The concept was outlined in greater detail by me elsewhere (all over these forums, to be honest). The main idea is to rely on generic level 5 +fire apparel (req's: 14 Mag/14 Wil), Dura's Blue Flame, Ring of the Magister and generic +fire accessories of as high level as possible. All those, plus Reaver spec bonus, will let you to benefit from an unprecedented that early into the game +50% fire damage bonus, making Anderfel Cleaver elemental 2H build more than just viable.
The build is very cheap (not only metaphorically: generic gear costs virtually nothing), so you can afford all the tomes/elixirs, and, if you are really greedy and anal, probably even Fallen Star. I did not buy Fallen Star (in fact, I never do on serious playthroughs -- I don't think it's worth 48 g), using for attribute pre-buff accessories: Enchanted Silverite Belt, Meghan Vael's Locket, Ring of Resilience, Air of Confidence. This way, you have to invest only 2 points into Mag, and none into Wil. Dump the rest into Str.
As to fire-immune enemies, I prefer to respec before and after Qunari quests (Blackpowder -> Wolves), since that's where Desdemona really shines. Alternatively, you can complete everything but Qunari quests, respec to S&S Desdemona, then just go with nature setup through Blackpowder -> Wolves -> Deep Roads, as both Qunari and Darkspawn are weak to nature. Either way, the key is arranging your quests by enemy immunity. For Rage Demons that appear in all areas, switching to Fadeshear is enough.
This build is very fragile. You are not a mage, of course, but archers will be your arch-enemy. Rush-kiting (rush attack, retreat out of range, rush attack, etc.) is usually the answer both to the archers when they are not alone, and just to tough enemy groups, when you are low on health. If they are alone or in a small group, you can just stomp them.
Risk:reward ratio for this build is extremely high, but once you master rush-kiting and proper Devour use, the fights will become quite short and enjoyable. Restoration potion and Devour give you 3 full health bars per fight, so it's not that bad.
The specific build I use in the video is this. Oh, and yes, I have both Might and Control activated. Theoretically, these modes should be mutually exclusive, but they are not, in case someone is wondering.
2. Night Lies Quest:
Phase I
Phase II
Phase III
The most challenging and demanding Act I encounter, especially for a soloist. That's why I always do it as late into the act as possible, immediately before the Deep Roads Expedition (you should be level 11-12, if you are a completist). The main principle is: always close the door behind you, since it narrows enemies' perception range. The total number of hostiles becomes manageable, plus you can actually save (or just rest, if you are so inclined) between the phases. I really recommend saving and re-loading to reset the cooldown timers, though.
Modifié par IN1, 15 avril 2011 - 01:29 .





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