Assassins - most annoying thing in the game since...
#26
Posté 23 mars 2011 - 04:30
#27
Posté 23 mars 2011 - 05:23
They are easy to handle alone, but when they are in a huge group they are the most annoying MF'ers. Because they disappear like every 3 seconds, Then do that cheesy attack, they come from underground and hit you even when your 10 feet away. And I'm pretty sure they regenerate health if you don't attack them.
#28
Posté 23 mars 2011 - 05:44
#29
Posté 23 mars 2011 - 06:44
75% of the time, all my softies are dead. I normally end up soloing them on my tank, winnable situation but takes a bloody long time.
Even the final fights with Orsino & Meredith are not half as annoying as fighting templar hunters...
Modifié par Aurica, 23 mars 2011 - 06:45 .
#30
Posté 23 mars 2011 - 07:29
I started to predict their movements a little better though when they stealth MOVE your team as far away as possible to make it wear off so you can see them again or in a corner so no back stabbing. Better still ensure you damage them loads before they stealth with a cross class combos.
#31
Posté 24 mars 2011 - 04:03
Recycled Human wrote...
In regards to anders : do you think it's the heal spell that keeps putting him in the middle of fights? Not only did they slap a cooldown on the spell they gave it a range...
In regards to assassins : if you think they're going for your squishy, try a glyph of paralysis on the suspected intended target. It will stop them and then you can run away!
Nope. High Dragon fight I had Varric, Mage Hawke, and Pancaea heal mode Anders (I didn't see a diff with the healing aura on but whatever, they might as well stay together anyways, lol) all huddled together at range with hold on while I took control of Fenris to Melee the dragon and keep him away from the dragons mouth. Mage Hawke and Anders were the same distance away and Mage Hawke could toss heal spells to Fenris just fine while Anders even while told to hold was constantly running right up to the dragon's face wanting to land melee shots with his staff I guess, wtf - damn near got grabbed a few times.
#32
Posté 24 mars 2011 - 04:25
Often by the time they get close their stealth has expired.
Modifié par naughty99, 24 mars 2011 - 04:25 .
#33
Posté 24 mars 2011 - 04:30
#34
Posté 24 mars 2011 - 04:32
Towards the end of the game I got a rogue skill to make a cloud of smoke and would throw that over the mage and stand next to her if the last templar hunter stealthed. Sure enough he attacked me and missed. Haha. Used the double dagger reverse skill to his face.
#35
Posté 24 mars 2011 - 05:02
I try to use Aura of Pain and it seems that the assassins are taking the damage over time and it indicate where he/she goes.
Bravery with full upgrade seems to let enemies attack the tank first + the anti critical damage (passive Shield & Sword tree) is very useful to deny their backstab damage.
So make sure to let your Tank (Hawke, Avaline or Fenris) to get into the battle first then follow with the rest of your companion. With this strategy most of the enemies will focusing on the tank rather than weaker rogue or mage.
#36
Posté 24 mars 2011 - 05:05
ymatis wrote...
they can steal your pots? never noticed it.
It seems so, I have the Official Prima Guide and they stated this facts inside..
But, I believe our Rogue will have the same ability.
#37
Posté 24 mars 2011 - 05:20
#38
Posté 24 mars 2011 - 06:10
Rage Demons however are extremely easy if you have a shield with at least two fire protection runes. Three makes them completely trivial.
Modifié par Graunt, 24 mars 2011 - 06:12 .
#39
Posté 24 mars 2011 - 06:20
naughty99 wrote...
When they stealth I usually select all characters and run like hell (right click on far away piece of floor).
Often by the time they get close their stealth has expired.
This does not always work, though. Sometimes after they run out of stealth and you stop and turn to face them, they instantly appear in front of you and backstab you in the face. This is probably a bug.
For the record, I love the fact that they can steal your potions. I hate the fact my rogues can't do the same, though.
#40
Posté 24 mars 2011 - 06:32
Zan Mura wrote...
DA Trap Star wrote...
I'm beginning for find rage demons more annoying on Nightmare. They do that stupid cheesy move where they go in the ground and reappear with a automatic it.
Its much more annoying than the Assassin stealth move, because you can at least hit the Assassins when they are in stealth. You can't hit Rage Demons when they are underground.
They are rather similar, yes. But I've found that Rage demons don't quite come in packs the way assassins do, and their attacks aren't nearly as powerful. They're AoE yes, but you should be keeping the softies away from the front lines anyway.
There is one notable encounter with three Rage demons near the end of Act 3. Yish. But you're right. Assassins group more frequently than Rage demons.
As for "keeping the softies away from the front lines," I'm afraid there's no such thing as "front lines" anymore. The waves of enemies kind of do away with that. That's probably a subject for another thread though.
To get back to Assassins, I'd rather they deal % based damage, like 75% of their target's max life. They remain deadly, but they lose the ability to one-shot the wee ones.
#41
Posté 24 mars 2011 - 06:35
Modifié par Graunt, 24 mars 2011 - 06:37 .
#42
Posté 24 mars 2011 - 06:49
Graunt wrote...
Just an FYI: Your dog is highly resistant to fire and can tank Fire Elementals for a very long time. I also don't understand how it would make any sense for an Assassin to take off less from someone with less health than a Tank that has about 60% more.
Yeah, 'highly resistant' like in 'immune'
#43
Posté 24 mars 2011 - 07:46
I usually put my party on hold mode and put squishy characters against a wall or debris or anything while my tank (or 2H if I use him) deals with them so they won't target other allies. When they stealth, I put my tank against a wall (and use stonewall if necessary to reduce the damage from other mobs). They usually reappear without back-stabbing my party members.
It seems that a wall or things (behind my party where they are standing) protects them from assasins's backstab.
(but sometimes after they reappeared they will target one of squishy characters)
After their health bar reach around 40%, I lock them down using petrify or horror or paralyze glyph or stun talents and focus all my party attack on them until they die.
#44
Posté 24 mars 2011 - 08:24
Modifié par Running_Blind, 24 mars 2011 - 08:24 .
#45
Posté 24 mars 2011 - 10:59
Didn't know Assassins could steal potions (health only?), but I didn't understand what happened to all my potions - starting a fight with 6, not using any and ended up with 5, lol. Thanks for the info.
I'm with Graunt, certain enemy mages are a pain - I really hate their stealth and forcefield and they can use those powers indefinitely (no cooldown?). Ignoring them isn't an option, their AoE spells will annihilate your squad in one hit.
#46
Posté 24 mars 2011 - 03:41
I focused heavily on dexterity instead of cunning for my rogue Hawke. At level 13, (42 dexterity and 21 cunning) I would hit for around 800 X 2 damage with twin blades. Couple that with isabella and even on nightmare they die pretty fast. Shield bash + fully upgraded chain lightning works well too.
#47
Posté 24 mars 2011 - 04:20
My rogue Hawke uses Assasinate or Twin Fangs on any rogue like mobs usually 1 hits them.
My Mage Hawke used upgraded Winter's Grasp and I have Fenrise use any attack that works with Brittle targets such as Shattering Blow.
My Warrior would use Shield Bash on a larger group once it's been upgraded and I would have Merrill use Chain Lighting (especially after its been upgraded) and would usually one shot for 3-4k around level 25 I could get higher sometimes. My own Mage could hit for somewhere from 4-6k





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