Elemental Force/Blood Mage - Nuclear Warfare (Nightmare Guide) Updated for patch 1.02/1.03 + Legacy DLC video added (July 30th)
#151
Posté 26 avril 2011 - 06:40
#152
Posté 26 avril 2011 - 07:49
Shep309 wrote...
Sooooo Arelex.... since you've been gone for... what 23hrs... don't you think it's time to come back and try to write a solo rogue archer guide that competes with IN1s guide of awesomeness?
1. I hate soloing
2. I hate archery
3. I hate DA2
4. I hate you
5. IN1 knows 50x more about this game than I ever will
It'd be pointless.
I still have to finish the last videos for 2-hander and rogue, and after that, unless someone requests an incredibly specific fight that I somehow missed, I'll be done until DLC comes out.
Modifié par AreleX, 26 avril 2011 - 07:50 .
#153
Posté 26 avril 2011 - 08:07
#154
Posté 26 avril 2011 - 08:17
How do you survive the first act without tons of reloading? My best party member is Carver with Haydans Razor, he ravages just everything in melee while the mage does puny staff damage to archers. I feel whimpy. Maybe this will change in later acts, but the first act is only annoying. CC is not long enough to neutralize even one assassin, focus fire on the assassin takes too long while everyone else butchers the party. So I have to hold the assassins out with a lot of healing and first focus most adds down. In some fights I have two of those backstabbing buggers and I win only based on luck, i.e. does an assassin miss his backstab or choose the resummonable dog often enough.
I would be thankful for hints how to play the first act specifically, since this seems due to lack of equipment and spells to be the most difficult.
EDIT: I am currently at the battle vs the templars in the quest about the Starkhaven mages from that cave. The fight takes place in a small corridor. After the first wave, they just parachute down on every side, their lifebars seeminlgy range from one side of the monitor to the other, one platoon appears right in my group. Withdrawal in order to establish a battle line is costly because the archers interrupt my comrades efforts to run away, and then there is always that templar hunter who just rapes either me, Anders ot Varric with onehits after all three available CC (Horror, Petrify, Crushing Prison) are on cooldown. Focusing the hunter is nigh impossible because the archers damage is high enough to score multiple interrupts, and the melee templars need to be dodged, too, which gimps my focus fire on the hunter. Frustrating.
Modifié par Kaylord, 26 avril 2011 - 08:27 .
#155
Posté 26 avril 2011 - 08:22
#156
Posté 26 avril 2011 - 08:49
SuicidialBaby wrote...
stop that, it hurts.
?
@Kaylord
For templars you really want to use lots of cold spells and either cold/spirit staves. In that fight what can help is moving your whole party to one of the sides (e.g. down the 'corridor') before fighting them. That way all your enemies will be coming from one direction, your melee will tank and attack more people at once and your ranged members (yourself included) will be able to wreck havoc on them without any melee templars sneaking up from behind. Pay special attention to their archers as they have crappy life but do considerable damage and you seem to have the right idea about the hunters, just chain CCs and if possible pull off some CCCs for damage.
As for the more general how to survive tips, i'll let someone else go for it
i'm busy wasting my life away watching random youtube videos
#157
Posté 26 avril 2011 - 09:18
SuicidialBaby wrote...
stop that, it hurts.
Be nice!
Kaylord wrote...
Looks nice. On end level. I am right now doing a nightmare mage, but it is frustrating. Started with cold spells and most enemies in the streets of Kirkwall are immune. Great. On previous playthroughs always on Merril, chain lightning starts to get really boring, but there seems no way around.
How do you survive the first act without tons of reloading? My best party member is Carver with Haydans Razor, he ravages just everything in melee while the mage does puny staff damage to archers. I feel whimpy. Maybe this will change in later acts, but the first act is only annoying. CC is not long enough to neutralize even one assassin, focus fire on the assassin takes too long while everyone else butchers the party. So I have to hold the assassins out with a lot of healing and first focus most adds down. In some fights I have two of those backstabbing buggers and I win only based on luck, i.e. does an assassin miss his backstab or choose the resummonable dog often enough.
I would be thankful for hints how to play the first act specifically, since this seems due to lack of equipment and spells to be the most difficult.
