easy you will be angry you will die and you will rage quit, with that said this
is my style it may not match anyone's like/preference and may receive scrutinize but
ah well tiss' the life of a nerd.
so we begin in the tutorial, and you gain your initial level, now i ignore that and just keep going on through the tutorial till i can acquire the upgrade for mind-blast. here is why.
-it is a large area for the final tutorial mob that is overpowered.
-adds a stun as well as knocking them back leaving plenty of bashing time or heal time
-effects the ogre
as for attributes i will start going 2/1 magic/wisdom for now to build up a base of mana. the next spell i would recommend getting which is at 5, would be horror, now it has no immediate helpfulness, and at level 5 wont last long, but for the rouges who disappear it works wonders. with rouges never being alone and generally having at least 4-5 minions (minimum health) and 2-3 captains (full health) the general battle plan is to have a tank/pool (describe later on) deal with the lower levels, set its tactics to target lowest first.
-NOTE if you notice the rouges back-flipping run towards him if you are able and use mind, it has from what i found a 50/50 to knock them over and a 100% chance to pull them out of stealth.
so your progression for the next few levels, will depend on how much of the side-quests you do, i grinned through them all and though its painful it takes me about 2 hours max(normal) 3-3.5 hours(nightmare), reading through dialog to build relationships.
-get hex to combo with horror/ or to just make your warriors life easier during bosses.
-upgrade horror to now deal massive damage for the stun duration/ combined with the hex can easily deal with rouges. not recommended for lesser mobs but can be used.
now you will have to wait to get some of these which leaves you with a few extra points. these will be used once you hit 7/8, you will have roughly 3 or so. you are going to want to get blood magic finally. its not required but its good to have. you will also want to get crushing prison for your third control ability.
-can be used after horror is done to further hold captains/lieutenants and bosses.
-can also be used on one unit while horror is used on another followed up by a companion using a AOE or line skill (warriors scythe or rouges lance)
-once upgraded can deal great damage and make boss fights a cakewalk
at this point its really up to you, i follwed up into blood magic and got up to hemorrhage.
-NOTE once you get about 21 wisdom you should start going to con, and get to at least 20 before continuing wisdom or con based on if you want blood to be backup or main form of battle.
-you will want to also upgrade grave robber so that you can steal it from living mobs. recommended strategy is early on in ACT 2 use it then mind, if your surrounded. but later on its highly suggested to use mind then grave robber due to higher resistance to knock down, and with an upgraded mind, it will stun them instead making them friendly hosts.
by the time you are 17 you should have mind-blast upgraded, prison upgraded, blood magic spells upgraded.
your next three levels should be dedicated to the primal tree, though this seems a rip off of Merrill but it can be the most lethal. if you target the upper levels within a mob to allow your warrior(s) to deal with the lessers. it will make life far easier if you use tactics to have them do this. and also if any mobs crowd you have them activate a AOE like scythe or whirlwind to clear any trouble.
my recommended party members are Aveline, Merrill or Anders (personal preference)
-if you can micro well you can manage with Merrill and divide mobs with her higher power AOE's
-if you can't micro well you should have Ander's dedicated healer
Aveline is my main choice over Fenris due to sword/board to keep her safe.
generally any defender skills namely Turn the blade, and Adament to make them more durable.
-Investing 2 Constitution for 1 Strength is recommended to make them a sizable pool that can live on the low.
(although if you take into note Fenris's ability were he gets lower health he gets stronger might be an excellent combination if you are a micro manager)
and i personally like Verrik just because he can generally drag them away from me if i get into a bind, and if they line up he doesn't need time to close in just has to line up a good shot with Lance ability
i mainly have him focus in holding abilities, but also divided on debilitating ones for when they get to close.
Feel free to enter-prate any aspects i miss, i know there's a few ways to get more ability/attribute points("Technical" spoiler





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