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1h Str Warrior No-Potion NM Solo


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#1
T0rin3

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Well, I'm back after a 6 month hiatus from DA, which I took after finishing my second NM solo with a rogue. (http://social.biowar...66/index/285107)

I did a quick search of the forum to see what other people might have solo'd with while I was away, and found several Rogue and Mage solos, and a single Warrior solo by Timortis. After reading the exhaustive thread by Timortis, and seeing that he was now doing no-potion NM solos, I figured I would too.

When I stopped playing DA back in December, I was becoming intrigued by the notion of the "unkillable warrior". I don't recall why I was doing it, but I had loaded an old NM party save near the Witherfang fight, I think maybe as part of some research I was doing for one of my NM rogue playthroughs. I had re-equipped Alistair with better armor, and thrown him into the dungeon crawl leading up to Witherfang, namely the fight vs all those werewolves. I remembered everyone being killed except for Alistair, and him being surrounded by a bunch of werewolves dealing only 1 damage. Mind you, this is with no attempt made to optimize his equipment, I just threw some massive armor on him and went through the Brecilian Temple to get to Witherfang.

This was a single, brief, fond memory of this conception of the "unkillable warrior" I had when I was pondering what to restart DA as. I had already exhausted the fun of playing practically every Rogue build, and was generally exhausted with the use of Combat Stealth to manage more difficult solos. This concept of a no-potion NM solo held my interest, but I thought that if I had Lifegiver and Stealth, how is that really any different from using potions? If need be, you just stealth and sit around waiting for your health to regen. Is that really in the spirit of a no-potion solo? Well, regardless, I had enough of using stealth, specifically Combat Stealth, and decided I would try something new.

The idea of the mage NM solo was, well suffice to say, not terribly interesting to me. I spent enough time abusing overpowered mage spells in my party playthroughs, and after having read the patch notes from 1.02 and 1.03, seeing several mage spells nerfed, I didn't want to go down that road of potential disappointment.

With all that in mind, I decided to delve back into the idea of the "unkillable warrior", to see if I could actually make it pan out. One complaint I had from a previous NM solo, was the use of the dog+mother for the Human Noble origin playthrough as Rogue, but the conclusion that it was otherwise impossible to do without them. Well, this time around, I was going to go into this NM solo as somewhat of a purist, with the following rules:

1) No potions.
2) No compansions, ever. If you have no choice but to bring one along (human origin, branka fight, etc.), you leave them at the start of the map in the "hold" pattern, so as to ensure they do not contribute at all to the fight.
3) No use of compansion skills.
4) Nightmare difficulty.

The idea I was attempting to accomplish was simple, create the most defensive warrior I could, while skewing attributes towards strength to ensure at least decent damage output. I immediately went onto the DA Wiki and other sites via google search, to see what other people thought about the "tank warrior". I read a lot about the 2h warrior, and how good Indomitable was. But indomitable doesn't give me armor. DW doesn't give armor, and it doesn't give knockdown immunity, so I think my choice was clear: 1h + shield.

On the topic of specializations, I knew Templar was a core of my build, as I couldn't live without Knight Commander's Armor and it's 40% spell resistance. Beyond that, I was and am still up in the air about the second specialization.

Berserker gives health regen, strength and damage, but has a penalty to stamina regen. (which I've actually come to rely pretty heavily on for damage output)

Reaver gives constitution, physical resistance, a heal (although this is borderline breaking the no-potion rule) and a damage output boost at lower health. (which I find myself at half the time)

Champion gives attack and defense bonus, as well as an AoE attack debuff and knockdown.

Incorporating one of these into my build would need to accomplish the following:

1) Fill any gaps in my build, namely defense, health (regen or total health) and damage output.
2) Not hinder the goal of the build, which is to be as survivable as possible.

To me, I'm thinking it should be either Reaver or Champion. Reaver would give me a boost to damage output at lower life, which I do eventually get to a lot. The con is useful, but the physical resistance is not so much, as what do I really have to resist when I'm immune to knockdowns? It does help on the occasional stun. I'm really at odds with the heal, if I can't use potions, even a single one, why is it ok to use a heal? Is it because it's on a longer-than-potion cooldown? Is it because I had to use a talent point to get it?

