Aller au contenu

Photo

Tips before going into the Deep Roads? (Nightmare)


  • Veuillez vous connecter pour répondre
11 réponses à ce sujet

#1
Ser-Michael

Ser-Michael
  • Members
  • 31 messages
Hey!

I have just finished everything there is to do in Act 1, but I know from previous experience that the Deep Roads is one of (if not the) the hardest parts in the game. So I basically need help in what enchantments to make, gear to equip, and re-spec my companions.

My party consists of:

Me (Archer Rogue, Assasin spec), Level 11
Role: Ranged DPS
Point distribution: 1:1 Dexterity and Cunning

Fenris, level 11
Role: Melee DPS (Maxed out 2-h tree and have points in Vanguard up to Cleave)
Point distribution: 2:1 on Strength and Constitution.

Merill, level 11
Role: Debuff enemies (Entropy maxed out except the last skill, has rock armour too)
Point distribution: 1:1:1 on Magic, Willpower and Constitution (Uses Blood Magic when mana is low)

Anders, level 11
Role: Support and Healer (All healing spells, and Rock armour and Mind Blast for self protection, also has Barrier to use on Fenris)
Point distribution: 1:1:1 Magic, Willpower and Constitution (He is my main healer, can't let him die. Hence the reason that there's the semi-big focus on Constitution).

The reason for the "Constitution-for-all-party-members!" are the Assassins and Mages. Assasins will 1-hit kill backstab me if I don't have enough health. Same with Mages. My Hawke does not have points in Constitution because she has many ways to escape harm such as Stealth or Evade (Also because she is an Archer).

My Gear:

Helmet: Last Descent Helmet
Gloves: Alchemist Protective Handguards
Chest: Flint Company Cuirass
Boots: Last Descent Boots
Bow: Swarm

For Rings and Amulets I have only a bunch of +X attack gear.

So, the questions are:

What weapons to buy?
What Enchantments to put on my squads' weapons & armour?

I have 86 Sovereigns to spend. Will not use them to pay for the Deep Road trip.

Help is much appreciated! <3

#2
Ser-Michael

Ser-Michael
  • Members
  • 31 messages
Anyone? Don't wanna go down there unprepared...

#3
Relvor

Relvor
  • Members
  • 16 messages
I'm not that familiar with neither equipment nor nightmare yet (playing on hard), but taking a few potions of skill redistribution or however they are called might be a good idea if you run in unforseen problems. Do you have the skill boost potions/tomes?

#4
StrikeSaber47

StrikeSaber47
  • Members
  • 401 messages
You are fine with what you got. You should get the Rogue Armor pieces before you go as during your trip down there, you will get the chest piece that will complete the rogue armor set that you can use (The Last Descent). Otherwise, finish all quests, party upgrades and backpacks in Kirkwall before you go as you won't be able to get them when you start the Deep Roads. Also, you will have to note that Varric HAS to go with you so you need to boot someone off the team (since you are Rogue, this could be bad as the boss on this level could be a pain with two rogues and two mages). Definitely stock up on potions and clear some space in your inventory for goodies down below.

#5
sevenplusone

sevenplusone
  • Members
  • 191 messages
Just remember to be patient and focused for the final boss. Stocking up on injury kits is always a good idea.

#6
SlamminHams

SlamminHams
  • Members
  • 219 messages
A bow for Hawke wouldn't be a complete waste, as I basically never melee the Ancient Rock Wraith when he's in the stupid Shield and Flail form after the LoS AoE + Adds part.

StrikeSaber47 wrote...

You are fine with what you got. You should get the Rogue Armor pieces before you go as during your trip down there, you will get the chest piece that will complete the rogue armor set that you can use (The Last Descent).


Pretty sure the Flint Company Cuirass is better than the Last Descent chestpiece + the completed bonus.

Modifié par SlamminHams, 20 mars 2011 - 12:21 .


#7
Tomomi

Tomomi
  • Members
  • 118 messages
For Deep Road, I suggest you get Aveline over Fenris because only she can stand toe to toe with the big bosses you will encounter. We all know Nightmare mode is notorious for this knock down lock. I am not sure at lvl 11 you can get "Imdomitable" or not. It would be 100% Knock down and Stun resistance, a god ability on nightmare mode.

For me, since I wanted Carver to be a Warden, I would have to bring him and Anders along. Thus Aveline didn't get to go, and I suffered so much in Hard mode with it.

Spoilers .....
.
.
.
.
.
You will encounter 3 bosses: Spider, Dragon, and Rock Wraith.
- Spider is optional, but it is guarding a nice treasure room. It would be impossible for me to beat in Nightmare mode with my setup because of the very tight room and no real tank (Carver gets chain knocked down to death)
- Dragon: although not easy, can be done with a lot of kiting. Standing toe to toe against dragon all the time is not recommended.
- Ancient Rock Wraith: range damage is the right strategy. But as suggested above, you should bring enough potions and injury kits. Keep Anders alive at all cost, best to put party on Hold and keep him in corner at all possible. The battle can last a long time, but you are winning from the start, as long as you know how to use the poles to line of sight it.

