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Dragon Age Inquisition eGuide
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Contents

  • Bestiary
    • Introduction
    • Wildlife
    • Common Foes
    • Demons
    • Red Templars
    • Undead
    • Darkspawn
  • Introduction
    • Foreword
    • Timeline of the World
  • Crafting
    • Introduction
    • Crafting Weapons and Armor
    • Potion Craft
    • Crafting Materials
  • Exploration
    • Introduction
    • Side Quests
    • Agents
    • Collections
    • Haven
      • Introduction
      • Locale/Collections Map
      • Merchants
      • Requisitions
      • Party Members
      • Side Quests (Recommended Level 1-4)
    • The Hinterlands
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Party Members
      • Agents
      • Side Quests (Recommended Level 4-7, 8-11, and 12+)
    • Val Royeaux
      • Introduction
      • Locale/Collections Map
      • Merchants
      • Party Members
      • Agents
      • Side Quests (Recommended Level 4-6)
    • The Fallow Mire
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 8-10 and 12-15)
    • The Storm Coast
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Requisitions
      • Party Members
      • Agents
      • Side Quests (Recommended Level 7-11 and 13-15+)
    • Forbidden Oasis
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Requisitions
      • Side Quests (Recommended Level 8-12, 5-15, and 18-20)
    • Skyhold
      • Introduction
      • Locale/Collections Map
      • Merchants
      • Agents
      • Side Quests (Recommended Level 10-12)
      • Specializations
      • Skyhold Customization
    • Crestwood
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 10-12 and 13+)
    • The Western Approach
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 10-13 and 14+)
    • The Exalted Plains
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 10-13 and 13-16)
    • Emerald Graves
      • Introduction
      • Locale Map
      • Collections
      • Astrarium Solutions
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 14-16 and 16-20)
    • Emprise du Lion
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Merchants
      • Requisitions
      • Agents
      • Side Quests (Recommended Level 16-19 and 19-22)
    • The Hissing Wastes
      • Introduction
      • Locale Map
      • Collections
      • Fade Rifts
      • Merchants
      • Requisitions
      • Side Quests (Recommended Level 19-23)
    • The Arbor Wilds
      • Introduction
      • Locale Map
      • The Temple of Mythal
    • Inner Circle Quests
      • Inner Circle Quests
  • Behind the Scenes at BioWare
    • Behind the Scenes at BioWare
    • Dragon Age: Dawn of the Seeker
    • Inquisitors Edition for Dragon Age: Inquisition
  • Jaws of Hakkon DLC
    • Frostback Basin
    • Locale Map
    • Astrarium Solutions
    • Fade Rifts
    • Merchants
    • Agents
    • Side Quests (Recommended Level 20-24, 24+)
  • The Inquisitors Path
    • The Inquisitors Path
    • The Wrath of Heaven
      • Frostback Mountains
    • The Threat Remains
      • Haven 1
      • The Hinterlands 1
      • Haven 2
      • Val Royeaux
      • Haven 3
      • The Hinterlands 2
    • In Hushed Whispers
      • The Hinterlands
      • Haven 1
      • Redcliffe Castle
      • Haven 2
    • Champions of the Just
      • Haven
      • Therinfal Redoubt
      • Haven/New Recruit: Cole
    • In Your Heart Shall Burn
      • Haven
    • From the Ashes
      • Skyhold
    • Here Lies the Abyss
      • Skyhold 1
      • Crestwood
      • Skyhold 2
      • The Western Approach
      • Skyhold 3
      • Adamant 1
      • The Fade
      • Adamant 2
    • Wicked Eyes and Wicked Hearts
      • Skyhold
      • Halamshiral: The Winter Palace
    • What Pride Had Wrought
      • Skyhold
      • The Arbor Wilds
    • The Final Piece
      • Skyhold
      • Altar of Mythal
    • Doom Upon All the World
      • Skyhold 1
      • Temple of Sacred Ashes
      • Skyhold 2
      • Epilogue
  • Multiplayer
    • Introduction
    • Introduction to Multiplayer: What Is different?
    • The Character Classes
    • Warriors
    • Mages
    • Rogues
    • Preparing for Battle
    • To the Field
    • The Operations
    • Combat Tips
  • Videos
    • Class Combo Example
    • Dead Hand Dungeon
    • Dragons
    • Treasure Maps
  • Compendium
    • War Table Operations
    • Character Race Operations
    • Inquisitors Path Operations
    • General Operations
    • Inner Circle Operations
    • Miscellaneous Operations
    • Achievements and Trophies
  • Getting Started
    • Introduction
    • Dragon Age Keep
    • Character Generation
    • Conversation Hub
    • Hero Menu
    • Combat Primer
    • Mounts
    • Beginner Tips
  • Classes and Abilities
    • Rogue
    • Warrior
    • Mage
    • Specialization Quests
    • Advanced Combat Tactics
    • Class Builds: Our Favorites
  • Party Members
    • Introduction
    • Varric Tethras
    • Cassandra Pentaghast
    • Solas
    • Vivienne
    • Sera
    • Blackwall
    • The Iron Bull
    • Dorian
    • Cole
  • The War Council
    • Introduction
    • Advisors
    • The War Table
    • Inquisition Rank
    • Agents

