Aller au contenu

Photo

Early game Rogue on Nightmare


  • Veuillez vous connecter pour répondre
14 réponses à ce sujet

#1
Bredgen

Bredgen
  • Members
  • 5 messages
Is anyone else having a hell of a tough time playing as a DW rogue on nightmare in early act 1?

This is my 3rd playthrough (Played normal as mage, then hard as 2h warrior, and now nightmare) and for some reason I just keep dying on nightmare as my rogue. Every single hit i take knocks me back as well as all my squishies. I have aveline taunting them but she can only take so much damage before she dies, not to mention she never seems to be able to hold aggro after taunt is over.

I did put some points into strength (for fortitude) to help with the knockbacks but it doesn't seem to help much. I can usually take on the original waves of mobs in fights, but when reinforcements arrive I find myself always putting the difficulty setting down so I can get past them.

My current party is Me (DW Rogue), aveline, Bethany and Varric.

Any tips on how to play rogue/build rogue (or his companions) would be appreciated! Rogue doesn't seem to be coming as naturally to me as mage and warrior did :(.

#2
Zan Mura

Zan Mura
  • Members
  • 476 messages
Your rogue shouldn't be hit. Nor should your mages. Put them in the back, make sure Aveline grabs aggro. Only ever focus fire to the same target, that way they drop faster and Aveline will keep generating threat on the same target others are attacking which prevents them from going after your softies instead. If any adds get through, you can kill them with your rogue.

Other than that, you can make Aveline run to and hit most archers to get their attention. The rest you can just focus fire with your mages / archers to interrupt and kill easily while leaving Aveline to do her thing. Point being, since the beginning of my second playthrough, my softies and my rogue just didn't need to worry about getting hit since I made sure they were never the target.

When this is taken care of, you can start to manage your rogue. Basically, only attack targets someone else has aggroed, mostly it means co-working with Aveline. And never stay around long enough to risk being attacked. For instance, if there's an enemy assassin, you grab their attention with Aveline, then focus fire with your party, go behind them for some nice flanking and backstabs etc with your rogue, and then run the hell off. Because when they stealth, if your rogue is anywhere near them, they will go for him instead of Aveline.

By the time you get to mid-game, like lvl 13+ your rogue will turn into a slaughtermachine. At that point you're no longer fully dependant on your team, instead you can just solo down any enemy assassins, lieutenants etc. But your basic role as a rogue will remain the same: stay out of harm's way, cover the softies, and do controlled burst attacks against those priority targets like mages and assassins.

#3
Bredgen

Bredgen
  • Members
  • 5 messages
So you're telling me I should control Aveline at the beginning of every fight and make her hit all the archers before I run in as my rogue? Wouldn't that get a bit tiresome?

I'm thinking of getting Armistice and Goad on my rogue to help with the aggro, but the controls on them are weird... I hope they work.

#4
sonsonthebia07

sonsonthebia07
  • Members
  • 1 447 messages
It's not tiresome. It's part of the game. I switch up characters constantly and find it to be the most appealing part of this kind of game. If you run in with Aveline right away or any warrior for that matter you'll save yourself a headache a lot of the time. Run in, beat as many enemies as you can on the head, throw up a taunt, then have others come in. The thing you want to do the most is abuse kiting and Evade and the jumping around abilities rogues have if you are fighting against melee enemies - they should never hit you. Archers are much worse in DA2 - you'll probably want to stun them first with Miasmic Flask or group on them because they will knock you back constantly. So yeah like previously said here, focus fire works wonders.

People say that Goad and Armistice are bugged - I know they aren't working as intended on the consoles anyways - but Goad still seems to work for me. It's kind of hard to aim it properly though.

#5
Demx

Demx
  • Members
  • 3 738 messages
Well you could use your rogue to lure each wave away from the starting point, to an area where the other waves are unaware of your location. There you should be able to handle the small mobs however you like. However, there are some areas in the game where they try to kill you when you first enter. Xebenkeck is a piece of cake, when not surrounded by all those waves.

