Rogues
#1
Posté 24 octobre 2009 - 02:59
I've been playing around a little with Dragon Age: Journeys, as my city elf rogue.
I'm not sure how accurately this represents the real game, but I would hope to a degree when coming to skills and such. I find my rogue to be a real lackluster in combat, always geting killed, and hardly doing damage. I focused on Stealth, Double Strike and Deadly Strike, and doing pretty meek damaged compared to the twohanded monster that is Martine.
Since I want to play a City elf rogue in Origins, I'm wondering what I could have built wrong. Double Strike seems pretty bad as it stands, giving me some manner of dual strike, but removing the chance to crit with the attack completly. Seems a bit odd, given that in my mind, rogues are supposed to be the opertunistic, high chance - high risk class. Easy to knock over, but given the oppertunity, will really scratch the enemy's back...
So, have anyone any insight so far on how to make Rogues good?
#2
Posté 24 octobre 2009 - 07:18
#3
Posté 24 octobre 2009 - 07:53
With the warrior, I always, always, always got Threaten. As soon as I was able to, I enabled it to keep everyone off the squishies. In my last run, I had two warriors with it, so my mage wasn't attacked once. Also get Overrun to continue the fight quickly and the Shield passives if you choose to use a shield instead of dual or two-hander. Other than that, charge the strongest thing you see and keep hitting 'em. Also upgrade that one that increases health and whatever and decreases fatigue; it'll help a lot.
Rogues are key in getting good damage. Always improve stealth and try to go for that ability that gives you extra movement. The attack toggles aren't necessary and seem to conflict with stealth anyway, so they're not worth it. Get two hexes away from an enemy and stealth, or when you're next to an enemy, you can move two hexes away, stealth, and move back and attack all in a single turn. While in stealth, always use regular attacks to get automatic backstab no matter what direction you attack. Provided your stealth stays active, that is; that's why upgrading it is so important. Bows are a waste of time. They take too much stamina and just aren't that good. Also note that when equipping, put the weaker of the two weapons in your offhand, since that'll provide maximum damage output.
Mages are awesome. If you want some extra damage, go with Fire Blast and upgrade to Flame Weapons as soon as possible to give your warrior and rogue a bit more damage. Regular attacks are deceptively strong, and thunder is also a good choice. If you're more for control, get Mind Blast. The stun gives you an extra round to run away or an opening for your damage dealers to get in some attacks without being attacked back (counters still happen!). And always, always, always get healing. A mage who can't heal is a waste, since it puts your fighters back one round of damage just to use a potion, and that's no good.
Specific strategy: The three Ogre battles
Start by enabling Threaten on your fighter(s) and heading straight for the Ogre. If you have a rogue, move first and then stealth, and wait for the Ogre to go after the fighter. If your mage has Mind Blast, don't use it until your fighters are in range. Enable Flame Weapons if you have it, but stay far behind the rest of the party and conserve your mana. The other enemies should focus more or less on the fighter (especially if you have two fighters using Threaten), so your mage will usually not be attacked. For the most part, abilities other than stealth and Threaten aren't needed; with flanking and high damage from flame weapons, as well as healing, and with enough defense, your warrior should be able to easily take all the pounding it gets. Use potions when it seems like the mage's healing won't be enough. If you're using the Spirit Healer they give you, don't use Group Heal unless absolutely necessary; it eats up too much mana and isn't worth it. After the Ogre goes down, take care of the other enemies with regular flanking and attacking; shouldn't be too hard.
#4
Posté 24 octobre 2009 - 08:07
Since I want to play a City elf rogue in Origins, I'm wondering what I could have built wrong.
I would not be concerned about your rogue performing poorly in Dragon Age Journeys as I strongly doubt the mechanics have much in common with Origins. Some of the skills may be similar in terms of name and/or description, but that is likely about it.
Anyway, I cannot say much more than that as I am saving the rogue run for last and have only done the warrior and mage so far. I am not at all a rogue player in any video game so it will be painful for me. Give me brute force and magic, you can keep the sneaking around.
#5
Posté 24 octobre 2009 - 11:45
A thing that concerns me most is if the two weapon wielding tallents in Origins will be as... unsatisfying as their Journeys counterpart
Seriously, you gain a little bit of extra damage, but sacrifices your ENTIRE chance to critical hit. I feel embarassed not reading that before I picked the skill!
Speaking of Stealth, anyone know how it will work in Origins? Just puff into a shadowy cloud and sneak around for backstab damage? I'll definetly be focusing on it as my Rogue, I just hope the mechanics is a world better than what they used to be in say... Kotor!