On the flip side, Champion didn't really offer me all that much. The attack and defense bonuses are nice, defense especially as most of my defense comes from equipment, not dexterity. The AoE weaken/knockdown is great, because it essentially gives me an even bigger boost to defense, and with high strength gives me a short period of effective invulnerability, as everyone is sitting on their butts. The extra willpower is nice too, as I can always use more stamina to spam my talents early before I become reliant on regen.

I'm level 10 now, so I've got time to think it over, but I'm leaning towards Champion, as I don't really like the "gray area" that Reaver's heal brings to my NM solo rules. (no potion)

On the topic of equipment, this is what I have in mind:

Helmet: Bergen's Honor (highest armor) / Helm of Honnleath (good armor, boost to defense/damage from stats)
Body: Knight Commander's Armor (40% spell resistance)
Hands: Gloves of Diligence (highest armor/defense) / Ancient Elven Gloves (decent armor, 4% spell resistance)
Feet: Boots of Diligence (highest armor/defense)
Neck: The Spellward (30% spell resistance)
Belt: Andruil's Blessing (stats, stam regen)
Ring 1: Lifegiver (con, health regen)
Ring 2: Key to the City (4% magic resistance, stats)
Weapon: Starfang (dex for defense, damage)
Shield: Duncan's Shield/Warden Shield (2nd best defense, 15 stam, stam regen) / Fade Wall (3rd best defense, stam regen, 25 stam) / Howe's Shield (best defense, no stam regen, -10 stam) / Havard's Aegis (4% spell resistance)

Obviously I'm still up in the air about the shield and gloves. Without considering either, I have 74% resistance. With runes on my weapon, I can easily get that to 94%. Gloves and Shield can put that to 100%, or with one of them 98%. I'm most tempted to use neither, and stick with 94% or maybe even a little less in order to add more damage to my weapon. In most scenarios, I do not think that having 100% spell resistance is necessary. Even in the scenarios where having it is critical (Gaxkang, crushing prison fights), having 100% is not necessary to pass the fight.

One thing I have come to learn is that in lieu of ridiculously high defense (that you might expect from a pure dex build), armor is absolutely critical. For this solo warrior, I found that having high armor early was necessary to pass a number of fights without using potions. Armor is one of those things that when stacked with a high priority (using as much +armor from equipment as possible, and the highest armor values as possible) that it becomes extremely powerful. It is easy to substitute defense (the ability to dodge hits) with armor, because what really is the difference between taking 0 or 1 damage from everything, and those attacks outright missing? Very little, considering health regen on equipment. I find that with high armor, decent defense, good health and health regen that I spend the majority of my fights at very close to full health.

The one problem with relying on armor vs defense, is that inevitably you come against enemies that have good armor penetration or just outright deal enough damage to overcome your health regen. So far, and I've only achieved level 10 on this solo run, these individuals are so few and far between that you can focus on them and ignores all of the others that are stuck dealing 0 or 1 damage. Whether this can be sustained long term is still up in the air, and one of the things that I hope to receive feedback on. If you encountered several enemies that could either penetrate your armor to a good degree, or just did enough damage to counter your health regen, then I may have to consider rethinking this build entirely. Until that time comes, I have to assume that the reliance on armor is solid.

But, from the first 10 levels, it seems that this is very viable. Damage output seems to be decent, especially if you grab Starfang early, and with the emphasis on strength over con or dex, it should remain good throughout the game. I was able to breeze through the Human Noble origin with little to no reloading at all, even without dog+mother. The emphasis on early shield talents made most fights trivial, and you get a decent starting shield+sword from the armory to keep you happy until you can acquire something for the long term. Shield Wall is very solid for the long term, and gives good boosts to everything this build is about. Since I can completely neglect the second line of warrior talents (that focus on attack rating), I have an abundance of talent points. At level 10, I think I have 4-5 points unspent, simply because I do not need/want the Templar talents I could acquire at this point, and because I've focused on Persuasion early and could not acquire the 4th tier talents for 1h+shield. I predict having some talent points leftover that I may be able to use to dip into either DW or 2h talents later in the game, depending on how I feel abotu Templar abilities in the long term.

