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Attributes for Aveline (Nightmare)


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#1
Fadook

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Assume we're trying to develop Aveline into an effective tank for Nightmare. How do you think attribute points should be distributed? At first I thought there should be a mix of Strength, Constitution and Cunning. But on realising that shields require high levels of both Str and Con, I've tried going with just those two attributes and picking up various abilities to boost her defence. Do pepole think this is a good approach? It means she's getting hit a lot but has enough health to withstand a rogue's backstab. The problem with Cunning as I understand is that you need a lot of it to get a reasonable defence. Not sure if it's worth putting points into it at the expense of Str and Con.

If it matters, my party is DW Hawke, Bethany, Anders and Aveline. Currently level 7. Finding fights against rogues to be really tough.

#2
naughty99

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I got her cunning up to 16 early and then focused solely on STR and CON.

Not sure exactly how the behind the scenes math works, but since Shield Defense increases a % of the defense score and not armor value, I assume having at least a little bit higher cunning score helps this.

Try using stonewall or shield bash the instant the rogue materializes, if you time it exactly right, you can either prevent any damage or interrupt the backstab.

Modifié par naughty99, 15 mars 2011 - 07:24 .


#3
Basheda

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My Lvl25 Aveline ended with 35 strength, 31 willpower and 42 constitution before gear. I put the +7 any stat rune in her shield and with some other +stat gear she has 45/20/20/20/42/52. Act 3 was easy.
I put 1 str/2 con and 2 str/1 con on her on every lvl up until I reached 32/32 for Mage's Friend Shield. Then added will and more con after reached 32 str/32 con and 3 more strength to use Aurvar's Prize (Act3: Find Nathaniel).

I think less willpower will work too but her HP are never an problem and more willpower allowed me to ignore Bolster and only used Second Wind on longer fights. Heavy Bolster usage was an nightmare but nessesary in the mid game. I paused the game every 2-3 seconds to assing new targets for my Archers and use Bolster. I played with empty tactics. Every skill is manualy used, so pausing the game was nessesary on heavier fights. I played Aveline most of the time and only changed to the Archers if I want them to kill an special target.

At Act3, my first quest kill was the High Dragon, which was easy if you put an Fire Prot Rune (49 silver per rune) on your chestpieces. This kill grant the +7 any-stat rune and the "game was over".

I used one (1) groupheal from Anders for the final fight against Meredith.

Aveline has 95% fire resistance, 52% damage resistance and 39% magic resistance with active shield wall and bravery. No other sustained are used on her. Her Armor was 57/47/37% with gear and buffs.

My main party was Aveline, Archery Hawke (104% crit-rate with 286% crit-damage and 62% increased attack speed), Varric (89% crit-rate with 144% crit-damage and 60% increased attack speed) and Anders as Support Mage. Anders only used his staff attack  and Elemental Weapons + Heroic Aura (both full upgraded). Chain Lightning and Tempest are rarely used because everything dies so fast.

Aveline tanked the bosses/assasins and the two "archers" killed the stuff. Critters up to Elites are killed only by the two archers. Most of them died in seconds. Hawke used Mark of Death (40s CD) + Assasinate (6-8K) + Vendetta (2.5K) every 40s on casters/assasins/bosses. More skills are not nessesary and Hawke used auto-attack (all 1K+ crits) to fill the stamina bar in this 40s where Mark of Death was on CD. Critters/Normals died on her way to the group without ever reaching the tank. Elites are dead in less than 5 seconds if I direct both Archers + Anders on one enemy. So they are also dead before they reach the ranged camp behind Aveline.

Aveline was most of the time only an Decoy on normal fights without Elite Bosses. Assasins got her personal taunt to stick them on Aveline, but other mobs are only aggroed and directed to the 2 Archers.

Fight on close quarter was also very easy. Varric has Goad/Corral (20s CD) and Aveline an upgraded Taunt (20s CD), so every mob stick on Aveline if I want this. Than, the Archers finished all mobs just with her strong auto attacks without drawing aggro. Respawning waves are easy work with both Goad and Taunt. Taunt alone can be tricky with 20s CD. Respawing groups with Archers are also not an problem. Aveline take the Melee mobs and Hawke and Varric can handle 3-5 Elite Archers without tank assistance. Both archers are high cunning and have 80% avoidance against lieutenants as I was midway through Act 2 and this got more with each lvlup. Hawke was at 11K defense with 73% avoidance against bosses at lvl 25.

The hardest fight was the Ancient Rock Wraith. The group was Lvl11 and not nearly that powerfull as in Act3.

With the start of Act2 things become easier with every quest. But I need to heal at some fights and also used potions (around 10 over the complete act2).

The duell with the Arishok was also easy as an Archer. Running 8's until he charged in the wall, some crits and than 8's again. Every 30s Assasinate if he charged in the wall. Dog tanked him also a little bit for some free crits. The fight was over after 3 minutes. I used one Stamina Potion and no Heal Potion.

With the start of Act3 I rarely cast an heal and Anders used his "Spirit Healer Aura" only on the large Super Boss Fights. All fights are possible without his Spirit Healer Aura if you know what happens, but it was my first run.

I has to reload one time in Act 2+ and this was against Ser Varnell and his fanatics. I got 5-6 waves because I killed the fanatics and got respawning waves before Taunt/Goad are off CD. He died on the second try without problem. Aveline tanked all Fanatics and the Archers focused on the Boss. I got 1 additional wave before Ser Varnell died. All other fights are less or more tank and spank with this party setup. Hybris/Xebenkeck are a little bit work but both are done on first try without any greater trouble.

The most overpowerd items are the elemental protection runes. They cost 49 silver and make you virtualy immune (90% resistance) if you put them on an chest piece. The runes are allways 90% protection. They level with your character.

I will use Runes of Lightning Protection on my second run before I go to the Deep Road. This should make the fight against the Ancient Rock Wraith considerably easier, because you take almost no damage from the adds. Than change this to Fire Protection with the beginning of Act2 and you are golden until you finish the game.

Modifié par Basheda, 16 mars 2011 - 02:04 .


#4
brazen_nl

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Basheda wrote...

I will use Runes of Lightning Protection on my second run before I go to the Deep Road. This should make the fight against the Ancient Rock Wraith considerably easier, because you take almost no damage from the adds

Just hide behind a pillar?

#5
Running_Blind

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naughty99 wrote...

I got her cunning up to 16 early and then focused solely on STR and CON.

Not sure exactly how the behind the scenes math works, but since Shield Defense increases a % of the defense score and not armor value, I assume having at least a little bit higher cunning score helps this.

Try using stonewall or shield bash the instant the rogue materializes, if you time it exactly right, you can either prevent any damage or interrupt the backstab.


Not quite, while you do have a raw defense stat' it's just used to work out the chance that you just take a glancing hit, rather than a full one. All skills that add +defense % add to it directly. Say my Cunning gave me a 20% dodge chance, activating turn the blade (+10%) would give me a 30% dodge chance, not 22%.

Also Shield Defense raises your damage resistance, a different stat' entirely, the basic level simply means you take 75% of the damage.