EDIT: I am currently at the battle vs the templars in the quest about the Starkhaven mages from that cave. The fight takes place in a small corridor. After the first wave, they just parachute down on every side, their lifebars seeminlgy range from one side of the monitor to the other, one platoon appears right in my group. Withdrawal in order to establish a battle line is costly because the archers interrupt my comrades efforts to run away, and then there is always that templar hunter who just rapes either me, Anders ot Varric with onehits after all three available CC (Horror, Petrify, Crushing Prison) are on cooldown. Focusing the hunter is nigh impossible because the archers damage is high enough to score multiple interrupts, and the melee templars need to be dodged, too, which gimps my focus fire on the hunter. Frustrating.
Act of Mercy? Drop Gravitic on the Templar Hunter's spawn (to the right of the cavern if you were exiting it, if I remember correctly), kill trash, kill Templar Hunter, kill Lieutenant. Use cold staves and focus fire to make it go faster.
General tips?
- Unshakable ASAP @ lvl 8
- DLC Staves are your friends
- Elemental weaknesses are also your friends
- Set mages/Varric to attack enemies using ranged attacks with basic attacks or Stonefist if you're struggling
- Gravitic is your number one friend, put it at the top of your speed dial list
SuicidialBaby wrote...
what are you planing to play next?
I don't know yet. There's always a period of at least a week after I start to lose interest in a game I invested a lot of time into where I feel kinda crappy, and don't feel like playing anything at all. Once it passes, I'm not sure! I still have Bayonetta to finish, AC Brotherhood (SP, I played the hell out of MP), Red Dead Redemption/Undead Nightmare, Infinite Undiscovery (voice acting makes me sick), so I've got a few things; it's just a matter of if I stop being a big baby or not. If all else fails, back to Castlevania HD and waiting for ME3/The Secret World to come out.
Modifié par AreleX, 26 avril 2011 - 09:24 .
#158
Posté 26 avril 2011 - 10:05
The mentioned battle was an example of the frustration you can encounter with a mage early level. So far I seem to have done everything right. Unshakeable, check, DLC Scythe of the Magister, check, Gravitic Ring, check. The latter being mainly one huge, long mass-CC against melee opponents if you manage to pull it off correctly (still struggling here).
Which brings me to the basic strategy, the "front line": you on one side, the enemy on the other side. So the main job is first to run away far enough from all spawn points, which forces the mob to run after you, preferably in line ("who´s next?"). Which makes fights which have no room for running away very annoying.
#159
Posté 26 avril 2011 - 11:03
The running away strategy should only be used if you're struggling with the fight - most of the time it'll be pull abyss everyone together, either charge warrior at group to pull mass staggers or drop a gravitic ring -> mass chain lightning/haemorrhage and almost everybody's dead already. The following respawns drop down just to get owned as the number of enemies in each reinforcement wave is pretty small.
The running away strategy is mainly for the rare cases where enemies literally spawn ontop of you and end up attacking your ranged units- like in night lies. Generally I just rush my party to the top of the stairs in that fight such that all the enemies come from the staircase and I can't get suprised by random spawns. It's not so much to run far away from all the spawn points, that would be boring. It's more like positioning yourself so they all come from one direction.
for example:
x x
o
(your party is 'o' and the enemies spawn from 'x') if you move such that it's like this
o x x
Then the enemies can only attack from one direction. If you have pull of the abyss you can do this
xx
o
Which is effectively the same thing but can be done without moving your party (ie can be done in tight quarters). Haha those diagrams probably weren't very useful, I just felt like adding them in.
Anyhow, now that i'm feeling verbose again, some additional tips to using gravitic ring might be to drop them on spots that lots of enemies are going to run through- e.g. bottom of staircases
or to drop them directly ontop of enemies (especially if they're grouped together or are tougher enemies like assassins). Basically the first method means that they get slowed and will be killed by your ranged dps before getting close and the second pretty much will stop time for whatever enemy you drop it directly over, allowing you to focus fire on it to your heart's content. Grouping enemies together can be done with pull of the abyss. Get it if you haven't already.
The only other tip would be to get anders haste running if you haven't done so already. haste, heroic aura and heals (in addition to crazy fast cooldown times on chain lightning etc) means that anders makes most fights a lot easier.
#160
Posté 26 avril 2011 - 11:29
I had hoped for a special mage build which helps early level (saw the hints in your sig, mr_afk, thx), but it all seems to come down to chain lightning, horror/petrify, pre-fight-prophetic knowledge of spawnpoints and runaway chicken. Maybe I should go back on hard for more righteous feeling of ooomph-boom!