So there you have it. I have no idea if people even care about NM solos this far after the release of DA:O, but half of this stuff is still new to me, since I took a 6 month break from the game. Hopefully a handful of people will have some good feedback to consider before I solidify my build.

Modifié par T0rin3, 14 juin 2010 - 05:06 .


#2
swk3000

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As far as your second spec goes, here's my advice:



Reaver: No. You're already questioning it, so stay away from it to keep to the core of your build.



Champion: Honestly, I'd say this is probably your best bet, simply for War Cry. SnS Warriors don't get any AoE abilities, and Templars only get Holy Smite. A second AoE as backup would be nice to get breathing room.



Berserker: Berserk gives penalties to Stamina Regen, but once you pick up Constraint, that penalty is -1 Stamina Regen. That's easily overcome with the Andruil's Blessing, which you're already using.



Other than that, the only advice I have is on Spell Resistance. If you're going to go with Spell Resistance, don't half-ass it. Go for 100%. A small chance to get hit with a Curse of Mortality is still a chance, and could get you killed. Fill the slots on Starfang with the proper Dweomer Runes as soon as you can get them. Otherwise, you're tempting fate.



I'd definitely be interested in the details of your build. Early stat and talent goals, and general strategies for the fights. After all, SnS warriors don't have an AoE attack until they pick up a specializtion, so early fights can be difficult.

#3
T0rin3

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swk3000 wrote...

Other than that, the only advice I have is on Spell Resistance. If you're going to go with Spell Resistance, don't half-ass it. Go for 100%. A small chance to get hit with a Curse of Mortality is still a chance, and could get you killed. Fill the slots on Starfang with the proper Dweomer Runes as soon as you can get them. Otherwise, you're tempting fate.

I'd definitely be interested in the details of your build. Early stat and talent goals, and general strategies for the fights. After all, SnS warriors don't have an AoE attack until they pick up a specializtion, so early fights can be difficult.

Well the main reason I'm unconerned with 94% vs 100%, or 90% vs 100% is that I can reload. I understand that getting unlucky with a  6% chance of having a Crush Prison or Curse of Mortality land on me could be bad, or even fatal, but the odds of it happening are so small that it really isn't going to ruin my experience. Mind you, I wouldn't consider going through the game with 70% resistance because the odds of having to reload mean I'll be reloading significantly more often than I would with 94%, but I do have an understanding that some reloading is inevitable, even with a buidl like this.

One thing I like about this build is that it very much minimizes the odds of something going terribly wrong. With as good as the rogue builds are in a NM solo, you do have to reload a decent amount of times because the character is more susceptible to spells, and the odds of something going critically wrong are much higher. I'm ok with the occasional reload, because for all intents and purposes, I really don't have to reload unless I want to do something differently or in a different order than I already have. For example, last night I reloaded after freeing Connor from the demon, because I wanted to roleplay the "remorseless templar", and just outright kill Connor. (which I actually had not done in my previous 6-7 playthroughs)

I'd be glad to detail some of my early picks, as I had to do a little bit of experimenting on the order to get through the Human Noble origin without using a potion, but I'll reserve that for when I'm settled in my second spec, and have time to see how some things pan out in the level 15ish development timeframe.

#4
swk3000

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The reason I'm suggesting to go with the 100% Spell Resist is because getting to the Mage quickly enough to Shield Bash him requires a certain amount of luck, and I never like depending on luck. Going with 100% Spell Resist means a Mage can't kill me directly, and a high Armor Rating means that even if he manages to do something like freeze me, the melee enemies can't kill me while I'm frozen. It eliminates the luck factor, which means I spend less time cursing over the same segment of play and more time enjoying the game.

#5
Arttis

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Let me guess this is on the PC.

Anyone hear of solo nightmare runs for x box?

I find it quite difficult.

#6
Last Darkness

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Well it depends, do you want more damage or survivability?

Stay away from Reaver.

Champion is actualy only good if your Def stacking and it dosnt sound like you are. Which BTW just get 160 defense and nothing in the game can actualy hit you. Easy enough nightmare run.

