Dragon Age: The Veilguard – Rogue Abilities Guide


Quick Guide to Rogue Abilities

Rogues are cunning and adaptive. They fight with two swords and a bow while exploiting any weakness in their enemies.

Skill Tree Sections

  • Core [A], Sustain [B], Lord of Fortune [C], Control [D], Veil Jumper [E], Burst [F], Antivan Crow [G]

Specializations 

  • Saboteur [X], Veil Ranger [Y], Duelist [Z]

Combat Basics

  • Ranged Attack: Tap [Ranged] to quickly loose an Arrow or hold [Ranged] to charge up the shot
  • Charged Attack: Hold [Light] or [Heavy]
  • Sprint Attack: Tap [Sprint] while moving and then tap [Light] or [Heavy]
  • Jump Attack: While airborne, tap [Light], [Heavy], or [Ranged]
  • Dodge: Tap [Dodge] to sidestep an attack or double-tap [Dodge] to flip out of the way
  • Defend: Tap [Block] at the right time to block enemy attacks with your Swords

Resources

  • 8 Arrows for ranged bow attacks. Replenish over time
  • Momentum for Abilities. Generated by dodging, parrying, and dealing damage but lost when taking damage

Abilities

  • [A1] Static Strikes: [Strike, Duration] Deals 110 Electricity damage. Unleash twin bolts of lightning from your blades, shocking all enemies they strike. Fires 2 bolts, each dealing damage independently but traveling along the same path. Applies Weakened. Costs 50 Momentum
  • [B1] Pilfer: [Control, Tool] Deals 240 Physical damage. Add insult to injury by swiping a Potion when you slice up an enemy. Applies Bleeding on hit. The Potion is automatically consumed after being stolen. Detonates Overwhelmed. 60s CD
  • [B14] Lightning Flask: [Duration, Control] Deals 500 Electricity damage. Throw down a flask of bottled lightning that explodes, unleashing a storm of pain on nearby enemies. Deals damage in a large area upon impact, while creating an aura that deals Electric damage and applies Shocked to nearby enemies. Costs 50 Momentum
  • [C11] Explosive Trap: [Area, Tool] Deals 240 Physical damage. Repurpose Antaam explosives for your own use. Throw down an explosive trap that detonates when enemies get too close. Highly likely to disrupt enemies. Detonates Overwhelmed. 20s CD
  • [D1] Rain of Decay: [Area, Control] Deals 300 Necrotic damage. Rain death from above. Damage is inflicted each second to all enemies caught in the area of this attack. Costs 50 Momentum
  • [D14] Reeling Bolt: [Projectile, Tool] Deals 80 Electricity damage. Nock your bow with a special arrow that shocks and disorients enemies. Deals very high Stagger and applies Shocked to the primary target. Nearby enemies are pulled toward the target. Applies Weakened. 60s CD
  • [E11] Lightning Quiver: [Projectile, Control] Deals 450 Electricity damage. Unleash a storm of electric bolts that spread across the battlefield, peppering random enemies. Fires up to 7 bolts that randomly hit enemies across a large area. Costs 50 Momentum
  • [F1] Hurricane of Blades: [Area, Strike] Deals 350 Necrotic damage. Spin around in a ring of rapid strikes. Nearby enemies are hit up to 4 times. The final strike deals more damage. Costs 50 Momentum
  • [F14] Explosive Daggers: [Projectile, Duration] Deals 500 Physical damage. Unleash a barrage of sticky, explosive daggers. Fires 3 daggers that stick to their targets, then explode after a short time. Applies Sundered. Costs 50 Momentum
  • [G11] Toxic Dash: [Strike, Projectile] Deals 200 Necrotic damage. Dash toward your target to land a deadly blow. Applies Necrosis to the enemy. Applies Sundered. Costs 50 Momentum

Ultimate

  • [A2] Concussive Barrage: Deals 1600 Physical damage. Remind your enemies that a rogue’s pockets are often filled with danger… and explosives. Fire a barrage of concussive bombs that deal increased Stagger. The duration of any Staggered condition from this Ability is increased by 200%.

