Swoo wrote...
Your build, party, tactics, micro-management, and surroundings are huge. Factor in AI stupidity as well, a few fights I've basically had to rope-a-dope the elite mob by just sending him running in circles around pillar's or pew's while my other party members wipe him out.
If you find yourself fighting in a nasty chokepoint, look around, see where you can fight on more favorable ground. Denerim is a perfect example with the ambush spots with three lines of archers; You can easily hide behind one of the gate walls, send a character out to take potshots at the archers, and watch them leave their protection to try to get a bead on you.
Absolutely. Once you become adept at using tactical positioning and obstacles, battles become much easier. Naturally, there is synergy between emphasizing range fighting and use of obstructions.
Things as simple as using defilade when ranged and prefering corners to central positions when forced to fight large groups of melee foes in close quarters can make a huge difference. There are many, many battle specific tactical positioning strategies.
Don't be afraid to run and line of sight enemies, and with mass pulls you can usually either nibble off a mob or three before engaging the entire group, or you can use crowd control to lower the incoming damage output until you whittle them down to a managable force.
Agreed. If you are going to get through with out death, the odds always have to be tilted in your party's favor. Dividing enemies in space and time can keep the balance of power on your side. Nimbling, using Replusion Glyphs at Choke Points and, again, corners are key here (especially when solo).
Lastly, magic healing makes a huuuuuge difference. Having a Mage with a decent investment in the Creation lines makes all the difference between a smashed tank and an effective tank. Lifeward can be a Godsend for those 3 Elite Drake Fights or 20 archers opening up at once. Being able to drop a Heal-Group Heal-Potion-Rejuv-Potion combo can keep a tank going when half a score of people beating on him.
Agreed. The Creation School can become extremely important in Dead-is Dead and No Reload play. Line 1 is great but, for my playing style, it's the Glyphs that do the heavy lifting. The Haste line helps too.
I've found that the easiest way to get through without reloading is to use a Glyph based defensive strategy with a group that has a comparative advantage in dealing damage from a distance: 3 Mages + Leliana or 2 Archers and 2 Mages. Melee may be fun and powerful, but it is often dangerous. Further, this approach foils the ever present central melee fighter-flanking archer gambit employed by enemy groups and many of the games most difficult fights become trivial if you simply plink away from a distance.
The basic battle plan I favor consists of establishing a Glyph of Repulsion + Glyph of Warding protected area at a choke point with Earthquake, Blizzard, and AoE damage spells placed in the enemy occupied zone.Those who survive the range damage and resist the Repulsion Glyph can get Cone of Cold-> Stonefist or Critical Shot, or Stone Fist/Shattering Shot to push them back into the Blizzard + Earthquake. They'll move slowly back to the Repulsion Glyph and they'll have to save against it again. Melee foes can typically be killed before they can threaten you and Glyph of Warding + Heroic Aura can negate Range Weapons. Major incursions into the party occupied area can be dealt with using Entropy School CC -> Regroup. Run -> Glyph of Repulsion at a choke point -> Paralysis Explosion. Is a good way to regroup. Bombs can be helpful when you need to cull fodder in the regroup phase.
In this approach, neutralizing mages via Mana Clash, Glyph of Neutralization + Arrow of Slaying, Etc is naturally priority one in any encouter with magic wielding enemies. Because once you have a clear comparative advantage from a distance, you win.
It's worth noting that Ranger pets can be helpful with this battle plan as well.
Of course, this is just one approach. There are other ways to navigate the adventure without death. Good luck finding them!
Best,
A.
A few more tips...
1) Pause. A lot.
2) Sidequests tend to be more dangerous than main plot quests. Don't get in over your head.
3) Single use items are extremely helpful if you are playing No Reload style. All those Salves and Incenses that often rot in the backpack can really tilt things to your advantage. You should never run out.
4) It goes without saying that you should never run out of potions- assuming you aren't restricing their use.
5) I always keep a full complement of bombs of every flavor in case I need to unload a lot of hurt fast. I use traps when possible.
6) Dispelling Abilities save lives.
7) A character with Combat Stealth + Arrow of Slaying + Bombs + Traps + Summons almost always has an effective plan B at their disposal. The Ranger/Duelist Rogue Archer is a formidible character in No Reload play.
Note Well: Even with good tactics, No Reload attempts often end in death- especially on higher difficulty levels. I know I've lost a lot of No Reload candidates and I'm probably not alone there. People tend to talk about the successes naturally. It's definitely a feasible playing style though.
Modifié par Alesia_BH, 23 juin 2010 - 06:04 .





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