Dragon Age Inquisition Guide › Classes and Abilities

Advanced Combat Tactics

Now that you have a better understanding of the classes and their various abilities, put that knowledge to use in combat. Here we take a deeper look at how you can use abilities, status effects, and combos to gain a significant advantage on the battlefield.

Tactical Camera: Observe, Plan, Execute

While using the tactical camera isn’t essential, ignoring its benefits puts you and your party at a serious disadvantage. So before engaging in combat, make a habit of activating the tactical camera to plan your attack. This allows you to scout your opponents, probing for weaknesses and tactical opportunities. First, move the camera around so you can inspect all hostile units in the area. How many enemies are present? Are there archers, mages, spellbinders, or other ranged threats? If so, consider targeting them first. Next, take into account the terrain of the battlefield. Are there any elevated perches where you can position your ranged units? Are there narrow hallways, stairways, doorways, or other choke points you can take advantage of? Once you’ve scouted the terrain, consider redeploying your party members to establish a dominant position on the battlefield before initiating combat. A little bit of preparation can make each engagement a little easier to manage.

If you encounter an enemy you’re unfamiliar with, place the camera’s reticle over it to open its information box. This reveals the unit’s name, health, level, resistances, vulnerabilities, and immunities—all the information you need to make solid tactical decisions. For instance, if an enemy is resistant to cold-based attacks and vulnerable to fire-based attacks, consider altering your party’s equipped weapons and mapped abilities to take advantage of this vulnerability to fire—equipment cannot be swapped during combat.

Once combat has begun, continue using the tactical camera or switch to the third-person view. But if you choose to play from the third-person perspective, remember that the tactical camera is still available if things get a little too hectic. Consider switching back to the tactical camera periodically to reposition your party members or to set up some combos. For instance, use a warrior ability like Mighty Blow to knock an enemy down, then follow up with a rogue ability like Twin Fangs to inflict heavy damage on the downed opponent. Since the tactical camera pauses the action, it makes it much easier to set up combos like this.

Focus

Focus is a replenishable resource like stamina or mana. All characters have their own personal focus meter. But unlike with stamina or mana, all party members gain focus when a single party member deals damage. Focus is used to initiate powerful focus abilities, like the Inquisitor’s Mark of the Rift. These powerful abilities aren’t available until after the Inquisition evacuates Haven. The Inquisitor gains Mark of the Rift immediately following the escape from Haven. The other focus abilities are tied to class specializations. Each party member unlocks a specialization upon reaching Skyhold, and the Inquisitor can choose a specialization by completing trainer quests.

All focus abilities have three tiers. By default, only tier 1 of each focus ability is available. But through the acquisition of Inquisition perks you can access tier 2 and tier 3 focus abilities. Choose Cullen’s Advanced Focus and Master Focus perks to unlock these tier 2 and tier 3 abilities. Higher-tiered focus abilities usually deal more damage or last longer, making them more effective.

During combat, look for opportunities to maximize the use of your focus abilities. Since focus abilities can’t be triggered often, consider saving your focus for tough fights, such as those against bosses, dragons, or high-level Fade rifts. If each party member has a focus ability ready to go, even the toughest battles are survivable. Area-of-effect attacks like Mark of the Rift and Firestorm are particularly devastating—trigger these early in a fight to wipe out weaker enemies.

Focus Abilities
AbilityNameSpecializationDescription
Inquisitor
Mark of the Rift Inquisitor Mark of the Rift causes massive damage and can even kill some enemies instantly.
Rogue
Hail of Arrows Artificer You fire so quickly that enemies will swear there are at least two of you putting arrows into their ranks. While this ability is active, any archery ability you use is duplicated.
Thousand Cuts Assassin You choose a target, then dash to and fro—a shadow leaving blood with every leap. After you slice through other nearby foes, you land behind your target, striking deep.
Cloak of Shadows Tempest You go into stealth, and your allies follow your lead. The entire party remains undetected for the duration of the effect, even while attacking.
Warrior
Counterstrike Champion You push yourself to the limit, gaining full guard and taunting all nearby enemies. While the ability is active, you automatically counter all melee attacks.
Rampage Reaver You’re an unstoppable fury of physical force while this ability is active. Your attacks are harder and faster, and you gain health with each strike.
Rally Templar You inspire your allies to fight harder. Your party’s guard, stamina, and mana build over time, and all party members gain damage resistance against incoming attacks.
Mage
Resurgence Knight-Enchanter You call on benign spirits to restore you and your allies for continuing the fight. All party members are healed to full health, including those who have fallen unconscious, and a glyph around you provides ongoing healing to the party for the spell’s duration.
Haste Necromancer You increase the speed of the entire party. While this ability is active, all enemies move and attack more slowly by comparison.
Firestorm Rift Mage You summon flaming meteors, raining fire down upon enemies all over the area for the next several seconds.

