Vaeliorin wrote...
Anyway, like I said before, I'd rather have a small heal on a short cooldown than a big heal on a long cooldown, particularly given that there's only 1 heal unless you take 2 mages, make Hawke a mage (as I understand it, party members don't get specializations, so no spirit healer Bethany/Merrill/Anders), or one of the NPC mages has healing as part of their character-specific tree (this seems likely for Anders, I think.)
I prefer bigger cooldowns and bigger heals, just because it's easier to manage. I don't use tactics, so having lots of tiny heals essentially means a combinatorially explosive management nightmare.
It's just a matter of flexibility. Having one large heal on a long cooldown doesn't give you the same tactical flexibility as a smaller heal...it basically forces you into trying to make one party member take all the damage (yes, I realize that's the point of a tank, but having your tank take all the aggro isn't always the best choice), and then healing that party member whenever they get to 50% health or so. With a more flexible healing spell, it would be possible to have an offtank setup if you wanted, or even to go tankless and go for a "kill them before they kill you" approach, where everyone handles whoever attacks them individually.
Stuns and CC can be as effective as tanking. Too many abilities were locked in DA2 to comment, but I think it may be possible to have a viable 2 mage 2 rogue party, especially with the way DEX/CUN seem to naturally feed into each other.
*shrug* I'm sure it will work out fine in the end, it's just a bit frustrating to feel pigeon-holed into having to play one or two particular ways (hardcore tank or tons of CC seem the only options at this point.)
Sustained single character DPS might also work. We need more access to other characters to create unblanced parties like 3 rogues/1 mage to really see.





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