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Forums: Index > Game DiscussionInquisition perk wich are the most useful ?
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I want the opinion of this community as to which perk (gained at each inquisition level up not characters level up) are the most useful, and if possible the most beneficial order of acquisition for each level, (If you can add a few words or a phrase to explain why you picked a specific perk for your list and why you put it in that spot on your order of acquisition that would be even greater) thank in advance. DragonInquisitor (talk) 12:22, December 12, 2014 (UTC)

The perk to allow for more potions to be carried. Also, the perk to expand the number of items you can carry in your inventory. Also, Deft Hands Fine Tools so you can open the locked doors on the farm, in Redcliffe, and in the Fallow Mire. The extra ability point is also good, but you need 4 perks to get that. Believe it! (talk) 15:20, December 12, 2014 (UTC)

The "Codex" perks open up for more dialogue options, allowing you to say and do things you otherwise could not. That is quite good. Caspoi (talk) 16:43, December 12, 2014 (UTC)

The first perk on each list is good to grab because they add not only dialogue choices, but extra xp on codex entries. Deft Hands, Fine Tools you want to get as soon as possible. And then there are the ones to add extra potions and the extra potion slot. And the two for bag space so you can go up to 90 instead of 60. Those perks would take you up to Inquisition level 10. After that none of them really do a whole lot, so just choose whichever you like the most. GableDan87 (talk) 19:03, December 12, 2014 (UTC)

In addition to the ones above, I'm partial to Forward Scouts, which identifies quarries, landmarks and logging stands on the map. Very useful for upgrading Skyhold. Luper567 (talk)

My only issue with that one is that you only need a few of each to do the Skyhold upgrades, and it is easier to just look at a map online and spend that point elsewhere. GableDan87 (talk) 19:15, December 12, 2014 (UTC)

I would advise against getting the schematics perks; they were nowhere near my level (much weaker), and there weren't too many of them either. 31.185.238.83 (talk) 20:58, December 12, 2014 (UTC)

Thanks. I was wondering about those, but thought "nah". Believe it! (talk) 21:46, December 12, 2014 (UTC)
Yeah, I had thought about getting those too, but decided against them. I didn't figure they would be all that great. I don't think the herb perks are that great of an option either. You can easily go out and gather more than they give you. GableDan87 (talk) 21:49, December 12, 2014 (UTC)
That's odd, I got them towards the end of the game and it cave me a bunch of masterwork schematics. --108.28.238.178 (talk) 22:32, December 12, 2014 (UTC)
deft hands. it helps with certain quests, like one of blackwall's companion quests, you can't open the door and complete the objective unless you have the perk.
ForcesOfNature (talk) 22:35, December 12, 2014 (UTC)

I agree with mostly everything here. Deft Hands and the top codex ones are important (arcane, underworld, nobility, and history) are good to get, and extra inventory and potions. Then do stuff to build xp, resistance and focus. I would only pick stuff like schematics AFTER you hit crazy high levels (like level 20+) because you may end up with crap schematics. Optimal Cutting or the discounts are a waste. Palipride47 (talk) 23:49, December 17, 2014 (UTC)

Well the problem with the schematics is that they're only tier 2 masterworks, so while they're useful early/midgame they get significantly outclassed later on. Optimal cutting is also more useful than it sounds on paper. Whenever the effect procs it doesn't just give you 1 extra herb, it gives you between 2 and 8 so it actually is very useful for cutting down the amount of time you have to spend farming plants. Jsharkey621 (talk) 00:33, December 18, 2014 (UTC)

I'll definitely through my lot in with saying the "codex" upgrades are very important. I was actually able to recruit an agent I missed before thanks to the Arcane Knowledge upgrade. And as agents count for "perks put in" for a category, the more agents you get, the more you could safely ignore certain not-so-good perks so you can get the far more useful perks, like the Focus upgrades, or Deft Hands. Plus that mission time decrease is pretty handy too. King of Noobs 13:56, December 18, 2014 (UTC)

Yeah the dialogue perks are high priorities because of the benefits you get from having those dialogue choices and also the bonus to codex experience (which is not retroactive so the earlier the better). Other than that the really high priorites ones are the extra health potions (forces), deft hands, and focus upgrades (though those can wait until you actually have unlocked the more useful focus abilities). Other good ones are the Massache's method (forces) because it gives you more xp, advanced research (since the Xp is retroactive you can push this one off for some time), foward scouts is useful if you don't feel like using online pictures of the maps, and the tempered glass flasks is always useful. Jsharkey621 (talk) 14:48, December 18, 2014 (UTC)

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