Instructional Videos
#1
Posté 10 mars 2011 - 02:21
~~Battles~~
Ogre boss at beginning
Origins and Awakening videos
A few notes:
In Origins my policy was "no potions." That was largely because chugging potions was such an easy way to win every fight, showing "how to" videos that involved me using a lot of them wouldn't seem very helpful. Also, I was always seeing posts like, "Help, I'm stuck on Branka and I used all but two of my potions on..." I may or may not continue that policy. On the ogre I gave myself some slack because I have a hard time imagining someone being completely out of potions at that point in the game.
I also made it a policy not to use anything I considered an exploit. That's still true, of course, but given that DA2 is a different game, I'm having to reevaluate what I consider an exploit. For example, I shied away from kiting strategies in Origins, but my ogre video here recommends exactly that. So far, my tentative rule is that avoiding telegraphed attacks is ok, and tactically relocating is ok as long as I'm not "luring" single members off a larger group. I'm curious to hear what others think.
#2
Posté 10 mars 2011 - 12:11
The fights I have had the hardest time with on "hard" mode are the Qunari leader in the base at the Wounded Coast and the two captains and their endless reinforcements at the docks. The second of those is probably all about positioning, which is what I suck at the most.
#3
Posté 10 mars 2011 - 03:56
StingingVelvet wrote...
Looking forward to these.
The fights I have had the hardest time with on "hard" mode are the Qunari leader in the base at the Wounded Coast and the two captains and their endless reinforcements at the docks. The second of those is probably all about positioning, which is what I suck at the most.
Yeah I had a tough time with the Qunari leader fight last night (on hard, PC mage, aveline, isabela & anders). I figured it was a combination of the odd raised/lower terrain and the darn spellcaster. I eventually got it, but it took me 3 party wipes.
However, I am finding I have lots of trouble trying to line up combos. I'll get aveline to try to cause a stagger, but when it does my chain lightning is recharging. I'll probably pick it up eventually, I am still fairly early in the game. Any tips there would be fantastic.
#4
Posté 10 mars 2011 - 03:59
In fact just take the entire group down there right away if possible and just beat the Ogre down. You may get just a few darkspawn that come out.
The first time I faught the Ogre this happened to me which I didn't plan. I didn't even go down the path, but just off to the side and was able to take the Ogre down easily. This was on Hard difficulty, but it'll probably work the same on nightmare.
Or if you can keep the Ogre to one section, that will prevent him from triggering the multiple spawns of darkspawn. So say he charges right away and ends up trigerring darkspawn. You wanna keep him contained in that spot so the darkspawn only come from one area.
Modifié par x-president, 10 mars 2011 - 04:01 .
#5
Posté 10 mars 2011 - 04:11
#6
Posté 10 mars 2011 - 04:24
mythkandar wrote...
Some would consider that cheesy by exploiting a spawn bug. Running away from a murderous Ogre is not cheesy. It's possible to kill the ogre on nightmare by staying away from the ogre and kill the dark spawn first. The ogre can't really hit you if you're not directly attacking him.
Well it's more containment then luring it away. Why would you run into a group of 20 enemies in the distance when you can stop and fight 5 enemies first.
I understand what you are saying though.
#7
Posté 10 mars 2011 - 04:27
So far I've found the most successful strategy for any fight is to run as far away as possible and let the enemy come to you. That way you face foes coming at you a few at a time AND it takes their reinforcements a while to get there. Sometimes, if you are far enough away combat ends after you finish the first wave, which gives you "free" health and stamina/manna replenishment. Then when you go back to the original spawn site the second wave is sitting there waiting on you and you can run back again if you think you need to.
I don't really think that is the way the game is meant to be played but the NM enemy reinforcements are WAY too many, assasins one shot party members, and your potions get stolen, so just "bravely run away" and face them on your own terms.
Modifié par Grumpy Old Wizard, 10 mars 2011 - 04:29 .
#8
Posté 10 mars 2011 - 05:17
#9
Posté 10 mars 2011 - 05:58
@StingingVelvet: That first fight is definitely on the list. I haven't seen the second yet.
@pj4533: I'd like to do something on cross-class combos, but that's in the more distant future. I want to have a better grasp on how all the classes play together and will probably be on my second playthrough before I do that.
@x-president: I'll check that out and will probably add a note on the video for those that are interested in that. Thanks. I'm always interested to know what triggers what in any fight.
Grumpy Old Wizard: Yeah, it's a sound strategy. I kinda consider the leaving combat part a negative side effect because I think it's unintended, but I definitely enjoy using chokepoints in DA2.
#10
Posté 11 mars 2011 - 01:06
I don't think it's too cheesy of a strategy because you are still fighting in the same area, but you are just containing one problem at a time. It's not like you are leading the Ogre half way across the map to beat him solo.
#11
Posté 11 mars 2011 - 02:52
soteria wrote...
@StingingVelvet: That first fight is definitely on the list. I haven't seen the second yet.
No narrative spoilers, but it's a fight on the docks with about 8-10 warriors and archers at first, then they get another 8-10 on reinforcements, then two boss-level captains show up, one a warrior and one a backstabbing rogue, along with some other random knights and rogues. They just overwhelm you and the backstabber kills everything so easily.