#161
Posté 26 avril 2011 - 11:43
It's not so much about the pre-fight prophetic knowledge tbh. It's more like as you get more experienced at playing a mage you'll get better at controlling the battlefield and be able to just run into most fights and play it by ear. It's only the tougher fights (which I consider night lies among) where enemy respawns are just plain ridiculous where I do that tactic I recommended to you. I'll post up some videos soon showing you what I mean.
What party setup do you have anyway? If you only have 1 melee you shouldn't be having that many problems with FF. Well good luck whatever you do, I'm off to dinner.
Modifié par mr_afk, 26 avril 2011 - 11:47 .
#162
Posté 26 avril 2011 - 12:26
I am thinking about skilling taunt, just for the sake of separating all enemies from out of the middle of the group, then have Carver run away from the group with the spawns in tow, have Carver then interrupt them so that he can withdraw in time so that my mage can finally and righteously chain-gravitic-fist them. >
#163
Posté 26 avril 2011 - 01:08
And yeah, that was the party combination i used in the deep roads. It works quite well when carver gets claymore (his crit chance is too low to be a fenris) if you have chain lightning
I haven't had much luck with taunt either but I think that sort of tactic could work. Usually I just hit people a few times to draw threat. Well seems like you've got it sorted, have fun killing templars!
Modifié par mr_afk, 26 avril 2011 - 01:16 .
#164
Posté 26 avril 2011 - 05:02
self: surrounded by 3 enemies: taunt
rogue:
hawke/anders: being attacked by melee: Armitice
.
.
.
.
.
.
anders: being attacked by melee or ranged: jump to x
hawke: being attacked by melee or ranged: use current condition for next tactic
warrior: any: Goad - *actual jump destination*
tactic x:
has yet to fail me
note: Goad set should be last thing in tactics or before skip tactics auto deactivate set
Modifié par SuicidialBaby, 26 avril 2011 - 05:05 .
#165
Posté 26 avril 2011 - 06:15
#166
Posté 26 avril 2011 - 06:17
#167
Posté 26 avril 2011 - 06:48
#168
Posté 26 avril 2011 - 07:01
#169
Posté 26 avril 2011 - 07:03
SuicidialBaby wrote...
whats this?
A weapon/armor DLC pack just got released, similar to the Firepower/Aegis/Kestrel packs for ME2, with new armor, weapons, and accessories for each class (sold seperately or bought as a bundle for less).
The new Mage robe is f**king sexy.
#170
Posté 26 avril 2011 - 07:08
/deep breath
aaaaaaaaaaaaaaaaaaahhhhhhhhhhh
damn you psn!
just finished unlocking all the legends gear as well. now i have to wait for this too.
/cries
#171
Posté 26 avril 2011 - 07:18
Random examples:
varris amulet is +7% crit chance, 6% atk speed, 28% healing received, immune to stun.
Anders amulet: +2 mag, +6 mana/stam rate, +14% cold/fire damage
fenris amulet: +1 str, 98 atk, 7% crit chance, 6% atk speed
isabella ring: +2 dex, 4% atk speed, 11% dmg resistance, immune to knockback
aveline ring: +2 con, 49 atk, 3% speed, 8% dmg resist, immune to crits
merrill ring: +2 all atributes, +13% elec / nature damage, +1 blood/health conversion
Also, the mage helm is lvl 17 req, but it is 123 armor, 2 rune slots, 42 mana/stam, +3 mana regen rate and +10% fire/cold/spirit/nature/electric damage
Modifié par Sallul, 26 avril 2011 - 07:29 .
#172
Posté 26 avril 2011 - 07:31
that is a buy me for easy mode dlc
Modifié par SuicidialBaby, 26 avril 2011 - 07:34 .
#173
Posté 26 avril 2011 - 07:33
#174
Posté 26 avril 2011 - 07:41
THAT HELM IS DIRTY
WANT
(companion accs are utterly ridiculous)
(thank you for stats)
(I add an Isabela build to my list of promises if someone gets me points)
Modifié par AreleX, 26 avril 2011 - 07:44 .
#175
Posté 26 avril 2011 - 08:17
Modifié par tonnactus, 26 avril 2011 - 09:09 .





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