Aller au contenu

Photo

To those who find Normal difficulty too hard, but won't go "Easy". Tips to kick butt inside!


  • Veuillez vous connecter pour répondre
118 réponses à ce sujet

#26
emote_control

emote_control
  • Members
  • 2 messages
bump


#27
nimzar

nimzar
  • Members
  • 235 messages
One small thing I've just thought of:



“You can’t give up hope just because it’s hopeless. You have to hope even harder, and cover your ears, and go blah blah blah blah blah!”


In this game it means if you've reached a point in battle where it seems you cannot win don't automatically reload. Pause the game and think out a solution before hand--this can turn what looks like a wipe at the later stages of battle into a miraculous recovery (Say boss sitting at 15% health and the only surviving member is your mage-planning out crowd control and mana management can turn this into a potential save). And if you do wipe two minutes later (One and a half minutes of planning and 30 seconds of being squished) you really didn't waste THAT much time (and had it worked you may have saved yourself four minutes of battling + one or two minutes of loading time).

#28
V0IDWALKER

V0IDWALKER
  • Members
  • 29 messages
I found a great tactic also is to set your rogue character (or off-tank) to intercept any mobs that slip through and start attacking your mage. I did this by setting a tactic up for enemy>attacks Morrigan (or Wyne - whichever you are using - or yourself if you are the spellcaster), and the response as attack. This helps to keep those vital healers alive, and means you yourself can concentrate on killing off the other mobs. This is especially useful if you are playing as the main tank (as I am). Gotta keep those squishy mages up and running.
Also if you are using Morrigan aways train her in at least some basic healing, it's well worth the one skill point for the amount it cuts down on potion usage and deaths.
Always make sure you set a high priority tactic for a mage to heal a party member who's health falls under 50%, setting it any lower than this is risking them being taken out by a critical hit. Also if you have a heal over time spell with your mage, setting a tactic to start this regeneration process off when they drop below 75% helps to counter the damage they will receive. I managed to more than half my party deaths by incorporating these tactics.
I find it also helps when facing a boss to take control of your mage, and concentrate on healing and keeping your party alive, also manually spam away at lith potions to keep the spellcaster healing when in control.
It is also a very good idea to set a tactic for your healer to take lith potions when their mana gets low, this will keep the healing coming. Always make sure you have a healthy stock of lith potions for your caster.
Warriors are the muscle of your party, rogues are the claws, but the mages are the backbone that hold everything else up, so don't let them die.

Modifié par V0IDWALKER, 10 novembre 2009 - 09:24 .


#29
Scorus

Scorus
  • Members
  • 92 messages

nimzar wrote...

One small thing I've just thought of:

“You can’t give up hope just because it’s hopeless. You have to hope even harder, and cover your ears, and go blah blah blah blah blah!”

In this game it means if you've reached a point in battle where it seems you cannot win don't automatically reload. Pause the game and think out a solution before hand--this can turn what looks like a wipe at the later stages of battle into a miraculous recovery (Say boss sitting at 15% health and the only surviving member is your mage-planning out crowd control and mana management can turn this into a potential save). And if you do wipe two minutes later (One and a half minutes of planning and 30 seconds of being squished) you really didn't waste THAT much time (and had it worked you may have saved yourself four minutes of battling + one or two minutes of loading time).


This is accually better advice than it might initially sound like. I've had similar situations with only 1 party member remaining alive. Paused the game, reviewed all the skills in my disposal, thought out a strategy and 1 minute later the battle was won. :)

#30
Guest_Johohoho.Ehehehe_*

Guest_Johohoho.Ehehehe_*
  • Guests
Thank you. Especially for the info that a new patch is out. I check the DLC regularly from the game menu but I have missed it somehow. And the tips are great, repetition is a mother to wisdom (Czech proverb).

