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what a crock of crap on nightmare


58 réponses à ce sujet

#1
blakskyz

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okay..this is such bs...on nightmare when trying to rescue the viz's son. wtf..the cotiere owns everybody?
talk about unbalanced bs...not to forget to mention the merc. commander? consistantly spamming health potion? twirling the blade around like a ass? give me a break.

yeah..its my vent... its such a retarded way to have this npc's kick ass consistantly and spamming health potion, while the PC is limited because of the screwed up system of getting cash.

played thru is the third on nightmare..really..its not even fun. hard was fun and a challenge where you felt you had a good chance. nightmare is not even enjoyable...bah

also..those damn finishing moves are so retarded. its such a waste of time. by the time you finish...freaking getting so much damage from the unstoppable waves of enemies. I mean, sure it looks nice and pretty...but if I move my directional keys, I should be able to break the damn animation to move out of harm's way.

#2
viverravid

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I had the same complaint. That fight is really annoying. I found the commanders much more annoying than the assassins, 'cos they are so much harder to kill.

The immunities and friendly fire and extra enemy abilities on Nightmare are great, but the ginormous HP pools and endless potions chugging is really annoying. It just seems like a cheap tactic to extend the fights. It's probably not so big a deal at higher level when you have the burst damage ability to take them down, but at level 7 or so I just found that fight super tedious.

#3
blakskyz

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yeah..i just had to rant...so freaking annoyed....ah...i know its just a game..but damn..its supposed to be entertaining, not frustrating. get that Bioware? lol

#4
Guest_Puddi III_*

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One thing that I found helpful-- don't stay in that big area near the viscount's son. Once the battle starts, charge into that "crossroads" section, and turn left. There's an alcove there that's much more defensible than where you start from, where you've got a crapload of archers pelting you from long range-- not good.

Modifié par Filament, 06 avril 2011 - 05:30 .


#5
SuicidalBaby

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Filament wrote...

One thing that I found helpful-- don't stay in that big area near the viscount's son. Once the battle starts, charge into that "crossroads" section, and turn left. There's an alcove there that's much more defensible than where you start from, where you've got a crapload of archers pelting you from long range-- not good.


actually thats the worst advice.  you're surrounding yourself and limiting your movement creating a situation where Ranged behavior begins to fail.  You can line of sight them where you start just as easily.  using the entrance to the camp as a bottleneck for AoE or anything else you want.  You have the advantage where you start, dont throw it away.  Summon dog after Ginnis is dead and he will distract the commanders while you take care of the grunts.

fyi use nature.
CC Ginnis, debuff, ccc, dead, kill grunts.

1st wave:
If you stay where you start and just pick off grunts, more will spawn, which are just as easy to kill.  Kill all of them at pace and then take the commander out with focus fire.  Dog is great distraction.

2nd wave:
Same thing, stay where you are, ranged are on hold near the campfire picking off grunts, tank sits picking up anything that gets near ranged.  When the Assassin pops, cc, debuff, ccc, dead.  If he stealths, set up glyph of paralysis, or repulsion.  use whirlwind to reveal, taunt to focus rogue on tank, fist of the maker reveals, chain lightning on a nearby grunt will hit the stealthed assassin, mind blast reveals.  Miasmic Flask the spot he stealthed works well too, or you can confuse him.  Then just focus fire when he shows up again.

Modifié par SuicidialBaby, 06 avril 2011 - 08:15 .


#6
Firky

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Filament wrote...

using the entrance to the camp as a bottleneck for AoE or anything else you want.  You have the advantage where you start, dont throw it away. 


That's what I did.

This fight was really hard, though. I had to come back when I was lvl 8 on NM. I think it kicked my ass about 10 times before then (I'm persistent), but with the shield bash/chain lightning thing it wasn't so bad. I still don't know how chain lightning works exactly, but when bunched it seems to get 6 enemies. (If they are all staggered, they are all dead.)

I left the commander until last. His many health potions did seem a little much, but I'd prefer him to that assassin. He was trouble. I took him out 2nd last.

#7
SuicidalBaby

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lol, pretty sure I said that not Fila

#8
Guest_Puddi III_*

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SuicidialBaby wrote...

Filament wrote...

One thing that I found helpful-- don't stay in that big area near the viscount's son. Once the battle starts, charge into that "crossroads" section, and turn left. There's an alcove there that's much more defensible than where you start from, where you've got a crapload of archers pelting you from long range-- not good.


actually thats the worst advice.  you're surrounding yourself and limiting your movement creating a situation where Ranged behavior begins to fail.  You can line of sight them where you start just as easily.  using the entrance to the camp as a bottleneck for AoE or anything else you want.  You have the advantage where you start, dont throw it away.


Nah it's not much of an advantage, the ranged characters will only pursue you until they get line of sight, then to attack them with any melee characters you have to move far enough to put yourself into the wide open line of sight. There's only a very shallow angle in the rocks providing cover from where you start:

Image IPB

Whereas if you move where I put the arrow there, you force them all to come through that narrow passage and get pretty close. You can use Chameleon's Breath or the like to get your party to that spot without taking much or any damage.

#9
SuicidalBaby

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or just stand where you are and kill them 1 by 1 with 3 ranged while the dog distracts the commander.


Moving the tank to the left or right of the area you start in will cause the archers to move becoming visable to your ranged, which are behind the tank on hold. Tank is taking minimal damage from archers at worst.  If the archers are attacking your ranged it goes both ways.  They dont last.  The tank is the key, staying out ahead near the bottleneck picking up visual threat and catching anything that gets near ranged.

I was well aware of the spot you were talking about.  You lose the advantage you already control.  Any ranged with "Ranged behavior" will have issues in that alcove. 

Modifié par SuicidialBaby, 06 avril 2011 - 08:36 .