Traits

  • [A4] Evasive Maneuvers: [Dodge], [Dodge], then [Light], [Heavy], or [Ranged]. Use your speed to launch a powerful attack from an Extended Dodge. Also applies to recovering from being Knocked Down.
  • [A6] Exploding Arrow: [Ranged] + [Light]: Simultaneously performing a Light and Ranged attack attaches a sticky Arrow to a target in range. The Arrow explodes after a short delay.
  • [A8] Riposte: On Defend: [Light], [Heavy], or [Ranged]. After a successful Defend, you can now launch a powerful counterattack.
  • [E14] Hunter’s Focus: Hold [Ranged]. While Charging your Bow, pressing spends Momentum to temporarily sharpen your focus, slow down time, and let you aim with heightened accuracy. Aiming while airborne automatically triggers Hunter’s Focus.
  • [F4] Decisive Finale: [Light], [Light], [Light], [Light], [Heavy]. Unleash a decisive Heavy Final attack after a Light Attack Chain
  • [G14] Adrenaline: [Light] or [Heavy] or [Ranged] Attack Chain: Successfully striking targets 10 times without taking damage grants Adrenaline, causing your attacks to deal bonus damage and be more likely to disrupt enemies. Resets when taking damage or on combat end.
  • Leaping Shot: [Ranged] + [Jump]. Leap backward and fire an exploding Arrow into the ground. Deals damage over a small area around the point of impact.

Passives

  • [A7] Downfall: [Light] or [Heavy] while airborne: Jump attacks guarantee Critical hits if the target is Knocked Down.
  • [B2] Spill Blood: Maximum Bleeding stacks +1
  • [B3] Bulwark: Physical Resistance +10%
  • [B5] Providence: Advantage duration +20%
  • [B10] Rolling Momentum: Whenever you activate a Tool Ability, you gain 25 Momentum
  • [B8] Necessary Steps: Primer duration +20%
  • [B9] Shattering Control: Control Abilities deal 75% more damage vs. Armor
  • [B11] Swift Rebuke: Gain Momentum when you Perfect Dodge or perform a Perfect Defense
  • [B13] Improved Health: Health +100
  • [C4] Victory Rush: Defeating an enemy with a Takedown grants Necrotic Weapons. Your attacks also apply 25% bonus Stagger.
  • [C7] Salt in the Wound: Hitting an enemy with a Duration Ability increases any existing Affliction stacks by 1
  • [C12] Sharper Edge: Penetration +15%
  • [C15] Close Quarters Combat: Deal 15% more damage to all enemies within 10 meters
  • [C16] Pounce: Gain 50 Momentum and regain 25% of your Arrows after performing a successful Takedown
  • [D2] Salvaged Arrows: Arrows gained after defeating an enemy: +2
  • [D3] Enervation: Damage vs. Barrier +20%
  • [D10] Marked Target: Duration Abilities are Critical vs. enemies suffering from Bleeding
  • [D15] Traumatize: Takedown damage +15%
  • [E1] Light Armor Mastery: While wearing a Light Helm and Armor: Maximum Momentum +50. Weak Point damage +15%. Charged Bow show damage +20%
  • [E4] Poisonous Precision: Defeating an enemy by hitting their Weakpoint grants Necrotic Weapons. Necrotic Weapons lasts 50% longer.
  • [E15]: Charged and charged bow attacks now deal a guaranteed Critical hit if the enemy has Low Health
  • [F2] Sharper Edge: Penetration +15%
  • [F3] Staggering Blade: Sword Stagger +20%
  • [F5] Decisive Finish: Agile attack damage +10%. Charged attack damage +10%. Final attack damage +10%
  • [F6] Daring Counter: Defeating an enemy with a Strike Ability grants Deflect
  • [F7] Sniper’s Precision: Damage from Projectile Abilities cannot be reduced while Precision is active
  • [F8]: Light attacks deal 10% more Health damage
  • [F9] Piercing Strike: Strike Abilities grant 50% Penetration
  • [F10]: Projectile Abilities deal 75% more damage vs. Barrier
  • [F11] Momentous Occasion: Generate 25% more Momentum from Final attacks. The effect is doubled when you have Adrenaline.
  • [F12] Burst of Speed: Momentum generation +10%
  • [F13] Staggering Finale: Stagger from Final attacks +20%
  • [F15] Providence: Advantage duration +20%
  • [F16] Traumatize: Takedown damage +15%
  • [F17] Swift Death: Gain Quickened after defeating an enemy with a Critical hit
  • [F18] Conductive Shot: Projectile Abilities deal 100 Electric damage to enemies within 8 meters
  • [F19] Physical Strikes: Strike Abilities now deal Physical damage
  • [F20] Wrath: Critical damage +10%
  • [F21] Necrotic Fog: Spending Momentum deals 150 Necrotic damage to enemies within 6 meters
  • [G1] Medium Armor Mastery: While wearing a Medium Helm and Armor: Critical damage +20%. Sword damage +20%. Perfect Defense Momentum gained +50%
  • [G2] Death’s Blessing: Necrotic damage +10%
  • [G3] Desolate Malady: Affliction damage +10%
  • [G4] Poisoned Reply: Perfect Defense grants Necrotic Weapons. Necrotic Weapons deals 25% more damage.
  • [G5] Wrath: Critical damage +10%
  • [G6] Battlefield Awareness: Control Abilities deal Critical hits vs. Knocked Down enemies.
  • [G7] Assassination: Strike Abilities now deal a guaranteed Critical hit if the enemy has Low Health
  • [G8] Insidious Rot: Maximum Necrosis stacks +1
  • [G9] Mighty Strike: Strike Abilities deal 100% bonus Stagger vs. enemies suffering from an Affliction
  • [G10] Noxious Presence: Control Abilities release noxious fumes that apply Necrosis to nearby enemies.
  • [G12] Necessary Steps: Primer duration +20%
  • [G13] Arcane Defiance: Electric Resistance +10%. Necrotic Resistance +10%

