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Advice on normal difficulty


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#26
Surango

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Valaz wrote...

cant understand why you say ff is great, it says friendly fire possibly but I tried casting it on alistair while in threaten stance and it didnt work, and due to that he died =/


Eh, personally I don't like to use threaten. Taunt works just as well at short range and doesn't add to your fatigue. Force field is a very useful spell though. But like any other, you just have to get used to how to use it. Like casting a fireball right in front of you with a mob charging. Or the glyph combo. Takes a bit to know the range so you don't paralyze your whole team.

#27
Valaz

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Surango wrote...

Valaz wrote...

cant understand why you say ff is great, it says friendly fire possibly but I tried casting it on alistair while in threaten stance and it didnt work, and due to that he died =/


Eh, personally I don't like to use threaten. Taunt works just as well at short range and doesn't add to your fatigue. Force field is a very useful spell though. But like any other, you just have to get used to how to use it. Like casting a fireball right in front of you with a mob charging. Or the glyph combo. Takes a bit to know the range so you don't paralyze your whole team.


But I cant even target my allies in battle it just cast it on the caster even if im targeting another ally in my party =/

I havent done the second line on alistair for taunt yet, shale has it but hes squishy early game with enough focus the ai can kill it easily and since its early game I dont have any healers yet, going to magi shortly for wynn....so not looking forward to the uldred battle lol.

#28
Surango

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Valaz wrote...



But I cant even target my allies in battle it just cast it on the caster even if im targeting another ally in my party =/


I've accidently done this a few times too, the camera clicks back a little and you hit the wrong person. It may be different on a console, but friendly spells it's easier to just click the portrait of the target. I haven't even had my TV plugged in for six months, so you can imagine what I know about consoles.:whistle:

#29
Valaz

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Surango wrote...

Valaz wrote...



But I cant even target my allies in battle it just cast it on the caster even if im targeting another ally in my party =/


I've accidently done this a few times too, the camera clicks back a little and you hit the wrong person. It may be different on a console, but friendly spells it's easier to just click the portrait of the target. I haven't even had my TV plugged in for six months, so you can imagine what I know about consoles.:whistle:


as far as i am aware you cant click portraits on ps3, and you cant highligght allies in battles either so please enlighten me, as the spell says friendly fire possible but ive not managed it in a battle, when not fighting its easy, but cant get a ally lock on during one.

#30
Carmen_Willow

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Valaz wrote...

ME is easier than DOA imo MUCH easier.


Maybe it's because I got used to Dragon Age first.

#31
Valaz

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Carmen_Willow wrote...

Valaz wrote...

ME is easier than DOA imo MUCH easier.


Maybe it's because I got used to Dragon Age first.


ME was easy on all difficulties, a new rpg'er could do it, ai was dumb.

#32
gatekeeper780

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Carmen_Willow wrote...

I on the other hand, cannot get the hang of ME's combat system. Perhpas it's being a leftie that throws me off, but by the time get my weapon aimed...I'm dead.....


I'm a lefty too, and I had to change a few keys so I could at least walk around and shoot. But ME combat was not bad at all the only thing you have to remember is to stay in cover and crouch when you need to. It might also help you to turn the target assist on in the options menu.

As for Dragon Age, as long as you have a healer, a rouge, and a tank, you should be fine. There is one revenant that you do have to fight (In redcliffe when you are saving the castle.) I suggest doing all of your other quests first and leveling beforeyou take on one. If you still have trouble, play the game on easy the first time through until you get a feel for things.

Having someone who can make lyrium potions and health poultices can help you out tremendously as well. Set an empty tactic slot on your mage to have them chug potions when there mana gets below a certain point, and have your melee chug a poultice when there health gets below a certain point.

#33
Surango

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Glad to be ambidextrous. Too bad I never cared for shooter games. I can barely bring myself to make an archer.

On spells, the spirit healer's life ward is nice to put on your tank right before a massive fight.That revanent gatekeeper mentions is a cake walk if Ser Perth survived the battle in the village. Open the gats and your team takes out the archers.

About the only way he won't survive is if you try fighting all those undead really close to the oil fire. He'll stay in it and kill himself.

#34
Dalereth

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Having an effective tank and dedicated healer can make the game feel easy on any difficulty. It can be tough at the beginning, but around level 12 or so you'll notice a drastic change. I'm simplifying rather than min/maxing here, but these basics have worked very well for me:

Tank (weapon and shield) - Strength to 42 as soon as possible, then rest into Dexterity. You want the heaviest armor you can get. For tactics, have Shield Wall and Threaten activated all the time, and simply use Taunt when enemies are attacking another character. Don't bother with offensive ability tactics until you're more comfortable because they'll just drain stamina making Taunt unavailable. Send the tank in first so the aggro defaults to him/her. Taunting right away can be helpful as well, if necessary.

Healer - Specialize in Spirit Healer. For simplicity I'd suggest just using the default "Healer" tactics setting, with two changes. First, the default heal ally tactic is set to < 25% health - switch it to < 50%. Second, set up a tactic to have Heroic Defense cast on your tank whenever he/she is being attacked by a melee or ranged attack.

Another important tip is to keep your Mages and Archers set to "Ranged" behavior on the Tactics screen so they don't wander into harm's way. With an effective tank and healer setup you can effectively pick your poison for the other two characters so long as they're doing some killing.

Spells like Force Field and Mana Clash can trivialize some fights as well, but I won't go into that much detail. It's probably more fun for you to explore that stuff on your own if you're managing aggro effectively.

#35
Valaz

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I decided to do the fade forst before redcliffe for the bonus stats, I just hope I havent gone too early because uldred is a royal PITA to beat.



