Mages in Nightmare, not DPS
#1
Posté 14 mars 2011 - 09:43
My opinion based on the above, as I've experienced it, is that mages are not good damage dealer in this game. In DA1 they were OP, because of the area of effect spells, which demolished everyone. In this game, the mechanics nullify all area of effect spells, because they are not usefull.Conversley, the rogues seems to be the DPS dealer, and maybe two-handed warriors. Therefor, the role of the mage in this game is to keep everyone else alive only, and I will only teach them spells which support my other party members.I think Anders is the best mage because of the ressurection, and 2 healing spells.I will not try to go through this game as a mage, because I don't think the mage class was balanced correctly. I am ONLY talking about going through on Nightmare.What are you thoguhts? Who has something to add? Has anyone gone through this game with 3 mages in their party, on nightmare? Ouch!
Add your thoughts...I may be missing something too!
#2
Posté 14 mars 2011 - 09:50
paragraphs!
#3
Posté 14 mars 2011 - 09:50
Modifié par nicodeemus327, 14 mars 2011 - 10:00 .
#4
Posté 14 mars 2011 - 09:51
Also you have to keep them far back during a fight. My aoe spells can take out groups of archers on it's own so I wouldn't say they are weak.and if they don't, it buys time so my melee guys can come in and finish them off.
#5
Posté 14 mars 2011 - 10:26
#6
Posté 14 mars 2011 - 10:28
pf4alex wrote...
ARe you guys playing nightmare? This changes everything
I'm on hard atm, but is there really a difference besides no FF?
#7
Posté 14 mars 2011 - 10:28
Cone of Cold is still amazing as ever. Also, Merrill using Chain Lightning after Aveline uses a Shield Bash? Sexy as sin. But yeah they've been toned down from Origins a bit.
Edits for typos
Modifié par Cyocide, 14 mars 2011 - 10:29 .
#8
Posté 14 mars 2011 - 10:35
It's very easy at the start of a fight to petrify or crushing prison or freeze one or two, but when four archers jump in halfway accross the map and kill you before you can move, it's very obnoxious.
Try using Merrill as a bloodmage only and putting points into Con instead of Willpower. She ends up with a ton of HP and is quite durable in addition to never running out of mana.
#9
Posté 14 mars 2011 - 10:35
It's very easy at the start of a fight to petrify or crushing prison or freeze one or two, but when four archers jump in halfway accross the map and kill you before you can move, it's very obnoxious.
Try using Merrill as a bloodmage only and putting points into Con instead of Willpower. She ends up with a ton of HP and is quite durable in addition to never running out of mana.
#10
Posté 14 mars 2011 - 10:39
#11
Posté 14 mars 2011 - 10:55
pf4alex wrote...
ARe you guys playing nightmare? This changes everything
Yep, playing nightmare. Crusing through. Cross class combos. Seriously.
#12
Posté 14 mars 2011 - 10:57
Modifié par Myrmedus, 14 mars 2011 - 10:57 .
#13
Posté 14 mars 2011 - 10:59
#14
Posté 15 mars 2011 - 12:16
It is kind of hard to tell mages to just stay back from the fray with the initial spawn all around you and then reinforcement waves appearing on top of you or coming behind you in the path you just cleared. Unshakable is a must if you don't want to be slapped all around the battlefield and staggered with every arrow or melee hit.
#15
Posté 15 mars 2011 - 12:29
Grumpy Old Wizard wrote...
Dragon Age 2 is melee centric. Mages on NM are pretty underpowered. Many of the casting animations are far too long for the speed the enemies move at in DA2, the spells are mostly underpowered, and the cooldowns are too long. The specializations are unimpressive.
It is kind of hard to tell mages to just stay back from the fray with the initial spawn all around you and then reinforcement waves appearing on top of you or coming behind you in the path you just cleared. Unshakable is a must if you don't want to be slapped all around the battlefield and staggered with every arrow or melee hit.
I would hardly say it's melee centric, especially on Nightmare. I know 2handed warriors will kill other melee with their aoe's just as easily as any mage aoe, and a lot of fights seem ideal to have one melee and the rest ranged.
#16
Posté 15 mars 2011 - 02:15
I haven't played reaver class at all, but I was totally dependent on my two mages for both DPS and encounter management. DPS in that I had use brittle for a cross class combo with Assassinate, but still. Cone of cold and petrify were the main reasons that I survived many a fight.
#17
Posté 15 mars 2011 - 03:14
#18
Posté 15 mars 2011 - 05:03
Combos: Mages can't build their own combos as they could in DA:O. It was incredibly frustrating to me when I jumped straight into the game without reading any information from the game guide or the official strategy guide. The system isn't quite as incredible as the DA:O combo system (farewell SotC OPness) but I find that I like it a great deal more as it requires thought be put into the group with which you adventure and how you shall build each one of them. I'd suggest that you read about these combos and create tactics to exploit these possibilities unless you intend to play with an incredible amount of micro-management (which is fine if that is your preference.)
I suppose that three mages is possible but I'd think it to be rather ineffective. I love me a two-handed warrior that will serve as a tank and build him to score a large number of staggered opponents which the mages might be able to make pop in a gory mess. I'm also trying to build a rogue that might stay at mid-range and disorient some targets to the advantage of the mages and the warrior. Finally, I like to ensure that at least one of my mages can make brittle a few targets and let the rogue and the warrior do their thing there. Exploitation of the full range of cross-class combos can begin to make your party feel truly epic as they mature. A well balanced party can also leave room for some less spectacular debuffs that will assist against targets that prove somewhat more durable. In summation -- the game is balance centric and does not have favour any particular line in any way (though in the earliest portions I have found that two rogues with decent weapons can make some encounters much easier but that doesn't seem to last through the entirety of Act I.
Another route (which I haven't given much attention at this point) is devoting one character to crowd control and skipping over some combo opportunities to keep some groups of enemies out of the fight until you are ready to focus them down with the rest of your party. Something tells me that this might be a more effective strategy than simply hoping to DPS the hell out of encounters -- especially when one considers that there are times when you have multiple higher level mobs in the encounter that won't be easily burned without focusing attention to them. Crowd control can also be that "OH NOES!" option when reinforcements flank around atop your weakling mages and allow you to redirect your attention to more pressing matters.
It takes some practice if you're used to playing with an OP DA:O build or party combination. I like that combat takes some planning and one can't simply drop massive AOE combos or charge in with an indestructible character build and own the day. I truly appreciate that DA2 is a bit more difficult and Hard is truly hard sometimes and Nightmare can be truly nightmarish.





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