Modifié par Crazsy, 11 mars 2011 - 07:59 .
Frustration with healing
#1
Posté 11 mars 2011 - 07:57
#2
Posté 11 mars 2011 - 08:02
#3
Posté 11 mars 2011 - 08:05
#4
Posté 11 mars 2011 - 08:25
#5
Posté 11 mars 2011 - 08:27
#6
Posté 11 mars 2011 - 08:31
#7
Posté 11 mars 2011 - 08:34
#8
Posté 11 mars 2011 - 08:35
Crazsy wrote...
So, if I am getting this right, I should focus on getting me some more cunning for everyone?
Constitution is your health, cunning is perty useless if you aren't a rogue.
#9
Posté 11 mars 2011 - 08:35
#10
Posté 11 mars 2011 - 08:40
If you look at the description for Cunning, it says that it is damage reduction for all classes.CakeForYou wrote...
Crazsy wrote...
So, if I am getting this right, I should focus on getting me some more cunning for everyone?
Constitution is your health, cunning is perty useless if you aren't a rogue.
#11
Posté 11 mars 2011 - 08:40
1: Take all the threat-reducing talents in the subtlety tree, assign extremely pansy tactics.
2: Use archers.
3: If Isabela is in the party, there will be some fights she just spends dead (actually, only encountered one so far where it was just too much of a hassle to try keeping her alive).
#12
Posté 11 mars 2011 - 08:44
Crazsy wrote...
So, then, suggestions for damage reduction on rogues? This is my downfall. They deal tons of damage but can't take a hit and the abilities that allow them to get out of sticky situations never seem to work well enough.
Sorry to be clear, talent like Stonewall, Barrier can give you complete damage immunity for a short period of time, and instant aggro drop like Decoy, Stealth help your rogue survive most situation. Don't rely on Heal spell alone. Everyone on your team need to contribute. DA2 is more about aggro management than just keeping that red bar up.
Modifié par Naitaka, 11 mars 2011 - 08:45 .
#13
Posté 11 mars 2011 - 08:51
#14
Posté 11 mars 2011 - 10:43
I turned Varric into a support rogue, Isabela into a DPS rogue and Hawke into a tank rogue and had that team setup for most of my hard/nightmare run.
I took Duelist/Shadow as my spec. Throw the Gauntlet and Debilitating Poison made boss damage much more managable, and Decoy made sure that a group of enemies won't be able to damage anyone for 15 seconds.
I gave Varric Chameleon's Breath(obscure effect), Miasmic Flask(stun), and their upgrades. (I played on nightmare most of the time and very rarely did I manually issue orders to anyone but Hawke. So, friendly fire skills like Miasmic Flask were a huge liability until I found stun immunity accessories). Varric's Kickback ability sends a single enemy flying across the room, and I had him set up to use Pinning Shot against melee enemies, so that also helps with survivability. The Power ability with its upgrade stuns significantly often, which Varric put to good use.
Even though Isabela had a DPS role, her All Hands On Deck ability was awesome at stunning groups of enemies without having to worry about friendly fire.
Modifié par rumination888, 11 mars 2011 - 10:49 .
#15
Posté 11 mars 2011 - 10:50
#16
Posté 11 mars 2011 - 11:46
Crazsy wrote...
I guess it must just be that I'm so used to DA:O and this calls for a different playing style. I assume I will just get used to it.
Exactly. I'm presuming you have a certain view on how a successful party build should be coming from games like WoW (or am I mistaken?) which is a tank who takes all the damge and a healer that heals him.
When I first played DAO I used a similar configuration. after I replayed the game and tried different things I discovered that not only it's not required to have a dedicated tank and healer it's far away from optimal.
I'm glad for the changes with healing and potions cooldowns. I suggest also that when you have the time go back to DAO and try things differently. Hope I'm not missing the mark with you
#17
Posté 11 mars 2011 - 11:50
Yep, that's about right for me. I probably do have the WoW mentality still..Waltzingbear wrote...
Crazsy wrote...
I guess it must just be that I'm so used to DA:O and this calls for a different playing style. I assume I will just get used to it.
Exactly. I'm presuming you have a certain view on how a successful party build should be coming from games like WoW (or am I mistaken?) which is a tank who takes all the damge and a healer that heals him.
When I first played DAO I used a similar configuration. after I replayed the game and tried different things I discovered that not only it's not required to have a dedicated tank and healer it's far away from optimal.
I'm glad for the changes with healing and potions cooldowns. I suggest also that when you have the time go back to DAO and try things differently. Hope I'm not missing the mark with you.
#18
Posté 11 mars 2011 - 12:58
I really hope that in the next one they decide healers have a place in their game, because I like to experience every kind of character. (I have 6 characters for DA2)
#19
Posté 11 mars 2011 - 01:23
It can be frustrating sometimes, but having to work at it and struggle a bit is way more exciting than just standing at the back and going heal, heal, group heal, heal.
Modifié par kyles3, 11 mars 2011 - 01:24 .
#20
Posté 11 mars 2011 - 01:34
Modifié par kane442, 11 mars 2011 - 01:35 .
#21
Posté 11 mars 2011 - 01:37
Naitaka wrote...
Instead of relying on healing, rely more on damage reduction/immunity.
Strongly this.
Better to kill everything fast than trying to out-survive them.
#22
Posté 11 mars 2011 - 01:49
Dangerfoot wrote...
Yeah, that's something that's bothered me about this game. The developers basically said, "play however you want, but we really don't want you healing" because according to them "damaging through it > healing through it", so they make their opinion true by nerfing healing into the Deep Roads.
I really hope that in the next one they decide healers have a place in their game, because I like to experience every kind of character. (I have 6 characters for DA2)
I totally agree with that. I guess what I really loved about DA:O was the challenge of out-surviving rather than out-damaging. DA2 seems way too hack and slash and what I really love is the magic portion of it, especially the healing. I guess the whole reason I started this post is to kind of vent my frustration...that must be why i titled it so..
#23
Posté 11 mars 2011 - 01:58
Now the focus is more on damage reduction and tactical healing.
Use crowd controls abilities to minimize damage intake, use damage reduction abilities like a warriors stonewall , and the threat reducing abilities of a rogue and mind blast from mages to keep their threat low so mobs attack the more durable warriors while killing mobs.
#24
Posté 11 mars 2011 - 01:58
Healing is a function of survival, but so is making enemies hit for less, and so is making enemies unable to hit you at all. BioWare is trying to make survival a bit more complex then spamming heals.
Modifié par rumination888, 11 mars 2011 - 01:59 .
#25
Posté 11 mars 2011 - 02:08





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