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Ancient Rock Wraith down!!! Mage Nightmare solo Questions, Answers, and Updates thread


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#151
Gloxgasm

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You really need walking bomb +fire staff for that quest lol.

Can't decide if I want to save Feynril or get some extra points.

#152
JaredFish

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Can't get past the flipping spider in the first room of Magistrate's Order quest. Should I put a Nature resist set together for spiders?

#153
Gloxgasm

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I did it with the help of a grenade running spirit, cold, primal talents. Left me with about 10% hp after 2/2 pots. There is a ring the dalish sell for minor nature resist plus DLC belt but that didn't mitigate damage enough to be useful imo. The nade 6 second stun is very good here.

I have trouble with them from time to time, but the nade and manadump has been working well for me.

#154
JaredFish

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Hmmm. Might have to respec then. Only got chain light, rock fist and upgraded spirit bolt. Will look into the grenades.

#155
JaredFish

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What are spiders weakest too? Fire?

Edit: They are weak to electricity.

Modifié par JaredFish, 26 mars 2011 - 09:55 .


#156
sevenplusone

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I just ran from it and only stopped to cast spells, emissary-prologue style.

#157
Guest_iOnlySignIn_*

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sevenplusone wrote...

Spirit.

Stack attack and magic, your spirit staff(using the one I got from finding Sandal) is hitting him for 100-200(crits I guess). You need 0 con for this fight, and just enough willpower for gear.


Yep. Valdasine is lying there right before the Rock Wraith fight for a reason. I guess House Valdasine forged the Spirit staff as a last desperate attempt to defend against the ARW.

Also, a suggestion: Restoration Potion. It's 2 potions for the animation of 1 - useful for Mages, especially useful for solo Mages. It allows me to fast switch out of Blood Magic.

Modifié par iOnlySignIn, 26 mars 2011 - 11:32 .


#158
Gloxgasm

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JaredFish wrote...

What are spiders weakest too? Fire?

Edit: They are weak to electricity.


Having a electic staff will benefit you against all the shades you have to fight later unless you killed them all already. That spider was a complete pain in the ass. You can kite it past its room and then some but it still hits like a truck.

#159
JaredFish

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Yeah The Hypnotist's Staff you get from killing that blood mage changed everything - hit that venomous spider for 100 every hit. 1/0 pots and a bit of kiting and it died without problem. Only really needed to kite during spell cooldowns.

Act 1 quests clear now, 98% lightning resist and I'm starting deep roads. I have a fire staff, electric staff, physical and cold staff with me, with a spirit one not too deep into the deep roads.

Anything else I should grab for Act 2 before I go down?

#160
fallen_valkyrie

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Gloxgasm wrote...

Tried it twice but I couldn't get it to stay long enough for a good shot. Lasts like 4 secs. Killed the dragon without incident but it seems I picked up the makers mark bug. I have 2 spells listed that I don't have. Don't want to redo the fights though. Hopefully popping another one will fix it. =[

Edit: Respec gives an extra 2 talent points. Have to replay Qerth, 2 ship caps, and deep roads. =/


i think the markers sigh bug is a result of having pots in your inventory, supposedly if you respec with no pots you won't pick up the bug on your next reload

#161
fallen_valkyrie

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JaredFish wrote...

I'm stuck.

The first wave of Coterie as you arrive in the docks for the Loose Ends quest (boy running towards you at start) - a coterie assassin and 4x2handers and lots of archers spawning as soon as you kill the first 2hander. If the assassin catches up its usually backstab+poisoning = death.

Tried 2 tactics so far, both aiming to kill the 2handers first...
- running into the right hand ally as you start - the archers pull.
- running left and immediately right down the ally towards the water - the assassin catches up when turning around

I tried waiting till higher level (more spells) - level 5, 6 and 7 didn't help either, and I need to get level 8 before pushing into any other content (ranged knockback spiders :@ )

Current spells (at level 5 save):
-Stonefist
-Chain lightning
-Rock armor
-Tempest
-Mind blast (I don't have access to the DLCs - no respec)

Any suggestions?

Edit: Specifying which version of quest I have.


did you do the coterie fight? i did it today and it was a pain to figure out how to do.......

#162
JaredFish

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What I did was a bit tedious, but worked in the end..

First of all you need some kiting space, so if you haven't cleared out the rest of the docks already, load a save where you have not picked up the loose ends quests, clear out the docks as much as you can, then pickup the loose ends quest again.