Rethink the Berserker class.

Berserk gives a nice in combat health regen bonus, +10 mental resitance and +8 damage on every attack. You regen health faster and do a bit more damage this certainly helps.



I also agree just get the 100% spell resistance so you dont have to ever worry about it.



Ive had excellent results with a sword and shield tank that was 26 dex, 90+ str Berserker/Reaver who used poisons guy. Also dont discount Blightblood from the new DLC its a bit faster to get then Starfang though never use poisons on it as it removes its naturaly poisoned state permanetly.

#7
T0rin3

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I'm not def stacking in regards to stat distribution (it's pretty much all going into str, except for the 26 dex needed for shield skills), but I do have decent defense right now... 96 or so I believe. I certainly don't want to have only enough str to equip armor, and end up using a dagger or something like that, but defense is still useful to me.

But since I've reached my dex cap (26) and already have everything that would increase defense (except maybe helm of honnleath), I don't really forsee having/getting any more than 96 defense without rally. The question would be, is 106 defense with rally and War Cry (for -10 attack on enemies and mass knockdown) going to be worth it? I'll never hit 160 defense, so if the added 10 defense and -10 attack on enemies is not going to give me more survivability than +1.5 health regen and +8 damage (killing enemies fast does seem to be a cornerstone of my survivability), then Berserker would be a fine enough choice.

One of the major goals in combat right now is to take out any enemies that deal enough damage or have high enough armor penetration to deal more than 0 or 1 damage, which are usually just the yellows and reds. With Death Blow, I can take out multiple yellows fast enough to stay alive without using potions by spamming skills, and Berserker would certainly help in that regard. I do have some accuracy issues against some reds (like Revenants), but that is nothing strength will not eventually resolve.

Right now, it is ultimately just a debate of defense vs damage, and whether killing enemies faster with +8 damage from berserk will overcome the loss of defense from rally/war cry. I think I'll just need to make a save when I hit 14 (maybe tonight) and try out both to see which works better.

The only challenging fights so far have been the ones where there are multiple enemies (3-4) that can hit me for more than 0-1 each, and that damage has a chance to stack up. Usually those are always ranged attacks as well, so the -attack from War Cry will not do anything to help, and 10 extra defense may not make any noticable impact. The extra health regen will actually be very welcome in offsetting the damage I take during these kind of fights, and I'd be willing to bet without doing any testing first, that 1.5 health regen is much more valuable than 10 defense against the ranged attacks.

I think I'll give Berserker a try, it's starting to sound like it would give me more survivability from a "best defense is a good offense" perspective. I just wish there were better ways to increase armor, I don't think I'll ever be able to get to 50.

#8
swk3000

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Frankly, I don't think it's possible to hit 50 armor on your own, period.

#9
beancounter501

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I would say Berserker is one of the more weaker warrior specs. +8 To Dmg is nice and all, but my Warriors never have a problem killing things. If your avg target has 300 Health and you hit for 50 before Zerk(Which is really low) then adding Zerk may allow you to kill something in 5 vs 6 hits. But 50 pts of dmg a hit is pretty low, odds are it will not actually impact your hit - kill rate. The Health Regen is completely minor - it will not save your butt.



The top Warrior Spec in my mind is Champion. Rally for the +10 Hit/Defense. War Cry for the -10 attack/Knockdown. A total of +10 Hit/ + 20 Defense. Blows out Zerk. And Final Blow? Final Blow stinks. A high str Warrior can deal out just as much dmg from a Shield Pummel as a Final Blow. Plus it does not spend all of your stamina in one shot.



After Champion, I wound go Templar or Reaver. Reaver take to only the second talent and Templar all the way.




#10
swk3000

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Last I knew, Rally actually caused stamina to drain constantly. I don't know if it was ever fixed, or if that's still how it works.