As for rogues there not that great in da, loved them in nwn but sorry to say they are horrible in da.



Plus ai is a lot a smarter avoiding backstabs, normal mobs can be tricked but bosses rarely sit there and let you backstab them and stunning a boss for coup grace rarely happens.



I would rather run a shield antagonizer and a tough tank to soak damage, alistair and shale do a nice team I have my mage and wynn healing to back them up.

#36
Dalereth

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Rogues are actually fantastic in DA - my favourite class to play by a long shot. The damage numbers you can output backstabbing are just scary high with the right setup. Enemies actually will let you backstab them until the end of time if your tank is working effectively: massive armor, threaten plus taunt and you can backstab to your heart's content! Picking targets that are already focused on your tank helps.

#37
GithCheater

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I think I fought my first Revenant at low level in either in Redcliffe or the mage tower. I would CoC the Revenant then beat on it. If the Revenant chased my mage, I would run around tables while it chased me until I could cast CoC again ... rinse repeat ad nausium ...

Modifié par GithCheater, 28 avril 2010 - 02:27 .


#38
asaiasai

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Dalereth wrote...

Having an effective tank and dedicated healer can make the game feel easy on any difficulty. It can be tough at the beginning, but around level 12 or so you'll notice a drastic change. I'm simplifying rather than min/maxing here, but these basics have worked very well for me:

Tank (weapon and shield) - Strength to 42 as soon as possible, then rest into Dexterity. You want the heaviest armor you can get. For tactics, have Shield Wall and Threaten activated all the time, and simply use Taunt when enemies are attacking another character. Don't bother with offensive ability tactics until you're more comfortable because they'll just drain stamina making Taunt unavailable. Send the tank in first so the aggro defaults to him/her. Taunting right away can be helpful as well, if necessary.

Healer - Specialize in Spirit Healer. For simplicity I'd suggest just using the default "Healer" tactics setting, with two changes. First, the default heal ally tactic is set to < 25% health - switch it to < 50%. Second, set up a tactic to have Heroic Defense cast on your tank whenever he/she is being attacked by a melee or ranged attack.

Another important tip is to keep your Mages and Archers set to "Ranged" behavior on the Tactics screen so they don't wander into harm's way. With an effective tank and healer setup you can effectively pick your poison for the other two characters so long as they're doing some killing.

Spells like Force Field and Mana Clash can trivialize some fights as well, but I won't go into that much detail. It's probably more fun for you to explore that stuff on your own if you're managing aggro effectively.


Excelent advice but there is one more thing to remember. You must decide which enemy is the most dangerous. A properly specced tank will blow off quite a bit of melee damage, magic on the other hand can only be mitigated by magic ward, dispell magic and deomer runes, so imho magic damage is the most dangerous because it never misses, and seems to ignore armor class/rating. What this means is target selection which means kill the mages first, even if you have to taunt the melee and drag them around while you chase the mage, if you allow even a white named mage to hit your tank you will have a tougher time of the fight. Next on your hit list should be the archer classes, a stunned tank from a scattershot will not mitigate any damage while stunned. They are tougher to chase down because they will always try and move to range if you do not constantly engage them. 

Hope this helps
Asai 

#39
Valaz

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asaiasai wrote...

Dalereth wrote...

Having an effective tank and dedicated healer can make the game feel easy on any difficulty. It can be tough at the beginning, but around level 12 or so you'll notice a drastic change. I'm simplifying rather than min/maxing here, but these basics have worked very well for me:

Tank (weapon and shield) - Strength to 42 as soon as possible, then rest into Dexterity. You want the heaviest armor you can get. For tactics, have Shield Wall and Threaten activated all the time, and simply use Taunt when enemies are attacking another character. Don't bother with offensive ability tactics until you're more comfortable because they'll just drain stamina making Taunt unavailable. Send the tank in first so the aggro defaults to him/her. Taunting right away can be helpful as well, if necessary.

Healer - Specialize in Spirit Healer. For simplicity I'd suggest just using the default "Healer" tactics setting, with two changes. First, the default heal ally tactic is set to < 25% health - switch it to < 50%. Second, set up a tactic to have Heroic Defense cast on your tank whenever he/she is being attacked by a melee or ranged attack.

Another important tip is to keep your Mages and Archers set to "Ranged" behavior on the Tactics screen so they don't wander into harm's way. With an effective tank and healer setup you can effectively pick your poison for the other two characters so long as they're doing some killing.

Spells like Force Field and Mana Clash can trivialize some fights as well, but I won't go into that much detail. It's probably more fun for you to explore that stuff on your own if you're managing aggro effectively.


Excelent advice but there is one more thing to remember. You must decide which enemy is the most dangerous. A properly specced tank will blow off quite a bit of melee damage, magic on the other hand can only be mitigated by magic ward, dispell magic and deomer runes, so imho magic damage is the most dangerous because it never misses, and seems to ignore armor class/rating. What this means is target selection which means kill the mages first, even if you have to taunt the melee and drag them around while you chase the mage, if you allow even a white named mage to hit your tank you will have a tougher time of the fight. Next on your hit list should be the archer classes, a stunned tank from a scattershot will not mitigate any damage while stunned. They are tougher to chase down because they will always try and move to range if you do not constantly engage them. 

Hope this helps
Asai 


Couldnt of said that about mages better myself, take the fight in orzamaar (admittedly I went too early level wise) three melee 1 archer 1 mage, Had to taunt the melee while I hunted down the mage wasnt easy though.

As for playing a mage I found it boring and easy, I am doing a dex/cun rogue on hard now.