#31
Guest_Johohoho.Ehehehe_*

Guest_Johohoho.Ehehehe_*
  • Guests
I take the liberty of adding something. It might sound obvious though:

* Use abilities when appropriate. Micromanage you party so it won't happen that one target receives Shield Pummel and Dirty Attack from both the warrior and the rogue at the same time. Two stunning attacks do not stack (wow, it is almost a rhyme). Time your massive stunning abilities like Dread Howl or Mind Blast so they come twice during the battle when most needed (they have an unpleasant cooldown so use them wisely with maximum effect).

* Learn the abilities and make your own routine combos, such as Dirty Fighting + attack with passive Coup De Grace. Do not underestimate the abilities that don't make an immediate effect, such as Below the Belt, Disorient etc. They slow down the enemy or at least impose some penalties on them, so use it on the strongest adversaries.

* A wounded enemy does the same damage as a healthy one unless they have an injury or other penalties. So focus on one or two enemies until they are down. It's pointless to wound all enemies and then start finishing them.

* Tactics are not everything. Consider them a safeguard in case you miss something in the heat of battle, such as dispatching the enemy attacking you mage (as already pointed out by Scorus). Don't be lazy, try flanking you enemies and especially rogue must always strike from behind or to flanking area respectively. Enemy is following you? Throw some dirt into their eyes and get around them!

* Know your inventory. Use poisons with you rogue, use protections against the element used by an enemy mage.

* Lure some enemies out of the battle. If anyone attacks your mage or archer just run away in circles. They might become occupied by pursuing him and the rest of the party would have easier time for a while. For instance, the Ogre in the Tower of Ishal fell in love with my archer, so I make him pursuing him while getting punishment from my mage. Such a battle would not occupy Top 10 in Bards' Chart but it did a job done, right?

(I will edit my post should I remember something more. I hope that it helped.)

Modifié par Johohoho.Ehehehe, 10 novembre 2009 - 10:15 .


#32
Scorus

Scorus
  • Members
  • 92 messages
Added your tips as well Johohoho :)

If you come up with more, post another reply. Easier for me to keep track, and it will bump the thread to have it catch the eye of the guys having difficulties. :)

#33
Guest_Johohoho.Ehehehe_*

Guest_Johohoho.Ehehehe_*
  • Guests
* Lure some enemies out of the battle. If anyone attacks your mage or archer just run away in circles. They might become occupied by pursuing him and the rest of the party would have easier time for a while. For instance, the Ogre in the Tower of Ishal fell in love with my archer, so I make him pursuing him while getting punishment from my mage. Such a battle would not occupy Top 10 in Bards' Chart but it did a job done, right?

#34
nimzar

nimzar
  • Members
  • 235 messages

Johohoho.Ehehehe wrote...

For instance, the Ogre in the Towe of Ishal fell in love with my archer, so I make him pursuing him while getting punishment from my mage sniping him. Such a battle would not occupy Top 10 in Bards' Chart but it did a job done, right?


lol, the same thing happened to me on my second run through that part of the game (on hard) :D

I though "Oh, well" and pulled out Alistair's and Generic guard's bows and peppered the Ogre with arrows and staff missiles while the crossbowman ran around in a large circle (I imagine he was soiling his pants with that huge thing so focused on him).

#35
Inarai

Inarai
  • Members
  • 1 078 messages

nimzar wrote...

Johohoho.Ehehehe wrote...

For instance, the Ogre in the Towe of Ishal fell in love with my archer, so I make him pursuing him while getting punishment from my mage sniping him. Such a battle would not occupy Top 10 in Bards' Chart but it did a job done, right?


lol, the same thing happened to me on my second run through that part of the game (on hard) :D

I though "Oh, well" and pulled out Alistair's and Generic guard's bows and peppered the Ogre with arrows and staff missiles while the crossbowman ran around in a large circle (I imagine he was soiling his pants with that huge thing so focused on him).


Okay, now I've got this mental image of a guard running from the Ogre, screaming like a little girl...

Now, to complete the humour, make that guard a dwarf fighter instead.

#36
JaylaClark

JaylaClark
  • Members
  • 910 messages
Okay, half the time my party DOES miraculously recover with a mere two of us left, and that's an amazing feeling, I have to admit.



