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Hardcore and Area of Effect


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8 réponses à ce sujet

#1
GreenPL

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Hello. I am playing NW2 for the very first time. My plan was to play as a specialist mage(illusion) and let my team to do all the fighting but i am having problems with the incapacitation(stun, sleep etc) Area of Effect spells affecting the rest of the team, which is obviously how it's meant to be on hardcore.

I can see a few possible solutions for Will saves for the rest of the team but not until later in the game.

I suppose my question is, is it possible to play a defensive mage on hardcore, and can anyone provide any tips. Many thanks.

#2
dunniteowl

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Well, you really do have to manage your party more thoroughly on Hard Core settings. You cannot possibly get the AI (even using Tony K's AI improvements) to anticipate sidestepping AoE spells (Area of Effect) and, due to this, you have to tactically manage your party as much as possible, which should be a piece of cake for a mage (they're Smaaart.)

Look for places where the enemy has to cluster and set your companions in guard or defend modes, so they will remain in place at a good "choke point" so you can cast your AoE spells "over their heads" and land them in the rear of the enemy mobs. In this way, once the front lines are down (which usually isn't that tricky) then you can turn them loose on all the held and slept opponents standing around with big bullseyes on their tunics. The same holds true for setting up a situation. A Rogue and/or Ranger style character can come in handy if you scout ahead, set traps, remove other traps and create conditions where a good ambush can be had.

In any of these cases, party managment is not only essential, it's crucial and necessary.

Also, if I am not mistaken, isn't Charm Person an Illusionist school spell? You can always toss one of those into the back row, and when the enemy units turn to attack it, you now flank the opponents who were attacking you and now you can get backstabs, flatfooted and flank attack bonus' (whichever ones might apply for which ever character might be able to take advantage of it) and also some attacks of opportunity.

I am probably the least overall knowledgeable tactics with builds guy on these entire forums. From a D&D and PnP perspective, without rules lawyering or build optimizing in mind, I can provide you with that much sound tactical advice.

dunniteowl

#3
BartjeD

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Don't forget the texture mods from the vault if your PC can handle them. They really improve the graphics!



Good advice DNO!

#4
GreenPL

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@ dunniteowl. Great stuff! Thank you very much for the advice. Seems i underestimated the defensive modes for the rest of the party when using AoE. Finding the 'choke point', as you put it, was difficult.



Think i will play a few session on normal settings just to get used managing the AI correctly before i tackle Hardcore with the mage.



Thanks again :)

#5
manageri

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You can just cast a Protection from Alignment on your tank and your mind affecting aoe spells won't touch em. If you don't mind micromanaging a little I'd also suggest you try the game in puppet mode so positioning everyone strategically is much easier, I personally find the game about ten times more enjoyable that way.

#6
Seagloom

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manageri's advice is what works best in my experience. I am a frequent player of enchantment and illusion focused mages. (Charm person is an enchantment spell by the way.) If your mage is good or evil you can have him/her or a cleric cast the appropriate version of protection from alignment on everyone present. An alternative is keeping a mind blank handy once that spell becomes available. That way you can cast mind-affecting magic with impunity.

It gets a bit trickier with spells from other schools. In those cases you need to watch positioning as dunniteowl advised. When your cleric, druid, wizard, and your character hit level thirteen, energy immunity becomes an option. It is invaluable if you like casting spells of a certain element. Plus it lasts for twenty-four hours making it a convenient routine buff.

Modifié par Seagloom, 29 décembre 2010 - 02:57 .


#7
dunniteowl

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Welcome back Seagloom! Still trying on new Avatars, I see...

dno

#8
Seagloom

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Thanks! Not that I've been totally gone. XD I usually lurk the NWN2 fora for lack of meaningful contributions to make. You all are very fast with answers. ;)

#9
Haplose

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Freedom of Movement offers immunity to many Druid aoe-snare spells. Actually it's sad how much crippled they are should the enemy have access to this spell. But you can buff your frontliners with FoM and then root the enemies in place, helpless.