#11
Last Darkness

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Its definetly a fine line between the two. I disagree with beancounter501 on simple fact of how the abilitys work. Rally is up as a sustained ok +10 defense and attack early game are great but later game not a large of a difference. Warcry yes is nice but useless verus archers/mages in most situations. Verus Berserk, first off no one takes final blow leaving a skill point to be used elsewhere maybe helping you get closer to Perfect Striking. Berserk you can have up practicaly always and it does help. The +8 damage a hit+Runes will add a ton of damage the faster your weapon is of course. The health regen is nice but it synergises well with other items to help your health regen like the Lifegiver ring which together is pretty impressive.
I like the idea of combat regening a little more and doing a little more damage a hit per fight to stretch it out more. Though correct me if im wroung here beancounter501 if the champion is better for someone doing a solo nightmare run using no healing items or pots ever.

@T0rin3
Look into poisons still.
dragonage.wikia.com/wiki/Poison-Making
I like the Poisons that Proc Stuns and around 8 nature damage.

Modifié par Last Darkness, 18 juin 2010 - 06:10 .


#12
Arttis

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I always found it odd that all solo nightmare runs are being done on PC.Anyone else agree?

Every single person to claim to do it and explained in depth has been using the PC. Anyone have any idea why?


#13
beancounter501

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@LastDarkness - a lot of people underrate the attack rating, even the defense rating. And it is easy too, because a higher attack does not make your damage numbers bigger. But unless you are automatically hitting every single shot adding 10 points to your attack can easily equal add 10% to 15% more damage. Which for a lot of strength warrior builds is a lot higher then 8 points. BTW,when your level is in the mid teens you need about a 130 to 140 attack rating to auto hit most criters, you need about 164 attack rating to auto hit Reavers. Reavers have the highest defense I have ever seen in the game.



And for defense, I will take +20 Defense over +1.5 Health Regen. Plus a group knockdown every 20 seconds.

#14
Arttis

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I noticed in the rules taking advantage of glitches DLCitems *that start in your inventory*

And cheats were not included.

Does this mean you use them?

#15
T0rin3

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glitches DLCitems? Is that a mod?

No, I do not use cheats, what would be the point of putting all these limitations on myself, only to cheat?

You're right, I made no such disclaimers, I figured it was a given. A major point to doing a NM solo is the challenge. To further that challenge, I do it with a warrior. To further that challenge, I use no potions. If I'm going to cheat, I might as well just use a party, or play on Easy.

On the topic of Berserker vs Champion, I'm still up in the air. I did not get to level 14 last night like I had hoped, I struggled a bit on the final Trial of the Crows mission... that is one hard mission to do without stealth or potions, and very much about tactical positioning of yourself to limit enemy exposure. I can't recount how many times I died to a stupid crossbow bolt, while I had the melee enemies locked down with talents. But I did learn two things... I don't have nearly enough defense to counter ranged enemies (they practically always hit), and that health regen from berserk is looking a lot more appealing.

Since I am using no potions, the health regen from Lifegiver and my armor are the only thing that sustain me in a fight. For kicks, I sat down and figured out what my defense would look like if I switched to a 2h build, and man, it was grim. I'd lose 6 armor and something like 30 defense, and would only gain around 8 damage and a single AoE attack. I'm pretty sure the lost defense and armor would not be compensated by my ability to kill a couple melee enemies twice as fast.

Having the high armor and health regen, it is basically a war of attrition where I hope to regen enough to counter multiple enemies whittling away at my life. Earlier on I could just rest on my laurels, simply having high armor and everything doing 0 and 1 damage was enough. Now, the only thing doing 0 and 1 damage are whites in melee, even ranged whites will break through my armor and hit me in the teens. If I go into a fight with several yellows, especially ranged yellows, or reds, the prospects are particularly grim, to the point that I doubt the viability of the build. Mind you, my basic approach to any fight is just to rush headlong into everything, tank it all, and kill prioritized enemies 1 at a time. The further I get into the game, the less effective my capped armor is. And since the only thing that is scaling with my level is offense, I don't think that long term, my defense is going to hold up against later game challenges.

