Tactics: Beyond Kiting
#51
Posté 17 novembre 2009 - 07:39
Now configuring tactics is just a simple matter of telling them what abilities I want them to use as I know they will be attacking who I am attacking. It allows me to very easily switch targets midbattle while just controlling my main hero. If an assassin all of a sudden appear in the battlefield midbattle, all I have to do is switch my main hero to him and everyone else will follow. Very rarely do I need to pause and give seperate orders to others in my group. It works great.
Also, as was said by many people here already, disables are king. I like to use talents that lower the attack of my enemies. Everyone on my team has either single target or AoE spells/talents that lower the attack of enemies. Since using all these talens/spells my team takes a ton less damage. I find myself not using health pots much anymore. It really makes battle a lot more enjoyable.
Knockdowns are helpful as well. I alternate between Sten's 2-Handed knockdowns and my own.
#52
Posté 18 novembre 2009 - 06:11
#53
Posté 18 novembre 2009 - 09:45
Inarai wrote...
SoulBlazer wrote...
Miasma + Haste == ultimate kite
... Please read the title. Or the opening post. The idea here is to get past kiting. I, for one, refuse the idea that that is how the game is supposed ot be played.
If you want to ignore obvious tactics because you find the game too easy try playing blindfolded or on nightmare difficulty.
#54
Posté 22 novembre 2009 - 10:43
SoulBlazer wrote...
Inarai wrote...
SoulBlazer wrote...
Miasma + Haste == ultimate kite
... Please read the title. Or the opening post. The idea here is to get past kiting. I, for one, refuse the idea that that is how the game is supposed ot be played.
If you want to ignore obvious tactics because you find the game too easy try playing blindfolded or on nightmare difficulty.
I want to avoid exploiting the AI. Kiting would never really work, so I won't touch it - it's cheating. I do recognise not everyone looks at it that way, mind you, but some people do.
And, a suggestion:
Blizzard, with it's knowdown and freeze effects, functions as a great way to choke large passages or to lockdown characters like mages who stay away from the front line - but you need to be careful, the AI might shift into the blizzard to get aan angle to attack from. Best to use Hold Position if using this tactic.
#55
Posté 23 novembre 2009 - 12:27
- Slowing effects: If you slow down a powerful (mostly) melee creature
like an Ogre, you can get some breathing room for your talents to
recharge, and for people to use healing potions. It also means that
your ranged characters, or anyone you want to hand a bow to for that
matter, can start hailing arrows at it with little concern.
That sounds like kiting to me.
#56
Posté 23 novembre 2009 - 12:30
This effectively doubles your party size, which can put a serious damper on the enemy in later levels, since the summoned creatures are about 3 levels behind their summoners, significantly increasing the number of targets for the enemy to choose, and increasing damage output.
BONUS: A blood mage can drain health from pets, instead of companions. Very economical!
#57
Posté 23 novembre 2009 - 01:02
Blood Wound! -> Two Mana Clashes! -> Virulent Walking Bomb! All target infect mob. Still standing? Blood Wound! -> Attack! -> Still standing? -> Sleep! -> Mass Paralysis! Attack! Boss still alive? If not in good shape Force Field for breathing space. -> Attack! -> Loot.
Of course there'll be those situations where you end up defensively using your double FF on two of your characters taking a beating.
Modifié par Forumtroll, 23 novembre 2009 - 01:03 .
#58
Posté 23 novembre 2009 - 01:29
#59
Posté 23 novembre 2009 - 01:31
Modifié par Ulysseslotro, 23 novembre 2009 - 01:32 .
#60
Posté 23 novembre 2009 - 02:58
Star-drinker wrote...
- Slowing effects: If you slow down a powerful (mostly) melee creature
like an Ogre, you can get some breathing room for your talents to
recharge, and for people to use healing potions. It also means that
your ranged characters, or anyone you want to hand a bow to for that
matter, can start hailing arrows at it with little concern.
That sounds like kiting to me.
More like throwing caltrops down. The point is to impede their progress. You're not running them around all over the place. It's a little bit of a more guerilla tactic, sure, but it's not the system abuse that kiting is.
#61
Posté 23 novembre 2009 - 03:35
I've never had it work. They just don't stay frozen long enough. That may be because I'm playing on a higher difficulty though.
#62
Posté 23 novembre 2009 - 03:40
Faerell Gustani wrote...
Regarding the "Freeze and Shatter" strategy:
I've never had it work. They just don't stay frozen long enough. That may be because I'm playing on a higher difficulty though.
All my advice comes from Hard on the PC wersion.
As soon as Grasp/CoC goes off, though, you can have a warrior on hand use an auto-crit like Riposte, Overrun, or Massive/Critical Blow. Having the same caster cast stonefist usually won't work, though - takes too long. Also, tends not to work on yellow or orange name enemies.
#63
Posté 23 novembre 2009 - 03:43
I usually tried it with Stonefist or Critical Shot.
Will a backstab trigger the shatter? I know I've done that, but they never seem to shatter.
#64
Posté 23 novembre 2009 - 03:43
Modifié par Faerell Gustani, 23 novembre 2009 - 03:47 .