Modifié par Giantmoth, 24 octobre 2009 - 11:46 .
#6
Posté 24 octobre 2009 - 03:20
#7
Posté 24 octobre 2009 - 04:54
#8
Posté 24 octobre 2009 - 08:42
#9
Posté 24 octobre 2009 - 09:54
Positioning is also very important. I noticed that it does not really matter whether you sneak to someone's face or back. As long as you enter a hexagon right beside an enemy there is a chance that your stealth will break, including walking along someone for no obvious reasons(so don't do that!), or if someone walks right up to you.
Against melee mobs, I usually try walk as far as my character can go into the hexagon right above/below the hexagon where the enemy will likely stop right against, and stealth at the end of the round(you may need the increased movement talent for this). If I am not discovered, I can easily attack him from stealth with a 100% backstab.. in his face. If I am discovered, I can just walk back 3 blocks in my turn, stealth, and go into the hexagon closest to him to see whether my stealth breaks or not.
Remember, you CANNOT get backstabs from special abilities. Following after the above case, if my stealth doesn't break, I will backstab the enemy; if my stealth does break and I can no longer stealth again in this turn, I will just use a dual-strike or below the belt(for ogres/alphas) and hope I don't get the crap kicked out of me.
EDIT: Hm, I'm curious. I'm going to try two-hand backstabbing. >>
Modifié par GhoXen, 24 octobre 2009 - 09:57 .
#10
Posté 25 octobre 2009 - 04:28
#11
Posté 25 octobre 2009 - 04:57
img269.imageshack.us/img269/8602/minscdaj.jpg
Regular attacks hit around 60-70, backstab hits for 90-110, backstab+flank hits for 125-145. Everytime I kill an enemy, Overrun proc + Combat Movement make my character capable of reaching anywhere on the map... in stealth.
"Magic is interesting. But now Minsc leads, Swords for everyone!"
#12
Posté 25 octobre 2009 - 06:48
GhoXen wrote...
Alright, I tried the two-handed rogue build. This image pretty much sums it up:
img269.imageshack.us/img269/8602/minscdaj.jpg
Regular attacks hit around 60-70, backstab hits for 90-110, backstab+flank hits for 125-145. Everytime I kill an enemy, Overrun proc + Combat Movement make my character capable of reaching anywhere on the map... in stealth.
"Magic is interesting. But now Minsc leads, Swords for everyone!"
Holy F*ck!
#13
Posté 25 octobre 2009 - 07:09
http://social.biowar...bums/22659/4017
#14
Posté 27 octobre 2009 - 02:44
DarkTemplar42 wrote...
Specific strategy: The three Ogre battles
Start by enabling Threaten on your fighter(s) and heading straight for the Ogre. If you have a rogue, move first and then stealth, and wait for the Ogre to go after the fighter. If your mage has Mind Blast, don't use it until your fighters are in range. Enable Flame Weapons if you have it, but stay far behind the rest of the party and conserve your mana. The other enemies should focus more or less on the fighter (especially if you have two fighters using Threaten), so your mage will usually not be attacked. For the most part, abilities other than stealth and Threaten aren't needed; with flanking and high damage from flame weapons, as well as healing, and with enough defense, your warrior should be able to easily take all the pounding it gets. Use potions when it seems like the mage's healing won't be enough. If you're using the Spirit Healer they give you, don't use Group Heal unless absolutely necessary; it eats up too much mana and isn't worth it. After the Ogre goes down, take care of the other enemies with regular flanking and attacking; shouldn't be too hard.
Having gone in with a mage I found the best way to take out the three Ogres was to use my main mage (me) as a controler constantly stunning the ogre and using flame weapon, while the melee warden taking out stuff and the healer healing using lightning skills as needed. Managed to kill all ogres at full health (this with normal difficulty).
#15
Posté 31 octobre 2009 - 05:04
another thing bout stealth, it theres a chance it will break if and enemy comes close to you or you end your move near a mob.
about backstab, if u successfully manage to get near a mob without stealth breaking, ur next attack if it hits is a guaranteed backstab, this is how i dealt 200 damage with flank bonus and flame weapon enchant against an ogre with my rogue. you also deal backstab damage if you attacked a mob without moving.
the reason i said use dualwielding is because DW backstab gets more instead of using just a single weapon, im not sure if 2hander weapons can backstab, i never tried.
PS. this is meant to be a reply to the original poster, but re-reading some of the posts above me made me realize what i wrote was already said by someone. im posting anyway since i typed a long FAQ. >.<





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