For Rion, the Inquisition is the last hope for mages. The Mage-Templar war has taken the lives of so many and the Elementalist can’t take any more of this bloodshed. After seeing the abuses that occurred in Kirkwall, Rion was quick to join the rebellion. Through working with the Inquisition, he believes he can both help save the world and better relations with mage and the rest of the world.
The Elementalist is an arcane powerhouse of Dragon Age Inquisition. Sure he has Barrier far down the Control tree, but other than that Rion exist to elementally annihilate those foolish enough to stand in his way. As the name suggests, the Elementalist has power over fire, lightning, and cold. Do you build him to specialize or a little bit of everything?
Here are his abilities:
Destruction:
Tier 1:
Immolate – 400% damage, 150% burning per sec for 8 secs, 3 meters, 16 sec cooldown, 35 mana
Teri 2:
Flashfire – 300% damage, 8 sec fear, 20 sec cooldown, cost 65 mana
Conductive Current – 5% more damage per 10% missing mana
Stonefist – summon boulder that does 500% damage, 8 sec cooldown, cost 50 mana
Tier 3:
Control of the Elements – status effects last 15% longer, +3 Magic
Flashpoint – Crits reduce cooldowns by 10 secs, +3 Magic
Defiant – +5 Magic, +4 Cun
Tier 4:
Wall of Fire – 6 meters, last 20 secs, 200% damage as burning for 8 secs, 4 sec fear, 32 sec cooldown, cost 35 mana
Clean Burn – each spell reduces cooldown by 1 sec, +3 Willpower
Fire Mine – 1,600% damage, 3 sec delay, 24 sec cooldown, cost 35 mana
Tier 5:
Death Siphon – foe deaths around you give 20 mana and 10% HP back, +3 Con
Pyromancer – burning and fear durations increased by 25% longer, +3 Willpower
Stormbringer – random lighting bolts, 300% damage, radius 24 meters, 15 sec cooldown, +3 Magic
Tier 6:
Energy Barrage – 12 projectiles, 66% damage, 16 sec cooldown, cost 50 mana
Firestorm – 12 hits, 100% damage, 60 secs cooldown, cost 65 mana
Control:
Tier 1:
Winter’s Grasp – 200% damage, 4 sec freeze, 8 sec chill, 16 sec cooldown, cost 65 mana
Tier 2:
Peaceful Aura – 50% threat reduction, +3 Willpower
Fade Step – teleport forward, 2 secs, 12 sec cooldown
Fade Cloak – become untargetable and pass through foes for 2 secs, 12 secs cooldown, 20 mana
Tier 3:
Gathering Storm – basic attacks reduced cooldowns by 0.5 secs, +3 Willpower
Winter Stillness – standing skill for 3 secs grants 50% mana regen rate, +3 Willpower
Frost Mastery – 25% freeze and chill duration bonus, +3 Magic
Tier 4:
Static Charge – 100% damage, shocked for 6 secs, +3 Con
Lightning Bolt – 200% damage, 2 sec paralyze per enemy around, 24 sec cooldown, 65 mana cost
Guardian Spirit – 100% barrier when near death, 60 sec cooldown, +3 Con
Ice Mine – 6 sec freeze, 3 sec delay, 18 sec cooldown, cost 35 mana
Ice Armor – 50% damage reduction, +3 Willpower
Tier 5:
Chaotic Focus – 50% barrier focus, +3 Magic
Barrier – 1,956 barrier HP, 4 meters, 24 sec cooldown, cost 50 mana
Veiled Riposte – while barrier is up foes take 20% dealt damage to selves, +3 Magic
Tier 6:
Strength of Spirits – 50% barrier bonus
No matter how you build the Elementalist, your goal should be ranged DPS. In any difficulty above Routine, I’m going to go ahead and say you better take Barrier. This ability saves parties and allows them to hold out just –that– much more. Trust me, I get it. If you’re going all fire and brimstone, literally raining down hell on your foes, the LAST thing you want to be thinking about is putting a Barrier down to help your teammates. Teamwork though bro, if that big dude in plate is taking all the hits so you don’t have to, do him a solid.
Think of the Destruction tree as the fire tree and the Control tree as your ‘everything else’ tree. To specialize in fire is not the worst idea so nearly you have a whole tree dedicated to the cause. There are two sub paths here. Do you go for raw damage or crowd control? Spells like Wall of Fire and Fire Mine can set up traps for enemies while spells like Flash Fire can cause fear. Fire Storm is a nasty AoE at your disposal. To maximize damage, equip a fire staff and cast Energy Barrage at high risk targets. This will drop their fire resistance down so much that everything you do will be far more devastating.
The Control tree does just that, controls. Barriers will keep your party alive, ice spells will slow and freeze, and electricity spells will shock and paralyze. All of these status effects will help your party survive. It’s not the sort of raw damage Destruction brings, but it is still solid DPS. Definitely take a trip to Control of the Elements in the Destruction tree to make all of these key elemental effects last longer – especially if that is ‘your thing’ desired with the build.
Hybrid builds are suggested for survivability. Having that one hard CC move or escape plan on top of the fiery carnage won’t be frowned upon. As per any ‘glass cannon’ build, the DPS stops the moment you die. Also, just because something works stupid well on Routine doesn’t mean it will hold up on harder difficulty. The Elementalist is fun for creating those huge numbers but don’t target poorly and pull aggro. Bessssst of luck, burn everything!
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