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Nightmare Strategy Alterations


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#26
mr_afk

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Lumikki wrote...

Now depending how much micro-management you want to do or are you little lazy, this can affect alot of skills what you choose for companions. If you are more lazy, you keep you dangerous skills on your self and your companions are more support with safer skills. Other way is control every aspect in every battle. What means plan everyting what you do manually. This is very slow way to handle combat, alot of pause and decissions and jumping between charcaters, but also you can use more dangerous spells from all you characters. 


If the option is between microing every single action and choosing & using friendly fire friendly abilities I choose to be lazy! Not using 'dangerous' abilities doesn't necessarily reduce the effectiveness of your party - In terms of mages this means that the lightning spells and single target attacks and debuffs are their main repertoire. But chain lightning's effectiveness at CCCs means that it is probably even better than fireballs etc. damage-wise as long as there's a warrior available to set the staggers up. In terms of warriors, not using fenris or just avoiding his 2h tree usually keeps most of your companions safe without sacrificing that much damage potential. Given the frequency of fights I would strongly recommend not having to pause and micro each and every battle - after some initial microing/killing assassins etc. been able to sit back and trust your companions to not do anything suicidal makes the whole process so much less tedious.

Lumikki wrote...

Also there is little more knock backs than before, but it's not really much issue, you got allready taste that little bit in hard difficulty. Now if you are weaker range attacker, you need to avoid been hit by any enemy. This means running away, going behind corners or what ever. Archers will knock back and interrupt you spell casting. Melees will knock back you. If two melee knock back weaker character agaist wall, you are pretty much dead, because you are never able to do any action. 


I'm not sure how it works, but according to an old thread I found, the damage of the attack taken in proportion to total health pool (after subtracting the fortitude rating from it) determines whether there is a knockback (11-20%) or knockdown (21+%).
So either the increased damage from enemies or the action of some other weird nightmare mechanic means that my rogue (who has absolutely no consitiution or strength) gets knockdown-locked by the most basic of enemies. It's a bit lame to watch a dagger-stab send you hurtling backwards. This never happened to me on lower difficulties. However there's no real need to panic when it happens, just get your companions to rescue you (like cast horror or run over and hit the offending enemy) - unless they're too far away or getting some knock-back action of their own, in which case you're screwed haha. I think the best fix to this problem is to get an immunity to knock-back item like the etched ring of the twins. It's a pity how it costs so much since I burned all my money on tomes. Now I have to go money gathering while getting knocked around all the time. Not fun.
I think I'm going to try inconspicuous (shadow ability) which is meant to remove all your threat. Hopefully it'll mean that the people trying to attack me will leave me alone and go bother aveline or something. 
 

Modifié par mr_afk, 12 avril 2011 - 01:04 .


#27
naughty99

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mr_afk wrote...

I think the best fix to this problem is to get an immunity to knock-back item like the etched ring of the twins. It's a pity how it costs so much since I burned all my money on tomes. Now I have to go money gathering while getting knocked around all the time. Not fun.
 


If you have made it to Act 3, your rogue can use the unique dagger Carta's Left Hand which provides immunity to knockback. It will be found on Hanker's body (Followers of She in Lowtown at night).

#28
lazuli

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To make 99% of Nightmare battles easier, run like a frightened child at the start of each battle. Back track three or four rooms. This way, when adds spawn, they won't appear on top of your Mages.

If the game itself is cheating, then it's fine to cheat right back.

#29
Gaidren

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Sadly, the above advice is pretty effective.

Also effective is taking advantage of the bug that allows Anders to chain cast Martyr from Tactics without actually being in Vengeance mode. He can essentially perma-haste the party that way and his heals will be available pretty often (although he'll occas have to heal himself due to Martyr damage). Group Heal + Heal + Haste + Martyr spam makes all the fights trivial that don't have ridiculous burst damage (some caster/Arcane Horror fights, and Assassins).

#30
mr_afk

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naughty99 wrote...

If you have made it to Act 3, your rogue can use the unique dagger Carta's Left Hand which provides immunity to knockback. It will be found on Hanker's body (Followers of She in Lowtown at night).


Nah, i'm still in the beginning of Act 2. But even still i probably wouldn't use that dagger as my current build is an "allure's crook shadow assassin" - My (rather weak) attempt to come up with an amazing and innovative build (somewhat based off IN1's templar). It is basically a critical hit machine gun...a very fragile machine gun at that. Once I get better equipment and runes maybe it'll be a more viable build, but as it is, it requires lots of microing (moving around to avoid enemies) as it draws threat like no tomorrow


lazuli wrote...

To make 99% of Nightmare battles easier, run like a frightened child at the start of each battle. Back track three or four rooms. This way, when adds spawn, they won't appear on top of your Mages. 


haha I remember attempting (futilely) to use those sort of tactics for that Night Lies side quest in one of my playthroughs. The problem was that there were only two rooms. So I would sit there killing everyone through the doorway from one side then quickly rush through to hide from the enemies spawning on top of me, again and again. There were seriously way too many waves of guard pretenders dropping from the roof (which was solid).

If you're lucky and you run far away enough, you can 'frightened child' your way out of a losing battle and get free resurrections on all your companions haha. 

Modifié par mr_afk, 12 avril 2011 - 02:06 .


#31
BanditGR

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lazuli wrote...

To make 99% of Nightmare battles easier, run like a frightened child at the start of each battle. Back track three or four rooms. This way, when adds spawn, they won't appear on top of your Mages.

If the game itself is cheating, then it's fine to cheat right back.


Basically this. You don't even need to run away that far, just somewhere where you can avoid the spawn and ideally 'funnel' enemies by forcing them into a bottleneck. You will fight only a few at a time with the added benefit of being able to use aoe as they approach plus free shots from your ranged. It won't work for all fights, but it works well enough to be viable. In all honesty, pulling and kitting are extremely powerful in DA2, as mobs have high hit points but seem to in the minus when it comes to AI. Everything else has already been mentioned.

#32
lazuli

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mr_afk wrote...

lazuli wrote...

To make 99% of Nightmare battles easier, run like a frightened child at the start of each battle. Back track three or four rooms. This way, when adds spawn, they won't appear on top of your Mages. 


haha I remember attempting (futilely) to use those sort of tactics for that Night Lies side quest in one of my playthroughs. The problem was that there were only two rooms. So I would sit there killing everyone through the doorway from one side then quickly rush through to hide from the enemies spawning on top of me, again and again. There were seriously way too many waves of guard pretenders dropping from the roof (which was solid).

If you're lucky and you run far away enough, you can 'frightened child' your way out of a losing battle and get free resurrections on all your companions haha. 


The few battles that don't allow back tracking are the hardest ones in the game, or were for me on the only playthrough I've had the patience to complete.  I didn't find Night Lies all that challenging as I put it off for a while.  The Ancient Rock Wraith was a bear, though.  And those three Rage Demons near the end of the game made me juggle my taunts carefully.

#33
Crocodiles

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upgraded glyph of paralysis helps so much with enemy rogues, when they try and backstab you just place the glyph right underneath you and it catches them.