It's in chapter one, a woman in the Hanged Man gives you the quest.
#12
Posté 11 mars 2011 - 03:35
#13
Posté 11 mars 2011 - 05:20
soteria wrote...
Ok, I thought maybe you were talking about this fight on the Wounded Coast where you have to fight three bosses in succession. The first boss has a single wave, the second and third have two, but the last boss includes an assassin. You heal between each boss but never get a chance to save unless you cheese it and run away out of combat.
I think I played that one on normal mode... I've been switching back and forth. Normal is soooooo easy and hard is just a little too tough for me sometimes. I wish there was something in between.
Anyway the fight on the docks I mentioned might be easier depending on how you play it. There is a "bonus" for overhearing the captain's talking, so you instead of running straight at them you go above, but then the archers spawn up there. After two waves the captains notice you and run up to join in, along with their guards. It might be easier if you go straight to the captains, I don't know.
#14
Posté 14 mars 2011 - 05:55
Those battle at times need more strategy then the boss fights. Especially when you toss in some enemy mages.
#15
Posté 15 mars 2011 - 09:48
I found it interesting how he didn't really do well but still won.
#16
Posté 15 mars 2011 - 10:13
Personally, I'm finding that party build and other strategic choices are making a lot bigger difference than my tactics, provided I don't get careless.
#17
Posté 15 mars 2011 - 10:31
#18
Posté 15 mars 2011 - 11:56
StingingVelvet wrote...
Looking forward to these.
The fights I have had the hardest time with on "hard" mode are the Qunari leader in the base at the Wounded Coast and the two captains and their endless reinforcements at the docks. The second of those is probably all about positioning, which is what I suck at the most.
You know how much trouble I had with that?!
Dear lord, the pain and suffering I went through. I managed to get it later on with Fenris, Merrill, Carver and my own mage after leveling up much further and relocating my abilities to a pure Blood Mage + Creation spec. But damn, I spent hours on that at first.
Positioning is really annoying there and I find you can't let the Mage get away. You pretty much have to nuke him before he teleports or you're screwed as he can take out your whole group in a matter of seconds... Ugh. What a battle.
Also. I thought I'd link a video of my own, I heard a lot of people complain about this bastard and it took me a while too but... If anyone is having trouble with the Ancient Rock Wraith. This is the only way I managed to get this.
Note I have Anders and a healing Hawke but either one of them would have worked I would assume considering my damage output would have been quite a bit higher then and I mostly ended up healing in between the cooldowns anyway. This is on Hard by the way, but I imagine Nightmare goes pretty much the same just... much, much longer.
#19
Posté 15 mars 2011 - 02:09
Haasth wrote...
You know how much trouble I had with that?!
Dear lord, the pain and suffering I went through. I managed to get it later on with Fenris, Merrill, Carver and my own mage after leveling up much further and relocating my abilities to a pure Blood Mage + Creation spec. But damn, I spent hours on that at first.
Positioning is really annoying there and I find you can't let the Mage get away. You pretty much have to nuke him before he teleports or you're screwed as he can take out your whole group in a matter of seconds... Ugh. What a battle.
Great video, very entertaining! You just have to kill that mage immediately whatever it takes I think... crazy stuff.
The funny thing is I just did a very similar battle in act two with a Qunari mage and tribe leader along with some others and it was SO easy by comparison. I think one reason was that it was a smaller area, and another reason was less cannon fodder Qunari grunts.
#20
Posté 15 mars 2011 - 02:28
StingingVelvet wrote...
Haasth wrote...
You know how much trouble I had with that?!
Dear lord, the pain and suffering I went through. I managed to get it later on with Fenris, Merrill, Carver and my own mage after leveling up much further and relocating my abilities to a pure Blood Mage + Creation spec. But damn, I spent hours on that at first.
Positioning is really annoying there and I find you can't let the Mage get away. You pretty much have to nuke him before he teleports or you're screwed as he can take out your whole group in a matter of seconds... Ugh. What a battle.
Great video, very entertaining! You just have to kill that mage immediately whatever it takes I think... crazy stuff.
The funny thing is I just did a very similar battle in act two with a Qunari mage and tribe leader along with some others and it was SO easy by comparison. I think one reason was that it was a smaller area, and another reason was less cannon fodder Qunari grunts.
Yeah, later on it gets a lot easier.
One of the main issues I had with that place is that once he teleports to the platform you'll not be able to reach him at all. I've tried (As you can see
It just seems that if you do that quest right when you get it it's near impossible.
#21
Posté 15 mars 2011 - 02:50
#22
Posté 24 mars 2011 - 02:26
If you have a ranged character it is actually really easy even on nightmare. I basically didn't even worry about my companion. I had them do what they could and just let them die. Once the darkspawn are dead you don't have to striclty kite.
I found it's better to provoke an attack from the Ogre and then just counter attack. This works best solo of course. But that way you are not just running around waiting. The Ogre is extremely easy to out manuever.
I was a mage during the fight and used Spirit Bolt because its cheap and has a fast cooldown. It does pretty good dmg aroung 20 to 50. I also had lightning for groups or darkspawn. A very good spell to grab early and makes things very easy.
As long as you kill any archers right away the fight should go very easy.





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