Still, there are more than a few too many 12-on-3-plus-healer fights (Wynne is a little not-so-good at the offense, whereas Morrigan is more offensive -- in more ways than one, of course -- but Group Heal is a little too important to my tastes) where it's too damn difficult to keep everyone, and I mean EVERYONE, from getting flanked.



(Okay, most of them are 9 or 10 so far, but ... sheesh. For a game that bonuses flanking people, it's more than a bit of a challenge to triple up on one at a time without getting triple-teamed yourself. Every time it's more than two on one odds, I have to redo the fight at least once.)

#37
GreenTaint

GreenTaint
  • Members
  • 36 messages
is there a patch for the 360 version?and also thanks for the tips I didnt know your party can heal themselves ive been doing the pause switch thing for most of the game:),and I thought it was just me having probs on normal!

#38
GreenTaint

GreenTaint
  • Members
  • 36 messages
is there a patch for the 360 version?and also thanks for the tips I didnt know your party can heal themselves ive been doing the pause switch thing for most of the game:),and I thought it was just me having probs on normal!

#39
nimzar

nimzar
  • Members
  • 235 messages

Okay, now I've got this mental image of a guard running from the Ogre, screaming like a little girl...

Now, to complete the humour, make that guard a dwarf fighter instead.

Glad to have entertained you :D

Still, there are more than a few too many 12-on-3-plus-healer fights (Wynne is a little not-so-good at the offense, whereas Morrigan is more offensive -- in more ways than one, of course -- but Group Heal is a little too important to my tastes) where it's too damn difficult to keep everyone, and I mean EVERYONE, from getting flanked.
(Okay, most of them are 9 or 10 so far, but ... sheesh. For a game that bonuses flanking people, it's more than a bit of a challenge to triple up on one at a time without getting triple-teamed yourself. Every time it's more than two on one odds, I have to redo the fight at least once.)

Use crowd control if you are being overwhelmed by numbers. Taking one or more enemies out of the battle for a short time, can turn to a what seems like a massive zerg rush into an easy mop up.

Also I have linked to this topic in my sig. I suggest anyone who has found this topic useful (or has contributed an idea) do the same.

Modifié par nimzar, 10 novembre 2009 - 10:37 .


#40
Scorus

Scorus
  • Members
  • 92 messages
Thanks for the linking nimzar! Hope we can spread the useful tips all about! :) I know I've gotten more ideas on how to properly party manage and play the game even better after getting input from all of you guys! ;D

#41
TimeStreamer

TimeStreamer
  • Members
  • 16 messages
The following is my advice based on my experience so far. I hope it helps. Some of this has been said already.

General
Save. Save early, save often. Get in the habit of quick-saving before you attempt anything and after every accomplishment.

Pause. Pause as often as necessary. Combat is deceptively fast in this game. Make sure you always have a clear understanding of the current tactical situation.

Put it in Manual. Play the game as if your party AI is a darkspawn sleeper agent. Always assume it will do something to hurt you when you’re not looking. Similarly, disable auto-levelup for everyone.

Focus Fire. It is much better to face 2 enemies with full health than 4 enemies with half health. If you see that the current target has only a sliver of HP left, switch 3 of the party members to the next so you don’t waste 3 attacks on a corpse.

Prioritize Targets. In general, I recommend thinking about 2 quantities: (A) Offense (how much damage can this enemy do to my party) and (B) Defense (how long do I estimate it will take me to kill this enemy). Kill enemies in decreasing order of A/B (i.e. A divided by B). Usually this means:
  • Mages
  • Archers who are readily accessible (They usually have noticeably less health and armor than their melee counterparts, and their range makes them more of a threat to your squishies)
  • Rogue types (high-ish offense, low-ish defense)
  • Warrior types (high-ish defense, low-ish offense)
  • Hard to reach archers
The one complication is the yellow/orange enemies. Since they often have high offense and high defense, their A/B is in the middle, but fighting them in the middle of the encounter is usually sub-optimal. Decide early on to kill them right after the mages or to save them for last, and stick to that plan unless you have a good reason to change it.