Save often, and try to move when mobs pop right at your people in tight hallways. Bring a few Maker's Sigh along in case you need to re-work talents. There is only 1 time in Deep Road you can buy/sell and restore potions. I personally make a save right before I go to Deep Road.

#8
Rehwyn

Rehwyn
  • Members
  • 164 messages
Most things have already been said. Varric is a locked party member for the Deep Roads, as already mentioned. It'd drop Merrill in his place.

You seem fairly well prepared otherwise. As an Archery rogue, the big bad boss down there will be less annoying than when I was there as dual-weapon. I'd actually recommend giving your Hawke some decent tactics for that boss and manually controlling Fenris to dodge attacks and reduce the damage he takes. Otherwise, with a 2:1 strength/con ratio he'll take more damage than Anders can heal (speaking from experience as my 2H Hawke warrior). If you prefer not to have to manually dodge attacks on Fenris, you might want to bring Aveline instead.

I definitely agree with giving party members constitution on Nightmare. Dead party members contribute nothing.

In that line of thought, regarding Merrill, you can actually ignore Willpower entirely on her and pump purely Magic and Constitution. No staff requires Willpower, just Magic, so unlike a mage Hawke, she doesn't need it for gear (since you can't give her armor pieces).

If you decide to go heavy Magic/Con, set up her tactics to something like this:

Self: Health >= 50% | Activate Mode: Blood of the First
Self: Health < 50% | Deactive Mode: Blood of the First
Self: Health < 25% | Use Item: Healing Position
<All your other stuff below here>

With this setup, she'll have very high HP and since she's rarely, if ever, using mana you can keep up lots of sustains (like Rock Armor, Arcane Shield, Elemental Weapons) with little downside. Also, there are items and passives that increase your blood magic HP/Mana efficiency. Right now, my Merrill has a 1:5 HP/Mana ratio, which means casting even her most costly spells only drains around 6 HP. Since you're running Anders standard and solely healing/buffs, you're likely keeping Panacea on most the time. Health Regen isn't stopped by Blood of the First, and usually Merrill is near Anders so is benefiting from the buff. The +50 Health Regen easily counteracts the HP cost of her spells (with her current 1:5 ratio, it's effectively +250 Mana Regen in my case).

Modifié par Rehwyn, 20 mars 2011 - 12:41 .


#9
Guest_iOnlySignIn_*

Guest_iOnlySignIn_*
  • Guests
No.

There are no Assassins or Mages in the Deep Roads. You won't receive any spike pinpoint damage to your party, but quite a few AOE attacks - so Anders's Group Heal is essential.

And you will be facing a lot of enemies made of rock, who are immune to Chain Lightning, Tempest, Horror, or Blood Magic spells. Since most people build Merrill as a Primal/Entropy Blood Mage, it is unwise to bring her into the Deep Roads.

In short, You + Varric + Anders + Tank (since you are not a Tank) is pretty much necessary. Put a lot of Health into Tank. I figure Aveline is the better Tank here than Fenris, because you will be facing multiple bosses but not many huge mobs.

#10
Ser-Michael

Ser-Michael
  • Members
  • 31 messages
Thanks for the replies! Much appreciated!

I'm not really sure about taking Aveline and Fenris, since the Friendly-Fire tends to kill Aveline... But I can always try to micro Aveline out of the way.

My plans:

Respec Aveline and put all points into Constitution. Buy her a new shield. Get Armour upgrade.

Respec Varric and get the Armstrice and aggro-defusing abilities (From the subterfuge tree, propably).

Respec Fenris and put all points into Vanguard. Maybe Mighty Blow too.

What Enchantments would be good?

#11
sevenplusone

sevenplusone
  • Members
  • 191 messages
Electricity resistance will really help everyone on your team.

Electricity staves/weapons/enchantments/spells are a big nono, as the last boss and some of the trash leading up to him are immune. Spirit/physical staves are good for this place. The physical staff from the Black Emporium is a favorite of mine.

1 melee + 3 ranged is the best way to go. An easy group that will save you from your own mistakes will be you + Varric + Aveline/Fenris + Anders, speccing Anders heavy into Auras, heals, and CC. Bringing Aveline and Fenris will make the last boss much more painful than it needs to be. Pick one, then fill the last slot with a 3rd ranged.

If you want to bring Merrill, then you should respec your rogue to DW even if it's just for the deeproads.

Modifié par sevenplusone, 20 mars 2011 - 07:54 .


#12
Ser-Michael

Ser-Michael
  • Members
  • 31 messages
Ok, just completed it! Defeated the Ancient Rock Wraith on the 1st try! I only had to reload ONCE during the whole Deep Roads expedition. It was during the Monstrous Spider fight when the Monstrous Spider killed Fenris and the Corrupted Spiders/Giant Spiders just knocked down everyone else.

The Ancient Rock Wraith wasn't really THAT hard once you learned it's pattern. It was most difficult in the beggining. The fight took about 15 minutes.

My party was:

Me, as an Archer.
Varric, as an Archer.
Fenris, as a 2-H weapon wielder.
Anders, as a Healer.

Once again, Anders proved his worth by healing and Hastening (Is that even a word?) the party. If only he would be a better companion story-wise and personality-wise... My Hawke is Anti-Magi you see. :)

I feel really proud of myself to be honest! :)

Thanks for all the tips!