Caverns (1)
      • Caverns (2)
      • Mansions (1)
      • Mansions (2)
      • Estates
      • Random Encounters
      • Random Encounters 2
      • Random Encounters 3
      • Templar Hall
      • The Black Emporium
      • Gallows Prison
  • Essentials
    • Strategy & Analysis
      • Useful Features
      • The Dialogue System
      • Friendship & Rivalry
      • Attributes
      • Resistances
      • Elements
      • Status Effects
      • Cross-Class Combos
      • Character Roles
      • Party Builds
      • Tactics
      • Combat Strategy
      • Nightmare Difficulty
      • Threat Management
      • Companion Analysis
    • Abilities
      • Introduction to Abilities
      • Warrior Abilities
      • Rogue Abilities
      • Mage abilities
    • Inventory
      • Introduction
      • Equipment Properties
      • Warrior Weapons
      • Mage Weapons
      • Rogue Weapons
      • Mage Armor
      • Warrior Armor
      • Rogue Armor
      • Armor Sets
      • Generated Equipment
      • Unique Accessories
      • Special Items
      • Shops
      • Crafting
    • Bestiary
      • Introduction
      • Ranks
      • Enemy Identification
      • Enemies
    • Extra Help for Act 1
      • Using the World Map
      • Gamlen’s House
      • Act 1 Companions
      • Act 1 Optional Activities
      • Act 1 Merchants
      • Maximizing Damage
      • Essential Purchases
      • Miscellany
      • Achievements & Trophies
      • Ancient Rock Wraith
    • Extra help for Act 2
      • Companion relationships
      • Essential Purchases
      • Miscellany
      • Optional Activites
      • The Arishok
      • Achievements and Trophies
    • Extra help for Act 3
      • Recommended Purchases
      • Optional Activities
      • Achievements & Trophies
      • Orsino
      • Final Battle
    • Unlockables
      • Achievements and Trophies
    • Dragon Age Encyclopedia
      • Introduction
      • Major Groups & Organizations
      • Dragon Age: Origins
      • Dragon Age II
      • Writing as a Cornerstone
  • Walkthrough
    • Prologue
      • Escape from The Blight
      • Creating Hawke
      • XP & Level Up
      • Companions
      • Quests & Miscellany
    • Act One
      • The Deep Roads Expedition
    • Act Two
      • Demands of the Qun
    • Act Three
      • The Last Straw
    • Act One Quests
      • Main Plot Quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Act Two Quests
      • Main plot quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Act Three Quests
      • Main plot quests
      • Secondary Quests
      • Companion Quests
      • Side Quests
    • Miscellaneous Activities
      • Additional Encoutners
  • DLC
    • Quests
      • The Exiled Prince
  • Extras
    • Extras
      • Achievements & Trophies
      • Dragon Age Encyclopedia
      • Races and Religion
      • Major Characters
      • Story Recap

Dragon Age II Guide › Essentials › Strategy & Analysis

Cross-Class Combos

Though you can technically survive without them, employing cross-class combos unlocks your party’s full damage-dealing potential. If you are troubled by high-rank enemies, these two-part attacks are unrivalled in their capacity to neutralize resilient foes rapidly.

