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Which class improved the most in Awakening?


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#1
Zombie Chow

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Hi all, I've played through DA:O 3 times now and just got Awakening.  I'm thinking of doing another playthrough from DA:O (still not satisfied with my previous characters) and planning ahead to Awakening, so I'm having trouble deciding what to play.  Thus, I'm seeking more insight please:

1. What class is most improved gameplay-wise (i.e. do new specialisations make Rogues much better)?

2. Does any one Origin have a major impact in Awakening?

3. Is there anything I really should do in Origins to carry over in Awakening?

I read about the Awakening specialisations and didn't notice anything vastly different "on paper", so unless there's something particularly interesting, I'll probably go back to a Mage Arcane Warrior.

#2
TheMaster123

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:P skipping all your questions and going straight to wondering what you're on about. Why use a mage arcane warrior?

#3
DWSmiley

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Archery got the biggest boost. Accuracy is insanely powerful.

#4
mousestalker

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1. Mage Arcane Warriors are very powerful in Awakening. Everyone is very powerful in Awakening. Archers are the most improved, but realistically, fights are easy in Awakening. As a mage, you'll probably want to go for Battlemage as well, but Keeper can be interesting. If you really want to be uber, buy the Legion of the Dead heraldry and apply it your shield.

2. As for Origins, let's see:

If you play a Cousland in Awakening you get a line from Nathaniel.

If you play a Mahariel, Velanna gives you at least two lines, one upon meeting you and one later.

If you play an Amell or Surana you get additional dialogue with Anders.

Aeducans may get something from Sigrun. I honestly don't remember.

Broscas definitely get a line from Sigrun

Tabris' get a small dialogue with Velanna that's optional.

3. The things I recommend doing in Origins before importing to Awakening are sell the gear and buy Deep Mushrooms. You get a save after the coronation. Go directly to camp from there, sell everyone's stuff and then save again. As for your stuff, you'll save some aggravation if you sell the gear you have from the DLC. You can keep stuff from RtO, but the Stone Prisoner gear and the Soldier's Peak gear should be sold. Use that save to import into Awakening.

Sometime before you go to the Landsmeet, go to Ruck and buy three to four stacks of Deep Mushrooms. They are cheap and they definitely come in handy.

Modifié par mousestalker, 25 janvier 2011 - 03:08 .


#5
Face of Evil

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Archers got one ability that made them totally sick as damage-dealers.



However, I think warriors got the biggest upgrade overall. They got a truckload of useful abilities that are really fun to use in combat. It's fun just to turn on Juggernaut and run around bowling over your enemies, especially if you're using a controller.



Awakening also made "tank rogues" viable.

#6
Zombie Chow

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Thanks for your replies, they really addressed my questions.



A special thanks to mousestalker for your support, I noticed you made an effort to clue me in while avoiding spoilers. I'll get an extra special amount of Deep Mushrooms from Ruck, I previously went to him for them to supply the Dalish troops, so I'll keep stacks of them for Awakening.



I'm going to read up on Rogues in particular. I think I can start an Orlesian Warden as a high level Rogue, have a quick run through in Awakening, then transfer an Origins character for a thorough experience. I'm still brainstorming right now, so I welcome any other feedback.

#7
Liliandra Nadiar

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Orlesian Wardens also have some unique lines and a single, very quick, 'quest'. However, keep in mind that you'll be coming from a weaker position then importing. (Levels, Gold, Extra talent and attribute points and gear)

Awakening in general trivializes most fights with white and most yellow enemies. (Making melee oriented wardens appear 'weaker' then archer only due to their reach.)

Beyond a very few points, what you did in DAO is irrelevant in DAA due to the much smaller geographical scale of your activities.