As you enter the docks run to the back and right and all the way to the end so you don't pull the archers when they spawn. What I did was run up to a wall and chain lightning one of the 4 2handers, then run in circles till it cooled down and repeated this until all the 2 handers were dead. You run up to a wall and do this so the Assassin can't backstab you. Once the assassin is the only one left he stops going invisible / backstabbing so you can kite/staff him down without too much worry.

One thing to remember is once the last of the 2handers dies, the assassin might still have backstab queued up, so do one last chain lightning blast after the last 2hander to make sure you don't get a surprise backstab (happened to me twice).

Modifié par JaredFish, 27 mars 2011 - 02:31 .


#163
x-president

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Looks like the ARW is a push over with electricity resistant gear.  Imagine 4 party memeber setup like that.  Although I've always thought it would be easier with less because less micromanaging of companions.


Nicely done.  I noticed you are all spirit spells mostly.



For your gear setup, do you have a set for every elemental resistance on you all the time? 

#164
Gloxgasm

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x-president wrote...

Looks like the ARW is a push over with electricity resistant gear.  Imagine 4 party memeber setup like that.  Although I've always thought it would be easier with less because less micromanaging of companions.


Nicely done.  I noticed you are all spirit spells mostly.



For your gear setup, do you have a set for every elemental resistance on you all the time? 


I only have the electric resist gear from ARW. I just did the poisoned street quest without any nature resist and it wasn't bad at all. I might make chest with 2 nature runes against those evil spitting spiders though.

#165
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Gloxgasm wrote...


I only have the electric resist gear from ARW. I just did the poisoned street quest without any nature resist and it wasn't bad at all. I might make chest with 2 nature runes against those evil spitting spiders though.


Oh yea, I'm definitely getting nature resist against the spiders. 

#166
sevenplusone

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x-president wrote...

Looks like the ARW is a push over with electricity resistant gear.  Imagine 4 party memeber setup like that.  Although I've always thought it would be easier with less because less micromanaging of companions.


Nicely done.  I noticed you are all spirit spells mostly.



For your gear setup, do you have a set for every elemental resistance on you all the time? 


Nah, I stack armor most of the time. But like mr Glox, I might carry a double slot piece of gear with me that has Nature Resistance.

for High Dragon I imagine I would be capping Fire Resist and stack armor, but I haven't touched my solo ever since ARW due to many things going on right now.

#167
Gloxgasm

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I am maybe 1/3 into act 2. I can't decide on what super staff to get though. Was thinking about getting cold blooded, but now I am not sure.

Nature staff has been my best friend so far.

#168
Gloxgasm

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Thread needs a bump!

Act 2 feels like its 75% shades so far. Annoying.
Build: 8 Spirit, 8 Primal, 2 Force, 2 Arcane (Stunning mindblast vs assassins) +4 talent points so far.

#169
JaredFish

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I only just hit act 2 and when I got ambushed by that dwarf that wants more money I was glad i kept the 2 upgraded cold spells :)

8 in spirit you say. Does the death aura work well? Or did you take it just for the mana regen of the final spirit talent?

#170
dkristof

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I'm playing a solo nightmare mage as well. I've had a couple tough fights (anything with an assassin, Magister's Order Spider, etc.) but for the most part it has been pretty smooth sailing so far. I got to the end of Shepherding Wolves against all the Qunari and now I'm stuck. They are immune to all fire and electric, so I am pretty limited in my offensive abilities (especially aoe) and the qunari leader Arvaarad appears to have some sort of insane regen aura that heals everything back to full before my skill CDs refresh. I managed to kill off the starting archers one time only to have 2 more groups of them spawn. Did you have trouble with this fight? I don't see a video for it. Is there some easy trick I am missing here? Any tips? Thanks.

#171
Gloxgasm

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@ JaredFish I have it Maxed, no dispel. I love it. The heal is very minor (7hp) and the mana comes out to a free cast at 30 but it adds up especially in those long fights. My only gripe is that dead bodies like to disappear very fast.

@ dkristof I started the fight with a CoC => Makers Fist => Walking Bomb Dps down an archer and blow up all but a few melee + boss. Then I went into kite mode and wore down 2nd groups archer before blowing him and his friends up. For that annoying healing aura, you can petrify him to turn it off if you have that or wait for it to turn off on its own.

#172
x-president

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Do you guys know when or where the Nature Warding Rune is?

#173
Gloxgasm

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I think it is a drop you pick up, but I think it is after Act1 or maybe in the DR. Let me check if I have it. I remember wanting to find it badly during magisters orders spider.

Modifié par Gloxgasm, 29 mars 2011 - 02:14 .


#174
Gloxgasm

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If they are in order, I got it after Defense, before striking.

#175
Stardusk78

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Shades=immune to spirit damage