Balance the Party. I’m not saying that you must have at least 1 representative of each base class… but you should (at least until you get the hang of things). Who you should take depends on how you’ve built the PC, but in general:
  • Healer = Wynne. Her name is pronounced “Win” – this is not an accident. Unless your PC is a Spirit Healer, you should be very reluctant to leave her at camp. Having said that, Morrigan with Heal is a viable, albeit inferior, substitute – just be prepared to spend more money on potions.
  • Tank = Alistair. Every party needs a tank, and his Templar abilities can be a lifesaver against mages. While 2 tanks can work, you’d be better off with someone more offense oriented if the PC is a tank.
  • Skills = Leliana. Picking locks and disarming traps are important jobs. You can eventually replace her with Zevran, but you’ll want to improve his picking/trap capabilities first. If the PC is a skill rogue, build Leliana and Zevran for DPS, or vice-versa.
  • DPS = your choice. I suspect this will often be the PC. If not, try to pick someone who offsets the weaknesses of the other 3. Pretty much anyone can fill this slot if you build them for it. Focus on damage and crowd control.
Mage
Every mage should strongly consider taking Heal (it’s great value for 1 talent point). Group Heal is really awesome, but don’t feel forced into taking Spirit Healer just for that.

Having damage spells is good (and fun) but stuns, knock-downs, etc. are very important. Aim for a diverse set of abilities, rather than many flavors of damage. Unlike warriors and rogues, there is no incentive to stick to one school; cherry pick the best spells from all 4. Look for combos and synergies.

If you focus on one damage type (e.g. cold) you can load up the tank with resistance gear for that type.

The usefulness of some spells is highly dependent on the party composition. If you have 3 melee combatants, then Flaming/Frost/Telekinetic Weapons is great. If you have 3 ranged combatants, it’s a waste of mana. Note that archers get no benefit from these spells (you have to buy/find magic arrows).

Glyph of Repulsion is big enough to completely block doorways. Most enemies will be trapped in the room for a while, so cast an AoE in the room as soon as the glyph appears on the floor. Usually you can position the mage so that enemies don’t have line-of-sight on the mage, and thus cannot interrupt the casting. Any enemies that do make it past the glyph will be easy pickings for your other 3 party members.

Spell combos are substantially more effective than the sum of their component effects. In particular:
  • Death Cloud + Death Hex is possibly the most lethal attack in the game. On Normal, this alone can kill almost anything.
  • Vulnerability Hex + Drain Life will hurt an enemy a lot and heal you a lot in one go.
  • Spell Might + Blizzard + Tempest can kill a whole room (including your party – use with care!)
  • Spell Might + Animate Dead is an expendable, renewable off-tank.
Rogue
Flank. Flank. Flank. Flank. ;) A rogue should get behind whoever the tank is fighting and backstab away. Failing to do so is throwing away damage.
The Deft Hands branch is vital.

Decide right away which branches each rogue is going to take or not take. If you dabble in everything you will be lousy at everything. It is generally better to continue one branch until you reach the end (or a level restriction) before moving on to another branch.

In particular, decide ASAP whether or not the character will eventually take Lethality. Distribute attribute points with this choice in mind.

Pick dual weapons or archery; do not pursue both. If you can’t decide, dual weapons is less trouble (trying to keep the mage and the rogue out of melee is harder than just the mage).

Warrior
Pretend the archery tree isn’t there. I mean it; look away now.
Choose your role and focus on doing that one thing well.
  • Tank. Focus on the Weapon and Shield tree, and the Powerful branch.
  • Hard-hitter. Focus on the Two-Handed tree and the Precise Striking branch.
  • Squishy-slayer. Focus on the Dual Weapon tree and your 2 specializations.
Keep upgrading your equipment.

You are not invincible, even in your top-tier super armor. Watch your HP and heal as needed.

