Even the elven Dalish see purpose in aiding the mighty Inquisition. Neria agreed to join the cause as an emissary for the Dalish. The Keeper brings both protective and primal magic to the table giving her massive offensive and protective prowess. Her will and resolve are constantly proven and tested in per performances.
The Keeper is one of three starting classes available the moment you boot up Dragon Age Inquisition’s multiplayer. Like the Legionnaire and Archer, there is nothing wrong with this class. Being a “starting class” doesn’t mean they are weaker than ones you must unlock. The Keeper excels at barriers and shocking.
Let’s look at Neria’s abilities:
Protection:
Tier: 1
Barrier – 2,004 HP, 4 meters, 25 secs cooldown, 50 mana
- -Elegant Defense – -4 cooldown
Tier 2:
Fade Step – forward teleport for 2 seconds, 12 secs cooldown
- -Frost Step – adds 300% damage, 8 secs of chill
Rejuvenating Barrier – active barriers cause 35% mana regeneration, +3 Con
Fade Cloak – become untargetable and pass through foes for 2 secs, 12 secs cooldown, 20 mana
- -Decloaking Blast – rematerialize inside enemy for 1000% weapon damage as spirit damage
Tier 3:
Reinforced Barrier – your barriers add 10% damage resistance, +3 Willpower
Peaceful Aura – threat Reduction 50%, +3 Willpower
Proud – Con +3, Willpower +3, Magic +3
Tier 4:
Guardian Spirit – Barrier when near death, barrier 100%, 60 secs cooldown, +3 Con
Cycle of Life – Allies get buffs when you fall, HP 100%, 50% bonus damage, 10 secs duration, 60 secs cooldown, +3 Con
Mana Surge – Broken barriers freeze foes, 3 meters for 2 secs, +3 magic
Tier 5:
Veiled Riposte – while barrier is up foes take 20% returned damage, +3 Magic
Nature’s Shield – gain 10% magical resistances, +3 Willpower
Knight-Protector – barriers lost 35% longer, +3 Con
Tier 6:
Static Cage – trap enemies in cage for 8 seconds, 9 meters, 2 secs paralyzed, 32 secs cooldown, 65 mana
- -Lightning Cage – 50% weapon damage as electricity
Winter Stillness – stand idle for 3 seconds to gain 50% more mana regen, +3 Willpower
Disruption Field – foes in field lose 50% speed, 3 meters, last 10 secs, 24 secs cooldown, 65 mana
- -Stasis Lock – 99% speed reduction, 5 secs duration
Tier 7:
Strength of the Spirits – barriers bonus of 50%
Primal Spirit:
Tier 1:
Chain Lightning – 5 meters, 4 hits, 2505 damage, shocked for 8 secs, 8 secs cooldown, 50 mana
- -Arcing Surge – +4 meter distance, 2 more hits
Tier 2:
Mind blast – enemies struck less likely to attack you in 5 meters, 8 secs cooldown, 20 mana
- -Fortifying Blast – 10% barrier raised
Clean Burn – every spell cast reduces cooldowns by 1 sec, +3 Willpower
Dispel – removes hostile effects in 5 meters, 8 secs cooldown, 35 mana
- -Transmute Magic – gives 50% barrior, increases damage by 25%, last 10 secs
Tier 3:
Stormbringer – lighting randomly strikes in combat, 300% damage, 25 meters, 15 secs cooldown, +3 magic
Veilstrike –fist knocks foes to ground in 5 meters, 24 secs cooldown, 35 mana
- -Punching Down – weakens foes for 10 secs, 15 less mana
Conductive Current – 5% more damage per 10% missing mana
Lightning Bolt – strike and paralyze single foe, 200% damage, 2 secs stun per nearby enemy, 24 secs cooldown, 65 mana
- -Exploding Bolt – 2005 per creature within 4 meters of target
Static Charge – foes take 100% weapon damage and are shocked for 6 secs while attacking you while casting, +3 Con
Tier 4:
Smothering Veil – weakened foes do 30% less damage, +3 Willpower
Disturbance of Spirit – spells can weaken foes, 5% chance for 6 secs, +3 Willpower
Encircling Veil – weakened foes take 25% more damage, +3 magic
Tier 5:
Restorative Veil – damaging weakened foes returns 10% mana, +3 Magic
Gathering Storm – every basic attack reduces cooldowns by 0.5 secs, +3 Willpower
Twisting Veil – 15% more damage vs weakend foes, +3 magic
Tier 6:
Energy Barrage – 12 projectiles, 66% weapon damage, 16 secs cooldown, 50 mana
- -Energy Bombardment – each hit reduces magic resistance by 2% of the type of your staff
The two trees of the Keeper have some overlap in synergy but the bread and butter depends in your decision to be a damage/crowd control or a barrier/protective fiend. Sure you can dip a bit into each but with only four abilities and the desire to maximize both, you will probably find yourself more wanting to focus on one over the other.
For Protection builds, basically every passive is good in the protection tree. This will build up powerful barriers that happen both you command them to and when specific scenarios are fulfilled. Clear Burn and Disturbance of Spirit are not bad pickups from Primal if you have the points to keep your cooldowns lower – depending your playstyle. For abilities, definitely keep and cherish barrier and the rest is up to how much DPS vs. supportive you want to go. Disruption Field is always useful while Dispel is more situational. Regardless, you should have some slows or paralyzing moves such as Veilstrike or Lighting Bolt.
What I like about the Keeper is that there isn’t that straightforward “cookie cutter” build that nearly everyone at level 20 strives for. She about what roll you want to perform and then excels at that pretty damn well. If Keeper is one of your primary classes, I can easily see one or two promotes until you get her exactly where you want her. Play her, test out abilities, mix and match, and make what suits you best.