The one thing that sets the Warrior solo apart from Mage or Rogue, is the lack of "reset button". If all else fails, the rogue simply hits Combat Stealth and walks away. The mage can FF itself, wait for abilities to cooldown and mana/health to regen, then come out swinging. The warrior goes into a fight, and either kills everything or dies trying. The one thing I refuse to do is use a ranged weapon to segment fights into several pieces. I'm ok with only aggroing a handful of enemies (it seems that aggroing by getting close enough always ends up pulling 2-5 enemies, instead of 1 with a ranged attack) vs a roomful of enemies, or using terrain to prevent complete 360 degree access to attack my warrior, or fighting melee enemies while using walls to block the line of sight of ranged enemies, but I don't want this solo to devolve into me cheesing out the AI because my build is not up to the task. I guess I should augment my rules to reflect that.

I'm going to give Champion a fair shake, but from a hypothetical approach, I do not think that 10 defense is going to help enough against ranged enemies. I know for a fact that the 1.5 health regen from Berserker will be very good, stacked up with Lifegiver. I really do not need that much help against melee enemies, as that seems to be where this build excels. An added -10 attack against melee targets, or a knockdown, isn't going to win me any fights I would otherwise lose. Really, countering the ranged attacks is my only chance, and being able to dispatch multiple ranged enemies as quickly as possible is what will make or break the build. The +8 from berserker, while not a lot in the grand scheme, will help accomplish that. Once the ranged are dead, the added health regen will allow me to win the attrition fight.

@ Last Darkness: I do plan to take Poison Making now that I've finished Persuasion and Combat Mastery, as well as Stealing. Not sure which I plan to do first, it'll probably depend on how near-future fights are going. 1 poison goes a long way, since you can use any poisons you find or buy. I mainly just want stealing to make money and do the stealing quests in Denerim.

Modifié par T0rin3, 18 juin 2010 - 02:04 .


#16
swk3000

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You know, it's sounding more and more like Cailan's Armor, Maric's Blade, and the Lifegiver are going to be the way to go. Maric's Blade and the Lifegiver give +7.5 Combat Health Regen on the 360 (+3.75 Combat Health Regen on the PC). I'm not sure what the exact number is for the Cailan's Armor set, but I do know that it's very noticeable. The Wikia says it's +5, but fails to note whether that's for the PC version or the 360 version, or whether there's a difference.

#17
beancounter501

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Not sure I agree with the War of Attrition part. A group knockdown on the melee toons with War Cry means that NONE of the melee guys are evening swinging at you for four or five seconds. Giving you time to launch an Assault and Shield Pummel which should hopefully kill one or two guys.



Afterward when you charge the archers War Cry should have recharged letting you knock them down as well. Lots of ways to mitgate dmg - best way is to make sure no one is on their feet attacking.



Heck if you wanted you can War Cry the melee mobs and then pull back out of site of the Archers. I would not consider that cheesing it in a solo play. And War Cry + Rally is a +20 to defense. More then Shield Defense! Health regen from berserk is 1.5 points every two seconds. Over 30 seconds that is 22 Health. I really don't see how that is going to save your butt.



@SWK - I would agree about Cailen's Armor. You get + 20 Dodge, Health Regen and the Highest AR rating in the game. Not to mention a huge -25 to fatigue. It is top notch stuff.




#18
swk3000

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I actually used Cailan's Armor on my Arcane Warrior until I could get Wade's Superior Heavy Dragon armor. That and Cailan's Arms is a very solid set.

#19
T0rin3

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swk3000 wrote...

You know, it's sounding more and more like Cailan's Armor, Maric's Blade, and the Lifegiver are going to be the way to go. Maric's Blade and the Lifegiver give +7.5 Combat Health Regen on the 360 (+3.75 Combat Health Regen on the PC). I'm not sure what the exact number is for the Cailan's Armor set, but I do know that it's very noticeable. The Wikia says it's +5, but fails to note whether that's for the PC version or the 360 version, or whether there's a difference.

The one major problem with Cailan's Armor is that it doesn't have 40% spell resistance.

The armor is good, the health regen is good, but you get bumped down to 60% spell resistance, and that's bad. As much as more armor and health regen are needed for defending against people using bows and crossbows, they are nowhere near as bad as the mages.

beancounter501 wrote...

Not sure I agree with the War of
Attrition part. A group knockdown on the melee toons with War Cry means
that NONE of the melee guys are evening swinging at you for four or
five seconds. Giving you time to launch an Assault and Shield Pummel
which should hopefully kill one or two guys.