Saboteur

A true swashbuckler, the Lords of Fortune Saboteur specializes in using explosives and other contraptions to weaken enemies, control the battlefield, and handle even the most dangerous situations.

Set the stage. Deploy explosives and turrets that devastate enemies, then pick them off with arrows.

Ability

  • [X2] Fortune’s Turret: [Duration, Tool] Deals 800 Physical damage. Throw down a mechanized turret that targets the closest enemy and peppers them with projectiles. When spent, the device explodes, dealing heavy damage likely to disrupt any enemies within range of the blast. 60s CD

Ultimate

  • [X1] Fortune’s Fury: Deals 1800 Physical damage. Embrace your fury, equipping a powerful, expendable weapon to bombard enemies. Fire a rapid stream of projectiles and then toss the weapon to deal additional damage. End the attack early by tapping [Ultimate].

Traits

  • [X5] Plague Arrow: Hold [Ranged]: You can now Charge your Arrows beyond the normal Charge level to apply Necrosis in an area around your target.
  • [X11] A Messy Death: Hold [Light] or [Heavy] or [Ranged] (lethal): Defeating an enemy with a Charged attack from any weapon causes an explosion after a short delay, dealing additional damage to all around them.

Passives

  • [X3] Sharper Edge: Penetration +15%
  • [X4] Precise Malady: For each equipped Duration Ability, Arrow regeneration increases by 35%.
  • [X6] Come Prepared: Maximum Arrows +2. Arrow regeneration: +20%
  • [X7] Calling the Shot: Every eighth Arrow hit grants you Precision. Your Final attacks grant 3 Arrows.
  • [X8] Trick Shot: Every fifth Arrow that strikes a single target splinters into projectiles that may hit nearby enemies.
  • [X9] Determination: Physical damage +10%
  • [X12] Deep Cut: Stagger on Weakpoint hit: +20%. Stagger on Critical hit: +20%.
  • [X10] Quick Fix: Defeating an enemy with a Tool Ability grants Quickened.
  • [X13] In the Fray: Defeating enemies at close range resets the duration of any active Advantages.
  • [X14] Inspired Takedowns: Performing a Takedown now deals 25% bonus damage, grants Rally Party, and reduces your party’s Ability cooldowns by 50%.

