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Nightmare difficulty assasins and templar hunters. Help!


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#76
Malfustheone

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Zan Mura wrote...

[*]Their target is too random, and unaffected by taunt or regular threat.
[*]They are incorporeal when stealthed, or at least they teleport somewhere else. I have never *once* seen an AoE break the stealth of an enemy rogue.

I found that taunting the moment they stealth draws them straight to the tank, assuming he/she was within range for the taunt.  Also, I had the fortune of observing the movement of the rogue in stealth (due to a bug where I could see the commander's aura on the assassin while he was stealthed).  The assassin stands in one place for a couple of seconds, then makes a beeline for whatever target he chooses.  Upon reaching the target, he immediately teleports into backstab position to perform the deed.  I do believe AoE will affect him during this time, but it will not break the stealth, unless you kill him during stealth, of course.

#77
Noodlewidagun

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for everyone having trouble with their mages getting smished by assassins? Aveline's bodyguard ability in her personal tree is a LIFESAVER. especially upgraded. also, with a mage Hawk, Telekinetic burst, or pull of the abyss will yank an assassin right out of stealth, and leave him vulnerable to a few good stuns from a rogue, or a stagger from your tank, setting up a chain lightning combo.. which in turn can lead into a disorient stonefist combo, effectively two shotting the sneaky bugger before he can poof again. hope this helps. :)

#78
Malanek

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I've only played them on hard and only found them mildly annoying so haven't really tested this out much. Just a suggestion really. If you set your rogue into stealth after they go in, it seems to keep him/her safe. For Warriors possibly activating Stonewall/Bulwark might be worth trying, need to have the aggro first. Maybe mages could cast Barrier on whoever is likely to have the aggro and be the target. Not great suggestions but might be worth trying.

#79
Tarion Besbald

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If you think the assassins are evil, wait till you meet a bloodmage or arcane horror with their "YOU DIE, GAME OVER!"-AoEs ;)

#80
Noodlewidagun

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Tarion Besbald wrote...

If you think the assassins are evil, wait till you meet a bloodmage or arcane horror with their "YOU DIE, GAME OVER!"-AoEs ;)



i mention those in my "nightmare annoyances" thread. :) and also how underpowered the blood mage spec. seems to be in comparison.

#81
Zan Mura

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Tarion Besbald wrote...

If you think the assassins are evil, wait till you meet a bloodmage or arcane horror with their "YOU DIE, GAME OVER!"-AoEs ;)


Considering they die well before they ever *ever* get that AoE off, I don't see how you can even compare the two. :)

It's a spell I'd love to get tho. In general enemy mages use spells that are somewhere around 10x more powerful than anything you'll ever get as a player. Like the Saarebas "instagib your entire party through walls" - chain lightning. The only viable role I've found for a mage so far is support via tremendous utility. It's a vital role of course, but also something of a polar opposite from DAO where mages truly were something to be feared. In DA2 the world's lore about them seems almost inconsistent considering.

In general I absolutely LOVE the combat mechanic in DA2 and the depth and buff for warriors and rogues was spot on. But I don't like this style where gameplay doesn't match at all with the lore. They can talk all they want about how powerful and feared mages are supposed to be. All I see is that a fully upgraded Fireball does little more than ****** your basic street thug off. ;)

I'm glad friendly fire works both ways though. It's a detail almost ALWAYS overlooked in any game.

#82
DM Veil

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Whirlwind when they go into stealth will break them out of it, I just wouldn't advise doing so if you have any other melee in there with you.

#83
Tarion Besbald

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The templar AoE works pretty well, too... it even has a slightly bigger range. And try putting glyphs on choke points.

#84
Grumpy Old Wizard

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SuicidialBaby wrote...

You can place all party members with their backs to the wall, if that is feasable.

Stop giving bad advice.  You are wrong.


You are wrong. It works for me and others have said it works for them. Maybe you are not planting your party member's backs squarely against the wall. Once I started doing that I had no more problems with assassins unless there were too many enemies around to use that strategy. Then I used the run and gun strategy. Well, it is easier to do in the city than outdoors because of the uneven surface of the mountain passages.

Meanwhile my level 16 mage and his party will keep on putting their backs to the wall and be safe. Peace.

#85
Group Theory

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I had a funny encounter with an assassin earlier today:

There was a lieutenant and an assassin left, and I had Hawke and Merril alive. Hawke was engaging the LT and the assassin went after Merril and then went stealth. Since I did not want Merril to die, I began to run away from where the assassin went stealth. After about 10 seconds or so of running, the assasin came out of stealth and was still chasing Merril down. I kept running for another five seconds, stopped to use a spell, and then the assassin backstabbed Merril. Totally lame :(

#86
SuicidalBaby

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Grumpy Old Wizard wrote...

SuicidialBaby wrote...

You can place all party members with their backs to the wall, if that is feasable.

Stop giving bad advice.  You are wrong.


You are wrong. It works for me and others have said it works for them. Maybe you are not planting your party member's backs squarely against the wall. Once I started doing that I had no more problems with assassins unless there were too many enemies around to use that strategy. Then I used the run and gun strategy. Well, it is easier to do in the city than outdoors because of the uneven surface of the mountain passages.

Meanwhile my level 16 mage and his party will keep on putting their backs to the wall and be safe. Peace.

God damn, you are right. It must be the fact that I cant run a toon into a wall or corner, pause, hold, and attack nearest to turn them without moving. That is what is making rogues come out of stealth in front of me to stab me in the face.

I dont really care that it hasnt happened to you. You are leaving out other actions and tactics which force the rogue on your tank or dog. You are misinforming people with half explained bs. The wall is a lie. You are wrong. You can shove your peace where the Maker split ya.

Modifié par SuicidialBaby, 16 mars 2011 - 04:37 .


#87
BlaCKRodjj

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Luke Barrett wrote...

Just to throw some fuel on the fire:

Not only are Assassins insanely difficult on Nightmare but they also steal your potions! :blink:
Just wait until an encounter that has you fighting more than one at the same time.


huh, that explains a lot, and i think they also steal lyrium potions (for what i don't know)
Assassins are not that difficult, you just need to take your whole group far away when they go stealth, and keep running until they appear again, but sometimes they bug and do the backstab anyways

#88
RainyDayLover

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I honestly don't mind their stealth ninja attack (or whatever) but I hate being staggered to death. This one time, I swear my health bar was completely full and there was only the Templar Hunter left. Well, he kept on attacking me and I staggered each time...but before I could even more or use any of my abilities, he'd strike again and I'd stagger again. Eventually, I died and I kinda lol'ed at how ridiculous it all was.

#89
tonnactus

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Tarion Besbald wrote...

If you think the assassins are evil, wait till you meet a bloodmage or arcane horror with their "YOU DIE, GAME OVER!"-AoEs ;)


The violet thing...

What for a spell is that,by the way? Blood wound???
Or is that something the player couldnt get.

#90
SuicidalBaby

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entropic cloud - entropy school.
Even upgraded, its worthless for a player. Too many ability points in order to aquire, near 5 second cast animation, spell has pathetic duration/damage, all enemies hit by it just walk out of its pathetic area of effect.

#91
tonnactus

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SuicidialBaby wrote...

entropic cloud - entropy school.
Even upgraded, its worthless for a player. Too many ability points in order to aquire, near 5 second cast animation, spell has pathetic duration/damage, all enemies hit by it just walk out of its pathetic area of effect.


Thanks. I rather thought it was a very powerfull Hemorrphage.