tmp7704 wrote...
It depends, my parties tend to change around. Two rogues, warrior, mage, three rogues and mage, two warriors, rogue, mage, or rogue, warrior, mage and dog even. Though the last one technically didn't have all members ranged 
No, I get that (I vary my party too) I just meant that in the specific example you use, I wasn't clear what the party make-up was. Was everyone attacking from range?
Well, as long as the potion spam is part of the strategy then i'm not sure if the warrior actually is that useful there, short of the fact that in regular game you simply can't have 4 mages instead.
Depending on the enemy and difficultly, potion spam becomes an inevitable part of the strategy, because of the amount of dmg an enemy can do and the cooldown on group heal + heal for mages.
The basic tactical issue (at least on nightmare) is that resistance is sufficient on paralysis for enemies that you want to have at least one character that can tolerate a significant amount of damage while dealing reasonable damage back.
To put it differently, if the members role is stand there and be hit/healed then i think ultimately it's more useful to have 4th member of the group who can also contribute to damage without having to actually stay in the target's damage range. 3 mages + "kick me!" warrior definitely allows to get things done withh less micro-management, though.
But we started this debate with my claim that an S&S warrior could solo a dragon and melee is perfectly viable for damage; it just requires a deep healing sink.
Put another way, the dragon
has to damage someone. If you have an all dps party, then you could end up with a hard fight just because you can't heal your party fast enough before knockdown. An S&S warrior, even
with knockbacks and grabs from the dragon, can deal a reasonable amount of dmg while at the same type keeping the glass cannon mages safe.
On hard difficulty. I tend to find nightmare too boring --in the sense you spend too much time hitting things over and over-- and the easy/normal too easy. Hard feels about right although again that's without the pots. With the pots everything turns into cakewalk since you basically have unlimited health/mana while enemies don't.
I don't use lyrium pots. The lore says they're supposed to addict you, so on principle I refuse to use them. It's part of what makes bloodmagic so alluring. My bloodmage is essentially equipped with infinite mana anyway without pots. Use items for con (40+) along with a magic pump (~60) and with spell wisp and spell might you can have a spellpower of 130+ at level ~17 which leads to easily dealing 400+ dmg in seconds.
With the right build for S&S, nightmare is also not a chore.
I used a party with Alistair, Me, (HN S&S), Leliana & Wynne as a CC healer (no damage spells). Leliana served no real purpose beside unlocking chest & traps to farm for XP and her bard bonuses with Song of Valour (the third one in the tree). Alistair had the champion boosts, which brought attack & defence ratings for the party to silly high levels.
This was the build I used to solo the archdemon. With Knight Commander armour + other items that made by HN immune to magic and with a defence of ~130 and 45 dmg with a 33% critical rate, things went over just fine. though defence did fall sharply once Leliana was knocked out.
Modifié par In Exile, 09 novembre 2010 - 07:28 .