#6
Running_Blind

Running_Blind
  • Members
  • 105 messages

Bredgen wrote...

So you're telling me I should control Aveline at the beginning of every fight and make her hit all the archers before I run in as my rogue? Wouldn't that get a bit tiresome?


That's Nightmare for you, you have to use all of your characters.

#7
Drinks

Drinks
  • Members
  • 3 messages
So ive finished the game and am now trying nightmare mod. (as a rogue)

For those who have finished it. What strategy do you play, do you pick off the weakest targets first cause they tend to die quickest. Or do you go for the archers/mages first. Or the assassins cause they smash the **** out of who ever they hit. (Im assuming you wouldnt go for the Lieutenant's first)

Because in hard i tended to take out mages first, then assassins with a few stuns on archers. However assassins have a lot more health than a basic archer, so is it best to take out all the archers while the assassin munches you, or kil the assassin while you get shot by 4 archers.

#8
Bredgen

Bredgen
  • Members
  • 5 messages
Okay, so I dunno if I'm just lucky or not but this control aveline yourself combined with using terrain to your advantage (I usually fought around a wall with aveline up front, so they naturally attack aveline first as they see her first) worked wonders.

Dying much less now and I was actually able to fight battles with multiple waves of enemies without dying.

One question though, I have my damaging companions attacking the same target as me, but for some reason when I make them hold position, they tend to just stand there sometimes. Weird glitch or just one time thing, not sure. Anyone have this happen to them before?

#9
Guest_iOnlySignIn_*

Guest_iOnlySignIn_*
  • Guests

Drinks wrote...

So ive finished the game and am now trying nightmare mod. (as a rogue)

For those who have finished it. What strategy do you play, do you pick off the weakest targets first cause they tend to die quickest. Or do you go for the archers/mages first. Or the assassins cause they smash the **** out of who ever they hit. (Im assuming you wouldnt go for the Lieutenant's first)

Because in hard i tended to take out mages first, then assassins with a few stuns on archers. However assassins have a lot more health than a basic archer, so is it best to take out all the archers while the assassin munches you, or kil the assassin while you get shot by 4 archers.


Archers are usually bunched up together. You can nuke them with AOEs (from your Mages, your Archers, or your 2H Warriors). It is also easy to knockout/stun them since they have low fortitude (unlike Assassins) - after that you get a few seconds in which they can't attack and you can focus on other enemies.

Enemy Mages are no problem at all since all their AOE attacks have a long time delay (during which they do a dramatic floating/curling up animation of sorts). All you need is to reposition your party. Many Mages will go straight into invulnerable mode anyway, so I never focus on Mages first.

I always focus on Assassins first. Burst them down with CCC and focus fire. Smoke them out with AOEs (Chain Lightning is best) if they cloak. They are by far the most dangerous enemies in this game.

#10
FrozenDawn

FrozenDawn
  • Members
  • 87 messages
you can also use a bow, it's very useful throughout the game for many battles, where u would die otherwise.
I always try to take out the stronger opponents first, since the next wave is usually triggered after a number of killed enemies, so u can end up with the strongest mobs surviving when the next wave hits.

Oh and yeah that seems to be a bug. hold position seems to sometimes cause people to not attack at all. But sometimes they do...
and they only really hold position until you are 20 meters away or so then they follow...

Modifié par FrozenDawn, 27 mars 2011 - 10:26 .


#11
nicodeemus327

nicodeemus327
  • Members
  • 770 messages

Running_Blind wrote...

Bredgen wrote...

So you're telling me I should control Aveline at the beginning of every fight and make her hit all the archers before I run in as my rogue? Wouldn't that get a bit tiresome?


That's Nightmare for you, you have to use all of your characters.


Yep, that's nightmare. It was designed so you'd have to play your entire party optimally. This includes a bit of micro on each character.

#12
nicodeemus327

nicodeemus327
  • Members
  • 770 messages

iOnlySignIn wrote...

