1. Cross-class Combos (CCC's): the whole point of CCC's is to make a fight go faster.. the whole reason you would REQUIRE a fight to go faster is because you can't have a healer spam heal while you chip away at a large group of enemies, as you could in Origins. if you COULD spam heals in DAO fashion, CCC's would become an afterthought to the survivability your OP healer would provide. i can't count how many times i went and made a sandwich mid-boss fight in DAO just because i knew my healer/tank combo would never die. the lack of constant healing requires you to end a fight as fast as possible, because there is GOING to be a time when your potions and healing spells are all on CD, and your tank is about to fall.
2. Damage Mitigation: Let's face it.. mitigation has ALWAYS been a part of tanking. and it's always going to be.. MMO's like WoW make mitigation useful, but your heals are still a superior survival tool. DA2's mechanics require you to think more tactically with the way your tank handles threat/damage, and also how your rogues, DPS warriors, and mages handle threat as well. Rogues have Evade,Miasmic Flask, Confusion, Back to Back, and others for a reason.. just as Mages have Mind Blast, Petrify, paralyzing crushing prison, ANYTHING that either stuns/ stops an enemy from attacking the squishier party members. to be successful wihtout a massive amount of healing you HAVE to understand how damage mitigation works, and use that to it's fullest extent.. especially with your tank.. turn the blade and it's upgrades, stonewall and upgrades.. bodyguard, and more all help to reduce the damage your tank and others take, buying you time between your heal CD's, and also allowing your damage causing members to more effectively perform their roles.
I hope this helps people, and i'll be glad to hear from others if i missed anything, or anyone has questions.





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