Modifié par TimeStreamer, 10 novembre 2009 - 11:18 .


#42
apoc_reg

apoc_reg
  • Members
  • 459 messages
Can someone give advice on level up point distribution?

Ie should i ONLY put points in magic and willpower (ending up with still only 10-12 in the other attruibutes) or should i distribute more widely?

Thanks

#43
Scorus

Scorus
  • Members
  • 92 messages

apoc_reg wrote...

Can someone give advice on level up point distribution?

Ie should i ONLY put points in magic and willpower (ending up with still only 10-12 in the other attruibutes) or should i distribute more widely?

Thanks


It really depends on what class you are, but I'd guess you are mage since it's regarding Magic and Willpower.

With my character I took Cunning to 16 to max out the persuation talent.
Then I just went Magic 3-4 points over Willpower all the way. The remainder of my points have been procured trough certain shrines in a certain part of the main quest line ;)

#44
Scorus

Scorus
  • Members
  • 92 messages
Excellent stuff TimeStreamer!

I've added most of it to the main topic, as some where already covered. ;)

Cheers mate!

#45
apoc_reg

apoc_reg
  • Members
  • 459 messages
Thanks ;-)

#46
V0IDWALKER

V0IDWALKER
  • Members
  • 29 messages

apoc_reg wrote...

Can someone give advice on level up point distribution?

Ie should i ONLY put points in magic and willpower (ending up with still only 10-12 in the other attruibutes) or should i distribute more widely?

Thanks


Depends on what you are wanting to achieve. If you spread the points you will be a bit of a jack-of-all trades (master of none) type character, it will make you versatile for different situation, but it will mean that you will not be the most powerful character in your party. If you streamline into one area it means that you will be great in some areas, but not so good in others, so it is important to back yourself up with characters who cater to your weaknesses in your party, and help to balance it out. For example I am a warrior and I went for strength and bezerker style. I am not good with defense so I leveled up Alistar to take all the damage and be good at this, and I just dish out damage as much as I can, also I have no range capability so I take along a spell-caster at all times. For a mage, don't bother with strength at all unless you are wanting a Arcane Warrior specialisation where strength will alter your damage with the weapons you can use. Hope this helps.

#47
Guest_TrueWhipsnade_*

Guest_TrueWhipsnade_*
  • Guests
Just to add the perspective. A lot of the people finding it hard or haven't played older RPG's like NWN or Balder's Gate are the one's playing this on the consoles (360&PS3). So might be helpful to think about tactics when those guys have to play differently, so not always so helpful.

Personally I play on 360 and I'm an veteran of the NWN's and Balder's Gate, so I have a clue but it is just naturally harder as this is a PC game put onto a console.

#48
menaceuk

menaceuk
  • Members
  • 1 messages
Great post very usefull stuff indeed.

#49
nimzar

nimzar
  • Members
  • 235 messages
TrueWhipsnade, I had honestly not thought of it. To me this game was obviously designed with the PC in mind, so I tend to forget that it's also for consoles.

The problem is most people only play one version of the game and for many of the veterans of older tactical rpgs PC is the way we went. (Admittedly I didn't have much of a choice as I don't have a current gen. console. My PC can only run it on min. settings).

Could you perhaps shed some light on some of the major control differences--maybe point out which of the gameplay tips don't work on the consoles?

Modifié par nimzar, 10 novembre 2009 - 11:54 .


#50
V0IDWALKER

V0IDWALKER
  • Members
  • 29 messages

TrueWhipsnade wrote...

Just to add the perspective. A lot of the people finding it hard or haven't played older RPG's like NWN or Balder's Gate are the one's playing this on the consoles (360&PS3). So might be helpful to think about tactics when those guys have to play differently, so not always so helpful.
Personally I play on 360 and I'm an veteran of the NWN's and Balder's Gate, so I have a clue but it is just naturally harder as this is a PC game put onto a console.


I'm playing on 360 and I find that all this information is very useful whether on console or on PC.