  • Each class can set up a cross-class combo opportunity by hindering an enemy with a specific status effect (see tables). The combo occurs when a character of another class follows up with an ability that exploits this to deliver a very powerful attack. A cross-class combo can only be completed once per status effect.
  • You must acquire all stated upgrades in order to use cross-class combos. For ease of use, we highlight in our tables the actual spell or talent employed to cause or exploit an effect in bold.
  • Unless we specify otherwise, the likelihood of an effect being inflicted with an applicable status effect or exploited by a cross-class combo finish is 100% – enemy resistances and immunities notwithstanding.
  • With Winter’s Blast and Cone of Cold, you really need to invest points in the Elemental tree to obtain Elemental Mastery. This increases the probability of a frozen enemy becoming Brittle to 100%.
  • Softening up a tough individual opponent with a debuff or two before you implement a cross-class combo is a great way to maximize damage. For example, dropping a Hex of Torment or Mark of Death on a target can make a real difference.
  • If Hawke has access to the Reaver specialization, Devour and its two upgrades can be employed to take a big bite of an enemy’s health, healing the warrior, but then automatically set up a Stagger for a rogue or mage to capitalize on.
  • There’s a similarly interesting effect with the Disorienting Criticals passive ability in the Shadow specialization tree: with a little management, it’s possible to hit a Staggered or Brittle target for huge injury, then inflict the Disoriented condition in the aftermath.
  • You can automate the process of exploiting the Brittle, Stagger and Disorient status effects with the Tactics system.

Staggered Combos (initiated by a warrior)

Caused By

Exploited By

Talents/Spells & Effects

Shield Bash + Pummel (Weapon and Shield)

Cleave + Claymore (Vanguard; 40% chance)

Pommel Strike + Pommel Blow (Warmonger)

Tremor + Aftershock (Warmonger; 40% chance)

Sunder (Two-Handed; 50% chance after any critical hit)

Devour + Voracious (Reaver)

Mages

Chain Lightning + Chain Reaction (Primal): 600% damage and 200% elemental force against all Staggered targets that are struck by each arc.

Crushing Prison + Paralyzing Prison (Arcane): 200% damage to single target, plus 100% chance to paralyze.

Fist of the Maker + Maker’s Hammer (Force Mage): 900% damage to Staggered targets in AoE range.

Hemorrhage + Paralyzing Hemorrhage (Blood Mage): 900% damage to all Staggered foes in the AoE radius.

Rogues

Explosive Strike + Merciless Strike (Dual Weapon): 400% damage to a single target.

Lacerate + Maim (Dual Weapon): 100% chance of Lacerate success on Staggered targets.

Kickback + Backlash (Marksman): 800% physical force to single target.

Vendetta + Blood Feud (Duelist): 300% damage versus single target.

Disoriented Combos (initiated by a rogue)

Caused By

Exploited By

Talents/Spells & Effects

Pinning Shot + Disorienting Shot (Archery/Bianca)

Fatiguing Fog + Overpowering Fog (Sabotage)

Confusion + Chaos (Sabotage)

Disorienting Criticals (Shadow; caused by critical hits while obscured)

Mages

Stonefist + Golem’s Fist (Primal): 200% damage to a single target.

Spirit Bolt + Spirit Strike (Spirit): 200% damage and elemental force to a single target.

Walking Bomb + Corrosive Walking Bomb + Virulent Walking Bomb (Spirit): 200% damage to target, 200% damage to enemies affected by blast, and 200% physical force.

Warriors

Assault + Battery (Weapon and Shield): 400% damage to Disoriented targets in range on final hit.

Scatter + Disperse (Weapon and Shield): 300% damage to Disoriented targets in range.

Devour + Insatiable (Reaver): 300% damage to single target, 300% health gain to user.

Brittle Combos (initiated by a mage)

Caused By

Exploited By

Talents/Spells & Effects

Winter’s Grasp + Winter’s Blast (Elemental; 40% chance)

Cone of Cold + Deep Freeze (Elemental;
20% chance)

Petrify + Desiccate (Primal)

Rogues

Bursting Arrow + Shattering Arrow (Archery/Bianca): 600% damage to all Brittle targets in AoE radius, and 400% elemental force.

Archer’s Lance + Punishing Lance (Archery/Bianca): 600% damage to all affected Brittle targets, plus 400% physical force.

Assassinate + Annihilate (Assassin): 400% damage to single opponent.

Warriors

Mighty Blow + Shattering Blow (Two-Handed): 300% damage to all affected Brittle targets and 200% physical force.

Scythe + Reaper (Two-Handed): 200% damage to all affected Brittle targets and 200% physical force.

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