Tip

To build focus faster, equip focus-boosting accessories like the Belt of Focus on all your party members. This allows you to use focus abilities more frequently.

Stacking Status Effects

In addition to inflicting damage, many abilities also apply a status effect. There are numerous status effects, and they affect their victims in various ways for a limited time. Many status effects stack, too, allowing you to apply multiple status effects to a single target. Pour on as many status effects as possible to greatly decrease an enemy’s performance while whittling away at their health. For example, use the rogue’s Poisoned Weapons ability to apply the poison status effect while a mage strikes with Winter’s Grasp to apply the frozen status effect. In this instance, the target is encased in ice while suffering continual damage from poison. In this sense, status effects are a true force multiplier and should be applied as frequently as possible to give your party an advantage in each engagement.

Status Effects
Status EffectNameDescription
Berserk Increases damage and movement speed. Additionally adds a layer of either barrier or guard, depending on the creature, and grants additional immunities to controlling effects.
Burning Creature takes fire damage over time. 
Chilled Creature’s movement speed is reduced by 25%.
Disruption Field Mage Knight-Enchanter ability: Creatures within the disruption field are slowed and weakened.
Fear Creature runs away in a panic. After 1.5 seconds any direct damage will break the effect.
Frozen Creature is disabled. 
Panic Creature runs away in a panic. After 1.5 seconds any direct damage will break the effect.
Paralyzed Creature is disabled.
Perceptive After a duration the player is removed from Stealth when near a perceptive creature. The duration is relative to the strength of the creature—usually 5-15 seconds.
Poisoned Creature takes nature damage over time.
Shocked Reduces resistance to fire, cold, and electricity by 20%.
Sleep Creature sleeps in place. Any direct damage will break the effect.
Snared Creature’s movement speed is reduced by 25%. 
Stealth Creature is untargetable unless the player is within 5 meters. Creatures in Stealth are still visible but harder to spot due to transparency.
Stunned Creature is disabled.
Taunted Creature is forced to target the caster for the duration. At the end of the forced targeting the caster is moved to the top of the threat table. 
Sundered Creature’s armor reduced by 20%.
Weakened Creature’s damage reduced by 15%.

Guard and Barrier

When selecting abilities for your warriors and mages, choose ones that enhance barriers and guard. Guard and barriers cover your characters’ health bars, preventing them from taking damage. Guard is generated by warriors in numerous ways and only degrades when you’re being attacked. Barrier is cast by mages as an AoE spell on party members and only lasts a few seconds. Together, guard and the Barrier ability make your party more durable and cut down on the number of healing potions they consume, which is essential during boss fights and dragon battles.

Developer Tip

CROSS-CLASS COMBOS

Dan Kading, Lead Combat Design

Cross-class combos require that an enemy be set up with a disabling status effect by one class (Stun for warriors, Sleep for rogues, Freeze or Paralyze for mages), then hit with a different class’s detonator ability (Impact for warriors, Precision for rogues, Eldritch for mages). However, each class has one specialization tree that grants a setup or detonator from a different class.

My favorite Inquisitor build is a dual-wielding rogue with the Tempest specialization. Flask of Frost will freeze enemies, normally only possible if you’re a mage. I can then circle and hit with Twin Fangs, dealing 4x damage for striking their flank and causing the Shatter cross-class combo for even further damage. I can then transition into an upgraded Flask of Fire, making all my abilities free for a few seconds, and use multiple Deathblows or Shadow Strikes depending on circumstance.

• Rupture: Heavy damage over time, ignoring armor

• Shatter: Heavy cold damage

• Discharge: Strong electric damage to all nearby enemies

• Nightmare: Strong damage and causes panicked status

• Weakness: Strong damage and causes weakness status

• Basic combo: Moderate bonus damage

Cross-Class Combos
SetupsImpact Detonator (Warrior)Precision Detonator (Rogue)Eldritch Detonator (Mage)
Warrior: Stun Basic Combo Rupture Weakness
Rogue: Sleep Rupture Basic Combo Nightmare
Mage: Freeze Shatter Shatter Basic Combo
Mage: Paralyze Discharge Discharge Basic Combo
PreviousSpecialization Quests NextClass Builds: Our Favorites