DW rogues and knockbacks
#1
Posté 11 mars 2011 - 03:26
#2
Posté 11 mars 2011 - 03:48
#3
Posté 11 mars 2011 - 07:08
This is one of my few annoyances with the combat so far, but it's a big one. I really hope it's changed.
Edit: Just finished fighting the Varterral. It's amongst the creatures that trip up your character because he walked too close. Twice I put both Petrify with Brittle and Mark of Death on the Varterral. Both times my character was commanded to use Assassinate and both times he spent the entire duration of Petrify bouncing off the creature. The thing was frozen in place, not moving, or attacking, or anything and my attacks were still being interrupted because of that stupid wobble. Extremely annoying.
Modifié par happydictates, 11 mars 2011 - 08:53 .
#4
Posté 11 mars 2011 - 09:07
This is as a pc, I've found Isabella has massive issues, since she doesn't have as good a gear, or the extra stat points and talents.
You can have very high defense, but special abilities auto-hit, so defense doesn't matter. It's intensely irritating.
Only exacerbated by the insanely stupid spawning, where you can be fine and three enemies can spawn right on top of you.
#5
Posté 11 mars 2011 - 09:56
However, I've found I can still deal quite a bit of massive damage as long as I save up some gold for the Ring of No Wishes. It doesn't optimize DPS (or does it?) but it gives immunity to critical and immunity to stun, which I've found out also includes most knockbacks (sometimes the 'knockback' is more of a fling you across the screen skill) but after I equipped this ring, I had absolutely no problem with survivability, as the only reason they could kill me previously was stunning/knocking me around enough with a lucky crit to finish me.
I love this ring on my rogue, haha, solved all my wobble stagger stun and so on problems. Still annoying to have to use an item to fix it.
Yes, it does seem irritating to not equip such a ring on a tanking warrior instead. In my setup, though, my rogue was tanking, and this helped make her nearly unkillable and deal insane amounts of damage.
Modifié par KitsuneEclipse, 11 mars 2011 - 10:22 .
#6
Posté 11 mars 2011 - 10:54
#7
Posté 11 mars 2011 - 11:59
#8
Posté 11 mars 2011 - 07:52
Taritu wrote...
Only exacerbated by the insanely stupid spawning, where you can be fine and three enemies can spawn right on top of you.
This is also really annoying. Often when I reload its because a group of enemies teleport on top of my mage, who can then do absolutely nothing because he's stunlocked by the wobble. I know where the enemies will magically appear after reloading (like from that completey empty room I cleared 3s earlier with no other entrance), so I have no trouble with the fight the second time, but it sometimes feels I need to lose in order to win.
WoW does that crap. Bosses require a specific way of fighting them, so unless you know exactly how to proceed, you're screwed. Once you do know what to do, the fight is extremely easy.
KitsuneEclipse wrote...
However, I've found I can still deal quite a bit of massive damage as long as I save up some gold for
the Ring of No Wishes. It doesn't optimize DPS (or does it?) but it gives immunity to critical and immunity to stun, which I've found out also includes most knockbacks.
Ooo! Gonna have to find this.
Modifié par happydictates, 11 mars 2011 - 07:56 .
#9
Posté 11 mars 2011 - 08:56
#10
Posté 11 mars 2011 - 09:23
#11
Posté 11 mars 2011 - 11:11
But I love it because it makes the combat a lot more challenging and fun. I'm having to think so much more tactically while micromanaging each character action.
You have to use your other characters to save the one being overwhelmed or they will die. (For example, have another character use a knockdown attack or spell with knockdown/similar effect on the enemy.)
In DAO all I had to do was spam potions and I could get through anything.
#12
Posté 12 mars 2011 - 12:00
#13
Posté 12 mars 2011 - 12:02
#14
Posté 12 mars 2011 - 07:29
If I remember correctly, there were 3 main markets I checked repeatedly.. the recently opened cave with the golem market inside, this is found north of the Dalish camp, directly left of the "Leave Area" exit, it has a few tough fights (semi-tough?) and allows access to a pretty good shop, imo. The second one I checked very very often was indeed the market in the Docks Underpassage area.. when you enter the docks, the Qunari area is on the left, if you instead take an immediate right, there will be a sewer grate leading to this shop, he's got some really nice items. The last shop I checked frequently was The Black Emporium.. it occasionally had some also nice items.
Hehe, those are where I got the majority of really nice items (not just for Rogues, either.) I honestly cannot remember right now which market had that ring (I do believe it was the black market in the underpassage at the docks, or the shady dealer at the docks), but I'm pretty sure it was one of those. If you're trying to make your Rogue into a killing machine that also becomes nearly unkillable (that ring + a fell poison applied to your blade which gives lifesteal per attack) you will want to check in at those shops often, if you can. (By often, I mostly mean in each act you should glance them over.. sometimes I'd visit them and a minor item or two changed, but the big, awesome items never seemed to)
Modifié par KitsuneEclipse, 12 mars 2011 - 07:31 .
#15
Posté 12 mars 2011 - 07:58
The knockback/down thing is ridiculous though because most people aren't going to pump their rogues or mages full of strength. I have found though that you don't necessarily NEED strength/fort to resist knockbacks. I built Merril as a blood mage (jacked up her const) and she never gets stunlocked. Throw in rock armor + galvanization + arcane barrier and she can basically off tank believe it or not. I think that an enemies damage relative to your health determines whether or not you will be knocked down/back; not just your strength/fort score.
#16
Posté 12 mars 2011 - 08:12
If Damage of attack:
0-10% of total health pool - animation but no knockback
11-20% - knockback
21+% - knockdown
Incoming Damage is mitigated by any resistances, and then Fortitude rating is subtracted before checking the formula. That's why mages in Rock Armor are so knockdown resistant: all incoming physical damage is reduced by a quarter before checking the formula.
Modifié par KallDay, 12 mars 2011 - 08:17 .





Retour en haut