Drinks wrote...

So ive finished the game and am now trying nightmare mod. (as a rogue)

For those who have finished it. What strategy do you play, do you pick off the weakest targets first cause they tend to die quickest. Or do you go for the archers/mages first. Or the assassins cause they smash the **** out of who ever they hit. (Im assuming you wouldnt go for the Lieutenant's first)

Because in hard i tended to take out mages first, then assassins with a few stuns on archers. However assassins have a lot more health than a basic archer, so is it best to take out all the archers while the assassin munches you, or kil the assassin while you get shot by 4 archers.


Archers are usually bunched up together. You can nuke them with AOEs (from your Mages, your Archers, or your 2H Warriors). It is also easy to knockout/stun them since they have low fortitude (unlike Assassins) - after that you get a few seconds in which they can't attack and you can focus on other enemies.


Yep, AoEs can work pretty well against archers. They tend to be critters (small health bars) and don't have much fort so they get knocked around a lot by damage. It's why I keep fireball and bursting arrow on my bars. I usually target them first with my ranged while my tank is picking up the melee

The big problem I had with dual wield rogues were the melee trooper archtypes. Even if your tank has agro, the mob will often turn and hit your rogue knocking them on their ass. Their enemy AI is programmed to do that. The only way I could get around that was by micro-managing them a ton.

#13
Zan Mura

Zan Mura
  • Members
  • 476 messages

Bredgen wrote...

One question though, I have my damaging companions attacking the same target as me, but for some reason when I make them hold position, they tend to just stand there sometimes. Weird glitch or just one time thing, not sure. Anyone have this happen to them before?


There are some glitches and issues left in the game. HOLD command will not disable behaviour or AI. And occasionally, it will actually conflict with them. If the AI needs for the toon to move, but the HOLD is preventing that action, the AI can get stuck.

Easiest example would be to put behaviour on Ranged, and watch the difference. When the AI has free movement, Ranged toons will always run away for a few meters when someone tries to attack them in melee, then proceed with attacking. But when you have HOLD on, they will be stuck on trying to move away. Stuck to the point of not even attacking when you command them to, since the second you release direct control they will resume trying to run away while on HOLD.

#14
Bredgen

Bredgen
  • Members
  • 5 messages

Zan Mura wrote...

Bredgen wrote...

One question though, I have my damaging companions attacking the same target as me, but for some reason when I make them hold position, they tend to just stand there sometimes. Weird glitch or just one time thing, not sure. Anyone have this happen to them before?


There are some glitches and issues left in the game. HOLD command will not disable behaviour or AI. And occasionally, it will actually conflict with them. If the AI needs for the toon to move, but the HOLD is preventing that action, the AI can get stuck.

Easiest example would be to put behaviour on Ranged, and watch the difference. When the AI has free movement, Ranged toons will always run away for a few meters when someone tries to attack them in melee, then proceed with attacking. But when you have HOLD on, they will be stuck on trying to move away. Stuck to the point of not even attacking when you command them to, since the second you release direct control they will resume trying to run away while on HOLD.


Ah I see, that would probably explain the problem. Guess I'll have to try my best to play without the use of Hold (or with minimal amount).
I'm thinking of switching over to Merril and Anders to replace Varric and Bethany soon. We'll see how that works out.

Thanks for the help.

#15
Jadestorm7

Jadestorm7
  • Members
  • 10 messages
I played nightmare on my first playthrough, S+S tank Warrior. You'll die often. You'll make mistakes often. You'll have a few fights where it feels impossible the first time and an hour and a half (and 30 attempts) later you'll beat it, and it'll be much, much more satisfying than blowing through on casual. I plan to play my future rogue as an assassin, not 100% upkeep on DPS, but just picking things off that I know I can kill before they turn and send me flying with a smack. Just play very carefully, go after mages, then archers, then the warriors. Recognize that Aveline needs time to keep threat -- taunt is just a threat transfer, not a threat generator.