#10
Guest_Puddi III_*

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That sounds like a kiting tactic which is a lot more tedious and actiony than I'd want to put up with, much easier just to force them into a bottleneck and take them all down like a pair of lawnmowers. (I had two DWers this time, plus Aveline and Anders, so I didn't really have to worry about ranged tactics)

In any case it was much easier than the first time which took me at least five tries, staying in that central area. A lot of good that "advantage" did.

Modifié par Filament, 06 avril 2011 - 08:40 .


#11
Sabotin

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For that fight I stayed where I spawned and went to the front to kill commanders, then pulled back before I got surrounded so that I had enemies in front all the time. I think once you know what's coming from where it gets much easier, because you can reposition faster to the right spot.Try to keep the ranged guys a bit back, but don't charge too far ahead because of assassins and such.

#12
SuicidalBaby

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Filament wrote...

That sounds like a kiting tactic which is a lot more tedious and actiony than I'd want to put up with, much easier just to force them into a bottleneck and take them all down like a pair of lawnmowers. (I had two DWers this time, plus Aveline and Anders, so I didn't really have to worry about ranged tactics)

In any case it was much easier than the first time which took me at least five tries, staying in that central area. A lot of good that "advantage" did.

lol
standing still is now kiting
while forcing movement isn't
lmao

#13
Guest_Puddi III_*

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Taking control of your tank and running back and forth and back and forth is kiting (or similar to it in gameplay). Moving to a more defensible position is not. Yes, it's so hilarious.

Modifié par Filament, 06 avril 2011 - 10:07 .


#14
SuicidalBaby

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semantics, different strategies for different group make ups.

you are doing the same damn thing, dont get it twisted

Modifié par SuicidialBaby, 06 avril 2011 - 10:19 .


#15
Jack-Nader

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After each wave... SPAM F5 for quick save :) All the units you fight with the exception of 4 are a pushover. You fight 2 rogue bosses and 2 commanders. The commanders are a joke. They have huge health but spend all their time waving their arms around. Ignore them. The only one of the lot to be conscerned with is the master assassin. Wait for him to spawn and concentrate on him. Rock fist, Shield bash + chain lightning work, scatter all work well in disabling him.

#16
simonc4175

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Stand as far as possible and you can save inbetween waves. Send out the dog who will aggro groups so you can range them.

Put your mages so their backs are to wall and form cross-fire area so when the straggers enter their hit from all side.

Eventually you should have the boss and mini-bosses and debuff them but make sure the mages are still with backs to walls and that doggy is still helping.

Moving from where you are to futher up the map is a bad idea imo.

#17
Zan Mura

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SuicidialBaby wrote...

actually thats the worst advice.  you're surrounding yourself and limiting your movement creating a situation where Ranged behavior begins to fail.  You can line of sight them where you start just as easily.  using the entrance to the camp as a bottleneck for AoE or anything else you want.  You have the advantage where you start, dont throw it away.  Summon dog after Ginnis is dead and he will distract the commanders while you take care of the grunts.

...


I concur with this advice. I've never had any trouble with this fight. Just ignore the commander, don't be goaded into the open area beyond the crossroads where the ranged toons invite you in their midst while adds spawn, but instead just retreat to the area where you spawn forcing the ranged to run closer. Most importantly though, don't waste time attacking the commanders when there are adds around, not unless you've the means to do some insane BRITTLE + Assassinate combos or their like that can end them there, tolerating the commander buffs is nowhere near as dangerous as you wasting precious time on him while his adds are killing you.

Beyond this it shouldn't be a problem. Just keep the softies back and let the tank do its job.

#18
Apathy1989

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I've never had any trouble with this fight on nightmare, and I stay in the camp. I don't fight at the crossroads on nightmare though, I pull back into the camp then rush forward to kill the archers. Also pulling the mobs away will separate them from the commander, who is healing everyone nearby.

#19
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Don't say it's bad advice if you haven't even tried it. If a person like me could beat it that way easily on Nightmare, it can't be that bad.

And yes I'm basically doing the same thing, except it forces them into a much tighter bottleneck where threat is easier to manage. You don't have to worry about them goading you anywhere because all of the enemies are right there. Taunt has limited range and a cooldown and I found that spamming the bottleneck from the main area with AoEs just drew half of the adds straight to the ranged characters, spreading them out all over the place, beyond the range of taunt.

#20
Luke Barrett

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I'll just throw in that bosses don't have infinite amounts of potions, they just get healed for more with each one. Typically (always?) it's 3 - for me, the commanders are just tank/spank attrition fights, the assassins on the other hand are like rolling the dice; hope you dont roll a 1 and have it decide to instantly kill your healer! :)

#21
Fadook

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I did this by moving my characters back and keeping them there. Gave me the opportunity to save between waves as well. Use a ranged character to pull an enemy if they're not approaching.

#22
SuicidalBaby

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if youre wasting taunt on critters there are more issues at hand.

btw dog's taunt is in the +25m range.

#23
stjasonl1

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I never had a problem with that fight I always saved the Commander for last, he seems to just stand in that one place twirling his sword (I think when he does this the other guys get a boost to hp regen) but he doesn't seem to ever try to attack anyone or even move, so just kill everyone eles and then have everyone gang up on him at the same time.

#24
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That might be more helpful if I could control the dog at all, and if it didn't die so quickly. And it's not really a waste when they're all bunched together anyway. Why should I stay in a situation where I have to prioritize which ones to taunt when I can just taunt all of them to draw all of the heat away from my vulnerable characters?

#25
Luke Barrett

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Another helpful tip is to pause and look at the health bars of all the enemies on screen and then kill all the critters (ones with mini health bars). Even though they have very little HP they do sizable damage still - you can clear them out quite quickly and then work on the bigger guys.