Veil Ranger

Using tactics learned in Arlathan, the Veil Ranger specializes in bringing down targets with charges, long range shots and pinpoint accuracy.

Hunt the enemy. Snipe enemies from afar using artifacts that charge arrows with dangerous, powerful magic.

Ability

  • [Y2] Storm’s Path: [Area, Projectile] Deals 350 Electricity damage. A Veil Jumper makes their own path. It just requires some creativity… or a lot of violence. Fire a massive blast from your Bow, damaging all enemies in the way. Detonates Overwhelmed. Costs 50 Momentum

Ultimate

  • [Y1] Twin Gifts of Arlathan: Deals 1800 Electricity damage. Discovering bizarre relics means Veil Jumpers toy with more experimental approaches to combat. Throw two entangled relic fragments that rapidly bounce between targets.

Traits

  • [Y5] Sniper’s Triumph: Hold [Ranged] (headshot). After a Charged Weakpoint headshot, your next shot will fire multiple Arrows at once.
  • [Y11] Archer’s Rhythm: Hold [Ranged], then release it at maximum charge. Firing a Charged Arrow the moment it reaches maximum Charge increases its damage by 50%.

Passives

  • [Y3] Shocking Malady: Shocked duration +20%
  • [Y4] Lightning Splash: Hitting an enemy with an Area Ability also applies Shocked.
  • [Y6] Double Shock: Maximum Shocked stacks: +1
  • [Y7] Storm’s Call: Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them.
  • [Y8] Death Blow: Hitting a Weakpoint on a Staggered enemy deals lethal damage.
  • [Y9] Amperage: Electric damage +10%
  • [Y10] Compound Bow: Your Bow’s base damage is added to all Projectile Ability damage.
  • [Y12] Marksmanship: Charged Bow damage + 10%
  • [Y13] Opportunity Shocks: When your Momentum is above 66%, Bows deal up to 75 additional Electric damage. The closer to a Perfect Shot, the stronger the effect.
  • [Y14] Hamstring: Knock Down enemies when your Charged Arrow hits their legs.

Duelist

Swift as the wind, the Antivan Crow Duelist specializes in dancing between blades and punishing enemies with devastating melee blows.

Draw your steel. Parry and dodge past enemies to gain strength with every strike.

Ability

  • [Z2] A Thousand Cuts: [Strike, Control] Deals 800 Necrotic damage. Assume a duelist’s pose, then rapidly slice and dice your opponent. Deals damage up to 16 times with an especially devastating final blow. Costs 100 Momentum

Ultimate

  • [Z1] Murder of Crows: Deals 1600 Necrotic damage. Use your advanced agility to cut down enemies foolish enough to challenge an Antivan Crow. Your enemies will think you have wings as you leap rapidly between nearby targets, dealing damage with each strike. The final leap deals significant damage to any enemies near the strike zone.

Traits

  • [Z5] Mounting Thrill: The Adrenaline effect now stacks up to 3 times, increasing its bonus damage and chance to disrupt enemies.
  • [Z11] Shall We Dance: [Light], shortly followed by [Light]. Performing a Light attack , waiting a short time, then performing another deals bonus damage and Stagger and grants Adrenaline.

Passives

  • [Z3] Concentration: Charged attack damage damage +10%
  • [Z4] Quick Control: Hitting an enemy with a Control ability permanently reduces their Defense by 5.
  • [Z6] Adrenaline Rush: Attacks to activate Adrenaline: -2
  • [Z7] Energy Burst: Gaining the Adrenaline effect increases your health and Momentum by 10%.
  • [Z8] Deflection: Lose only 1 Adrenaline charge when you take damage. With any active charges, you take 40% less damage.
  • [Z9] Death’s Blessing: Necrotic damage +10%
  • [Z10] Poisoned Blades: Strike Abilities apply Necrosis for each unique Primer on the target.
  • [Z12] Dynamic Gains: Maximum Momentum: +50
  • [Z13] Balanced Flow: Deal up to 30% more weapon damage and take up to 25% less damage relative to your current Momentum.
  • [Z14] Convert Energy: Your Charged attacks now consume 25 Momentum to deal 25% more damage and Stagger.

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