#65
Posté 23 novembre 2009 - 03:44
Modifié par Faerell Gustani, 23 novembre 2009 - 03:47 .
#66
Posté 23 novembre 2009 - 03:44
Modifié par Faerell Gustani, 23 novembre 2009 - 03:47 .
#67
Posté 23 novembre 2009 - 03:49
Faerell Gustani wrote...
Hm...well I finished my hard mode run through last night, never once getting a shatter (they just unfreeze too quickly).
I usually tried it with Stonefist or Critical Shot.
Will a backstab trigger the shatter? I know I've done that, but they never seem to shatter.
Backstab no, Stonefist occasionally... But I don't think you can do it with a bow.
Most reliable is the melee auto-crit talents.
#68
Posté 23 novembre 2009 - 06:27
All the tooltip said was "massive damage" I assumed it meant any crits or crit-like damage.
#69
Posté 24 novembre 2009 - 03:51
Faerell Gustani wrote...
Haha, so I tried everything except the one that worked.
All the tooltip said was "massive damage" I assumed it meant any crits or crit-like damage.
Here's an odd one: Flurry sometimes works.
#70
Posté 24 novembre 2009 - 03:58
Also, have your mage cast a Spell Might Animate Dead, and train one of your rogues to specialize in ranger. 6 member parties make easy work of even the most difficult encounters.
#71
Posté 24 novembre 2009 - 10:16
Atm it takes about 10minutes of continual ranged attack. Even if the ogre doesn't use Grab or Ram on you, (which he does continually with no Stamina drain) I'm pretty sure there aren't enough sovereigns in-game to buy the health potions required.
ty =)
#72
Posté 24 novembre 2009 - 10:39
TcheQ wrote...
Could someone explain how to kill the first ogre on nightmare without using ranged, and without using hotfixes.
Atm it takes about 10minutes of continual ranged attack. Even if the ogre doesn't use Grab or Ram on you, (which he does continually with no Stamina drain) I'm pretty sure there aren't enough sovereigns in-game to buy the health potions required.
ty =)
Without using ranged... Hm.
I'd suggest you keep a stunner prepared at all times, if stunned he will drop whoever he has grabbed. Take the mage, and plant him far away - with flame weapons. Hit him with any slowing techniques you have.
If you're not a tank yourself, let Alastair take the up front while you go for a flanking position, you'll be more effective there. This is doubly crucial for a rogue. If you can use poison, do so. Below the belt will also help.
If he starts to wind up for a major attack, and you have 2 stuns ready, use one of them. If successful, he won't make that attack.
You WOULD be better off if you put an extra character on range and pelted him with arrows, but a flanking melee character with decent damage should get the job done too - and two would do it faster.
#73
Posté 24 novembre 2009 - 10:39
TcheQ wrote...
Could someone explain how to kill the first ogre on nightmare without using ranged, and without using hotfixes.
Atm it takes about 10minutes of continual ranged attack. Even if the ogre doesn't use Grab or Ram on you, (which he does continually with no Stamina drain) I'm pretty sure there aren't enough sovereigns in-game to buy the health potions required.
ty =)
Without using ranged... Hm.
I'd suggest you keep a stunner prepared at all times, if stunned he will drop whoever he has grabbed. Take the mage, and plant him far away - with flame weapons. Hit him with any slowing techniques you have.
If you're not a tank yourself, let Alastair take the up front while you go for a flanking position, you'll be more effective there. This is doubly crucial for a rogue. If you can use poison, do so. Below the belt will also help.
If he starts to wind up for a major attack, and you have 2 stuns ready, use one of them. If successful, he won't make that attack.
You WOULD be better off if you put an extra character on range and pelted him with arrows, but a flanking melee character with decent damage should get the job done too - and two would do it faster.
#74
Posté 24 novembre 2009 - 10:53
Im amazed though how people on this forum have such strange ideas as to what is 'okay' and what is 'not ok'.
Kiting is a valid tactic, as is the above forcefield one.
How is slowing the mob down then running away as it chases you 'exploiting the mob ai'? What would a better written AI do under those situations? Run away? Thats just fear kiting. Stand still?
I prefer just using forcefield in most of my fights, but lots of people scoff at that too.
The main problem with debuffs in this game is that normal enemies are weak enough already and some bosses resist them, so they are not as effective as building up a strong core party then just doing damage and healing/forcefielding them. And CC can be powerful under some situations against some enemy types, but even then its more limited than you may realize. The times you flat out dont need it and the times it wont work are great compared to the times its really helpful and will actually consistently land.
A critical thing to do is to get that mod that lets you level up companions from level 1 when you get them. Auto leveling bothers me because it forces you to play certain parts of the game first to get companions before they waste too many of their skill points.
once you do this the game becomes much more enjoyable because the focus goes away from making your own character super awesome uber and letting the rest of the party get scraps, to having full control over the development of the other party members, and allowing you to build a party thats really based around certain strategies.
try 3 2h warriors and a mage to haste them. The idea being the number of stuns may be enough to do somthing impressive=P Thats my next play through idea.
Modifié par Vabjekf, 24 novembre 2009 - 10:55 .
#75
Posté 24 novembre 2009 - 11:26
enemies: why are we burning and he ain't? lolz





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