Afterward when you
charge the archers War Cry should have recharged letting you knock them
down as well. Lots of ways to mitgate dmg - best way is to make sure no
one is on their feet attacking.

Well I'm definitely going to give this a try, but based on how my fights have been playing out, I think killing faster is going to be more important than an extra knockdown.

Modifié par T0rin3, 18 juin 2010 - 06:50 .


#20
blademaster7

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T0rin3 wrote...
The one major problem with Cailan's Armor is that it doesn't have 40% spell resistance.

Who says you can't have both?

If you see a mage just swap your armor. It only takes a couple of seconds.

You can dismiss it as a cheesy tactic I guess, but why limit yourself?

#21
Last Darkness

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I think beancounter501 and I are both right from different perspectives. Its hard to argue, I agree with the war of attrition part myself and can attest to how nice that extra health regen is WITH other health regen gear. And that +20 to defense from Warcry/Rally dosnt work perfectly since its only +20 for either melee or ranged and +10 to whatever ones you didnt hit it with. Fighting guys in melee+Warcry is certainly gonna debuff the melee guys but those archers are still hitting you the same none the less.

T0rin3 can you give us your stat numbers for Attack, Armor, Defense, Health regen etc.

Look at what gives you the best ebnefit on the whole and go with that or you have the respec mod. setup a decent enough fight, save and try both specs in that fight and let us know how it goes.

#22
beancounter501

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^^ Completely agree about the test fights. Real tests always trump theory craft

#23
Arttis

Arttis
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So how did you afford Lifegiver early?

And the armor?

And it seems you talk of switching to 2h does this mean you use a respec console command?

Well goodluck on the queen spider in deep roads try to find as much nature resist as you can.

I personally find it extremely hard to solo NM on xbox due to one or a few enemies that look white yet have much more health and hit much more often.*even using health pots/not taking advantage of infinte elf roots*

If anyone finds a Solo player on x box that is not using a mage would love to hear about it.

#24
T0rin3

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Arttis wrote...

So how did you afford Lifegiver early?
And the armor?
And it seems you talk of switching to 2h does this mean you use a respec console command?
Well goodluck on the queen spider in deep roads try to find as much nature resist as you can.
I personally find it extremely hard to solo NM on xbox due to one or a few enemies that look white yet have much more health and hit much more often.*even using health pots/not taking advantage of infinte elf roots*
If anyone finds a Solo player on x box that is not using a mage would love to hear about it.

Lifegiver was the first item I saved up for, I used the precious materials quest in Orzammar to get the majority of my early money (with persuasion), and other than that I just sold all the crap on my companions and everything else I had. Did some easy chanter's board/mage's collective/sidequests in general to make some easy money. Got my weapon from the Warden's Keep quests, which are easy enough early on, the armor is cheap (26 gold or something?), the gloves and boots are practically free, key to the city is free, the helmet is practically free, looted my shield along the way, the only other items worth anything are the belt and amulet. I've got the amulet so far, but the belt I'm still working on.

I talked of switching to 2h in theory, haven't actually tried it yet, but it was easy enough to compare the damage from Starfang 1h to Starfang 2h, turn off Shield Wall, unequip my shield and weapon and subtract any defense I get from Dexterity that I wouldn't have if using a 2h build.

Nature resist should be easy, I already have a greater nature salve, and will probably find more by the time I get there.

Last Darkness wrote...

T0rin3 can you give us your stat
numbers for Attack, Armor, Defense, Health regen etc.

105 attack, 45 armor, 89 defense, 54.5 damage, 3 health regen, 2 stamina regen, 100% spell resistance.

This is with Shield Wall on, no other buffs.

55 str, 31 dex, 29 will, 17 magic, 18 cunning, 29 con. Will have +4 to all stats once I get helm of honnleath and andruil's blessing.

Modifié par T0rin3, 18 juin 2010 - 11:09 .


#25
swk3000

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Those stats obviously have the Fade Essences included, but do they also include your equipment? And how did you develop your stats? Also, how did you get 45 armor? I didn't think it was possible to get it even that high.